]> git.sesse.net Git - nageru/blob - mixer.cpp
Make quitting a tad bit more robust.
[nageru] / mixer.cpp
1 #define WIDTH 1280
2 #define HEIGHT 720
3
4 #undef Success
5
6 #include "mixer.h"
7
8 #include <assert.h>
9 #include <effect.h>
10 #include <effect_chain.h>
11 #include <effect_util.h>
12 #include <epoxy/egl.h>
13 #include <features.h>
14 #include <image_format.h>
15 #include <init.h>
16 #include <overlay_effect.h>
17 #include <padding_effect.h>
18 #include <resample_effect.h>
19 #include <resource_pool.h>
20 #include <saturation_effect.h>
21 #include <stdint.h>
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <sys/time.h>
25 #include <time.h>
26 #include <util.h>
27 #include <white_balance_effect.h>
28 #include <ycbcr.h>
29 #include <ycbcr_input.h>
30 #include <cmath>
31 #include <condition_variable>
32 #include <cstddef>
33 #include <memory>
34 #include <mutex>
35 #include <string>
36 #include <thread>
37 #include <vector>
38
39 #include "bmusb.h"
40 #include "context.h"
41 #include "h264encode.h"
42 #include "pbo_frame_allocator.h"
43 #include "ref_counted_gl_sync.h"
44 #include "timebase.h"
45
46 class QOpenGLContext;
47
48 using namespace movit;
49 using namespace std;
50 using namespace std::placeholders;
51
52 Mixer *global_mixer = nullptr;
53
54 namespace {
55
56 void convert_fixed24_to_fp32(float *dst, size_t out_channels, const uint8_t *src, size_t in_channels, size_t num_samples)
57 {
58         for (size_t i = 0; i < num_samples; ++i) {
59                 for (size_t j = 0; j < out_channels; ++j) {
60                         uint32_t s1 = *src++;
61                         uint32_t s2 = *src++;
62                         uint32_t s3 = *src++;
63                         uint32_t s = s1 | (s1 << 8) | (s2 << 16) | (s3 << 24);
64                         dst[i * out_channels + j] = int(s) * (1.0f / 4294967296.0f);
65                 }
66                 src += 3 * (in_channels - out_channels);
67         }
68 }
69
70 }  // namespace
71
72 Mixer::Mixer(const QSurfaceFormat &format)
73         : mixer_surface(create_surface(format)),
74           h264_encoder_surface(create_surface(format))
75 {
76         CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
77         check_error();
78
79         resource_pool.reset(new ResourcePool);
80         theme.reset(new Theme("theme.lua", resource_pool.get()));
81         output_channel[OUTPUT_LIVE].parent = this;
82         output_channel[OUTPUT_PREVIEW].parent = this;
83         output_channel[OUTPUT_INPUT0].parent = this;
84         output_channel[OUTPUT_INPUT1].parent = this;
85
86         ImageFormat inout_format;
87         inout_format.color_space = COLORSPACE_sRGB;
88         inout_format.gamma_curve = GAMMA_sRGB;
89
90         // Display chain; shows the live output produced by the main chain (its RGBA version).
91         display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
92         check_error();
93         display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT);  // FIXME: GL_UNSIGNED_BYTE is really wrong.
94         display_chain->add_input(display_input);
95         display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
96         display_chain->set_dither_bits(0);  // Don't bother.
97         display_chain->finalize();
98
99         h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
100
101         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
102                 printf("Configuring card %d...\n", card_index);
103                 CaptureCard *card = &cards[card_index];
104                 card->usb = new BMUSBCapture(0x1edb, card_index == 0 ? 0xbd3b : 0xbd4f);
105                 card->usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
106                 card->frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
107                 card->usb->set_video_frame_allocator(card->frame_allocator.get());
108                 card->surface = create_surface(format);
109                 card->usb->set_dequeue_thread_callbacks(
110                         [card]{
111                                 eglBindAPI(EGL_OPENGL_API);
112                                 card->context = create_context();
113                                 if (!make_current(card->context, card->surface)) {
114                                         printf("failed to create bmusb context\n");
115                                         exit(1);
116                                 }
117                                 printf("inited!\n");
118                         },
119                         [this]{
120                                 resource_pool->clean_context();
121                         });
122                 card->resampler = new Resampler(48000.0, 48000.0, 2);
123                 card->usb->configure_card();
124         }
125
126         BMUSBCapture::start_bm_thread();
127
128         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
129                 cards[card_index].usb->start_bm_capture();
130         }
131
132         //chain->enable_phase_timing(true);
133
134         // Set up stuff for NV12 conversion.
135
136         // Cb/Cr shader.
137         string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
138         string cbcr_frag_shader =
139                 "#version 130 \n"
140                 "in vec2 tc0; \n"
141                 "uniform sampler2D cbcr_tex; \n"
142                 "void main() { \n"
143                 "    gl_FragColor = texture2D(cbcr_tex, tc0); \n"
144                 "} \n";
145         cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
146 }
147
148 Mixer::~Mixer()
149 {
150         resource_pool->release_glsl_program(cbcr_program_num);
151         BMUSBCapture::stop_bm_thread();
152
153         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
154                 {
155                         std::unique_lock<std::mutex> lock(bmusb_mutex);
156                         cards[card_index].should_quit = true;  // Unblock thread.
157                         cards[card_index].new_data_ready_changed.notify_all();
158                 }
159                 cards[card_index].usb->stop_dequeue_thread();
160         }
161 }
162
163 void Mixer::bm_frame(int card_index, uint16_t timecode,
164                      FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
165                      FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
166 {
167         CaptureCard *card = &cards[card_index];
168
169         if (video_frame.len - video_offset != 1280 * 750 * 2) {
170                 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
171                 FILE *fp = fopen("frame.raw", "wb");
172                 fwrite(video_frame.data, video_frame.len, 1, fp);
173                 fclose(fp);
174                 //exit(1);
175                 card->usb->get_video_frame_allocator()->release_frame(video_frame);
176                 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
177                 return;
178         }
179         {
180                 // Wait until the previous frame was consumed.
181                 std::unique_lock<std::mutex> lock(bmusb_mutex);
182                 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready || card->should_quit; });
183                 if (card->should_quit) return;
184         }
185         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
186         GLuint pbo = userdata->pbo;
187         check_error();
188         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
189         check_error();
190         glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
191         check_error();
192         //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
193         //check_error();
194
195         // Upload the textures.
196         glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
197         check_error();
198         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
199         check_error();
200         glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
201         check_error();
202         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
203         check_error();
204         glBindTexture(GL_TEXTURE_2D, 0);
205         check_error();
206         GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);              
207         check_error();
208         assert(fence != nullptr);
209
210         // Convert the audio to stereo fp32 and store it next to the video.
211         size_t num_samples = (audio_frame.len - audio_offset) / 8 / 3;
212         vector<float> audio;
213         audio.resize(num_samples * 2);
214         convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
215
216         {
217                 std::unique_lock<std::mutex> lock(bmusb_mutex);
218                 card->new_data_ready = true;
219                 card->new_frame = RefCountedFrame(video_frame);
220                 card->new_data_ready_fence = fence;
221                 card->new_frame_audio = move(audio);
222                 card->new_data_ready_changed.notify_all();
223         }
224
225         // Video frame will be released when last user of card->new_frame goes out of scope.
226         card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
227 }
228
229 void Mixer::thread_func()
230 {
231         eglBindAPI(EGL_OPENGL_API);
232         QOpenGLContext *context = create_context();
233         if (!make_current(context, mixer_surface)) {
234                 printf("oops\n");
235                 exit(1);
236         }
237
238         struct timespec start, now;
239         clock_gettime(CLOCK_MONOTONIC, &start);
240
241         while (!should_quit) {
242                 ++frame;
243
244                 CaptureCard card_copy[NUM_CARDS];
245
246                 {
247                         std::unique_lock<std::mutex> lock(bmusb_mutex);
248
249                         // The first card is the master timer, so wait for it to have a new frame.
250                         // TODO: Make configurable, and with a timeout.
251                         cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
252
253                         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
254                                 CaptureCard *card = &cards[card_index];
255                                 card_copy[card_index].usb = card->usb;
256                                 card_copy[card_index].new_data_ready = card->new_data_ready;
257                                 card_copy[card_index].new_frame = card->new_frame;
258                                 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
259                                 card_copy[card_index].new_frame_audio = move(card->new_frame_audio);
260                                 card->new_data_ready = false;
261                                 card->new_data_ready_changed.notify_all();
262                         }
263                 }
264
265                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
266                         CaptureCard *card = &card_copy[card_index];
267                         if (!card->new_data_ready)
268                                 continue;
269
270                         assert(card->new_frame != nullptr);
271                         bmusb_current_rendering_frame[card_index] = card->new_frame;
272                         check_error();
273
274                         // The new texture might still be uploaded,
275                         // tell the GPU to wait until it's there.
276                         if (card->new_data_ready_fence)
277                                 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
278                         check_error();
279                         glDeleteSync(card->new_data_ready_fence);
280                         check_error();
281                         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
282                         theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
283                 }
284
285                 // Get the main chain from the theme, and set its state immediately.
286                 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, frame / 60.0f, WIDTH, HEIGHT);
287                 EffectChain *chain = theme_main_chain.first;
288                 theme_main_chain.second();
289
290                 GLuint y_tex, cbcr_tex;
291                 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
292                 assert(got_frame);
293
294                 // Render main chain.
295                 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
296                 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT);  // Saves texture bandwidth, although dithering gets messed up.
297                 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
298                 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
299                 resource_pool->release_fbo(fbo);
300
301                 subsample_chroma(cbcr_full_tex, cbcr_tex);
302                 resource_pool->release_2d_texture(cbcr_full_tex);
303
304                 // Set the right state for rgba_tex.
305                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
306                 glBindTexture(GL_TEXTURE_2D, rgba_tex);
307                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
308                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
309                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
310
311                 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
312                 check_error();
313
314                 // Resample the audio as needed.
315                 // TODO: Allow using audio from the other card(s) as well.
316                 double pts = frame / 60.0;
317                 cards[0].resampler->add_input_samples(pts, card_copy[0].new_frame_audio.data(), card_copy[0].new_frame_audio.size() / 2);
318                 vector<float> samples_out;
319                 samples_out.resize((48000 / 60) * 2);
320                 cards[0].resampler->get_output_samples(pts, &samples_out[0], 48000 / 60);
321
322                 // Make sure the H.264 gets a reference to all the
323                 // input frames needed, so that they are not released back
324                 // until the rendering is done.
325                 vector<RefCountedFrame> input_frames;
326                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
327                         input_frames.push_back(bmusb_current_rendering_frame[card_index]);
328                 }
329                 h264_encoder->end_frame(fence, frame * (TIMEBASE / 60), move(samples_out), input_frames);
330
331                 // The live frame just shows the RGBA texture we just rendered.
332                 // It owns rgba_tex now.
333                 DisplayFrame live_frame;
334                 live_frame.chain = display_chain.get();
335                 live_frame.setup_chain = [this, rgba_tex]{
336                         display_input->set_texture_num(rgba_tex);
337                 };
338                 live_frame.ready_fence = fence;
339                 live_frame.input_frames = {};
340                 live_frame.temp_textures = { rgba_tex };
341                 output_channel[OUTPUT_LIVE].output_frame(live_frame);
342
343                 // Set up preview and any additional channels.
344                 for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
345                         DisplayFrame display_frame;
346                         pair<EffectChain *, function<void()>> chain = theme->get_chain(i, frame / 60.0f, WIDTH, HEIGHT);  // FIXME: dimensions
347                         display_frame.chain = chain.first;
348                         display_frame.setup_chain = chain.second;
349                         display_frame.ready_fence = fence;
350                         display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] };  // FIXME: possible to do better?
351                         display_frame.temp_textures = {};
352                         output_channel[i].output_frame(display_frame);
353                 }
354
355                 clock_gettime(CLOCK_MONOTONIC, &now);
356                 double elapsed = now.tv_sec - start.tv_sec +
357                         1e-9 * (now.tv_nsec - start.tv_nsec);
358                 if (frame % 100 == 0) {
359                         printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
360                                 frame, elapsed, frame / elapsed,
361                                 1e3 * elapsed / frame);
362                 //      chain->print_phase_timing();
363                 }
364
365 #if 0
366                 // Reset every 100 frames, so that local variations in frame times
367                 // (especially for the first few frames, when the shaders are
368                 // compiled etc.) don't make it hard to measure for the entire
369                 // remaining duration of the program.
370                 if (frame == 10000) {
371                         frame = 0;
372                         start = now;
373                 }
374 #endif
375                 check_error();
376         }
377
378         resource_pool->clean_context();
379 }
380
381 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
382 {
383         GLuint vao;
384         glGenVertexArrays(1, &vao);
385         check_error();
386
387         float vertices[] = {
388                 0.0f, 2.0f,
389                 0.0f, 0.0f,
390                 2.0f, 0.0f
391         };
392
393         glBindVertexArray(vao);
394         check_error();
395
396         // Extract Cb/Cr.
397         GLuint fbo = resource_pool->create_fbo(dst_tex);
398         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
399         glViewport(0, 0, WIDTH/2, HEIGHT/2);
400         check_error();
401
402         glUseProgram(cbcr_program_num);
403         check_error();
404
405         glActiveTexture(GL_TEXTURE0);
406         check_error();
407         glBindTexture(GL_TEXTURE_2D, src_tex);
408         check_error();
409         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
410         check_error();
411         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
412         check_error();
413         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
414         check_error();
415
416         float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
417         set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
418
419         GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
420         GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
421
422         glDrawArrays(GL_TRIANGLES, 0, 3);
423         check_error();
424
425         cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
426         cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
427
428         glUseProgram(0);
429         check_error();
430
431         resource_pool->release_fbo(fbo);
432         glDeleteVertexArrays(1, &vao);
433 }
434
435 void Mixer::release_display_frame(DisplayFrame *frame)
436 {
437         for (GLuint texnum : frame->temp_textures) {
438                 resource_pool->release_2d_texture(texnum);
439         }
440         frame->temp_textures.clear();
441         frame->ready_fence.reset();
442         frame->input_frames.clear();
443 }
444
445 void Mixer::start()
446 {
447         mixer_thread = std::thread(&Mixer::thread_func, this);
448 }
449
450 void Mixer::quit()
451 {
452         should_quit = true;
453         mixer_thread.join();
454 }
455
456 void Mixer::transition_clicked(int transition_num)
457 {
458         theme->transition_clicked(transition_num, frame / 60.0);
459 }
460
461 void Mixer::channel_clicked(int preview_num)
462 {
463         theme->channel_clicked(preview_num);
464 }
465
466 Mixer::OutputChannel::~OutputChannel()
467 {
468         if (has_current_frame) {
469                 parent->release_display_frame(&current_frame);
470         }
471         if (has_ready_frame) {
472                 parent->release_display_frame(&ready_frame);
473         }
474 }
475
476 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
477 {
478         // Store this frame for display. Remove the ready frame if any
479         // (it was seemingly never used).
480         {
481                 std::unique_lock<std::mutex> lock(frame_mutex);
482                 if (has_ready_frame) {
483                         parent->release_display_frame(&ready_frame);
484                 }
485                 ready_frame = frame;
486                 has_ready_frame = true;
487         }
488
489         if (has_new_frame_ready_callback) {
490                 new_frame_ready_callback();
491         }
492 }
493
494 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
495 {
496         std::unique_lock<std::mutex> lock(frame_mutex);
497         if (!has_current_frame && !has_ready_frame) {
498                 return false;
499         }
500
501         if (has_current_frame && has_ready_frame) {
502                 // We have a new ready frame. Toss the current one.
503                 parent->release_display_frame(&current_frame);
504                 has_current_frame = false;
505         }
506         if (has_ready_frame) {
507                 assert(!has_current_frame);
508                 current_frame = ready_frame;
509                 ready_frame.ready_fence.reset();  // Drop the refcount.
510                 ready_frame.input_frames.clear();  // Drop the refcounts.
511                 has_current_frame = true;
512                 has_ready_frame = false;
513         }
514
515         *frame = current_frame;
516         return true;
517 }
518
519 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
520 {
521         new_frame_ready_callback = callback;
522         has_new_frame_ready_callback = true;
523 }