10 #include <effect_chain.h>
11 #include <effect_util.h>
12 #include <epoxy/egl.h>
14 #include <image_format.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>
27 #include <white_balance_effect.h>
29 #include <ycbcr_input.h>
31 #include <condition_variable>
41 #include "h264encode.h"
42 #include "pbo_frame_allocator.h"
43 #include "ref_counted_gl_sync.h"
48 using namespace movit;
50 using namespace std::placeholders;
52 Mixer *global_mixer = nullptr;
56 void convert_fixed24_to_fp32(float *dst, size_t out_channels, const uint8_t *src, size_t in_channels, size_t num_samples)
58 for (size_t i = 0; i < num_samples; ++i) {
59 for (size_t j = 0; j < out_channels; ++j) {
63 uint32_t s = s1 | (s1 << 8) | (s2 << 16) | (s3 << 24);
64 dst[i * out_channels + j] = int(s) * (1.0f / 4294967296.0f);
66 src += 3 * (in_channels - out_channels);
72 Mixer::Mixer(const QSurfaceFormat &format)
73 : mixer_surface(create_surface(format)),
74 h264_encoder_surface(create_surface(format))
76 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
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;
86 ImageFormat inout_format;
87 inout_format.color_space = COLORSPACE_sRGB;
88 inout_format.gamma_curve = GAMMA_sRGB;
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()));
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();
99 h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
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(
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");
120 resource_pool->clean_context();
122 card->resampler = new Resampler(48000.0, 48000.0, 2);
123 card->usb->configure_card();
126 BMUSBCapture::start_bm_thread();
128 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
129 cards[card_index].usb->start_bm_capture();
132 //chain->enable_phase_timing(true);
134 // Set up stuff for NV12 conversion.
137 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
138 string cbcr_frag_shader =
141 "uniform sampler2D cbcr_tex; \n"
143 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
145 cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
150 resource_pool->release_glsl_program(cbcr_program_num);
151 BMUSBCapture::stop_bm_thread();
153 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
154 cards[card_index].new_data_ready = false; // Unblock thread.
155 cards[card_index].new_data_ready_changed.notify_all();
156 cards[card_index].usb->stop_dequeue_thread();
160 void Mixer::bm_frame(int card_index, uint16_t timecode,
161 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
162 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
164 CaptureCard *card = &cards[card_index];
166 if (video_frame.len - video_offset != 1280 * 750 * 2) {
167 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
168 FILE *fp = fopen("frame.raw", "wb");
169 fwrite(video_frame.data, video_frame.len, 1, fp);
172 card->usb->get_video_frame_allocator()->release_frame(video_frame);
173 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
177 // Wait until the previous frame was consumed.
178 std::unique_lock<std::mutex> lock(bmusb_mutex);
179 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
181 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
182 GLuint pbo = userdata->pbo;
184 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
186 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
188 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
191 // Upload the textures.
192 glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
194 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
196 glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
198 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
200 glBindTexture(GL_TEXTURE_2D, 0);
202 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
204 assert(fence != nullptr);
206 // Convert the audio to stereo fp32 and store it next to the video.
207 size_t num_samples = (audio_frame.len - audio_offset) / 8 / 3;
209 audio.resize(num_samples * 2);
210 convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
213 std::unique_lock<std::mutex> lock(bmusb_mutex);
214 card->new_data_ready = true;
215 card->new_frame = RefCountedFrame(video_frame);
216 card->new_data_ready_fence = fence;
217 card->new_frame_audio = move(audio);
218 card->new_data_ready_changed.notify_all();
221 // Video frame will be released when last user of card->new_frame goes out of scope.
222 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
225 void Mixer::thread_func()
227 eglBindAPI(EGL_OPENGL_API);
228 QOpenGLContext *context = create_context();
229 if (!make_current(context, mixer_surface)) {
234 struct timespec start, now;
235 clock_gettime(CLOCK_MONOTONIC, &start);
237 while (!should_quit) {
240 CaptureCard card_copy[NUM_CARDS];
243 std::unique_lock<std::mutex> lock(bmusb_mutex);
245 // The first card is the master timer, so wait for it to have a new frame.
246 // TODO: Make configurable, and with a timeout.
247 cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
249 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
250 CaptureCard *card = &cards[card_index];
251 card_copy[card_index].usb = card->usb;
252 card_copy[card_index].new_data_ready = card->new_data_ready;
253 card_copy[card_index].new_frame = card->new_frame;
254 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
255 card_copy[card_index].new_frame_audio = move(card->new_frame_audio);
256 card->new_data_ready = false;
257 card->new_data_ready_changed.notify_all();
261 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
262 CaptureCard *card = &card_copy[card_index];
263 if (!card->new_data_ready)
266 assert(card->new_frame != nullptr);
267 bmusb_current_rendering_frame[card_index] = card->new_frame;
270 // The new texture might still be uploaded,
271 // tell the GPU to wait until it's there.
272 if (card->new_data_ready_fence)
273 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
275 glDeleteSync(card->new_data_ready_fence);
277 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
278 theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
281 // Get the main chain from the theme, and set its state immediately.
282 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, frame / 60.0f, WIDTH, HEIGHT);
283 EffectChain *chain = theme_main_chain.first;
284 theme_main_chain.second();
286 GLuint y_tex, cbcr_tex;
287 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
290 // Render main chain.
291 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
292 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
293 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
294 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
295 resource_pool->release_fbo(fbo);
297 subsample_chroma(cbcr_full_tex, cbcr_tex);
298 resource_pool->release_2d_texture(cbcr_full_tex);
300 // Set the right state for rgba_tex.
301 glBindFramebuffer(GL_FRAMEBUFFER, 0);
302 glBindTexture(GL_TEXTURE_2D, rgba_tex);
303 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
304 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
305 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
307 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
310 // Resample the audio as needed.
311 // TODO: Allow using audio from the other card(s) as well.
312 double pts = frame / 60.0;
313 cards[0].resampler->add_input_samples(pts, card_copy[0].new_frame_audio.data(), card_copy[0].new_frame_audio.size() / 2);
314 vector<float> samples_out;
315 samples_out.resize((48000 / 60) * 2);
316 cards[0].resampler->get_output_samples(pts, &samples_out[0], 48000 / 60);
318 // Make sure the H.264 gets a reference to all the
319 // input frames needed, so that they are not released back
320 // until the rendering is done.
321 vector<RefCountedFrame> input_frames;
322 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
323 input_frames.push_back(bmusb_current_rendering_frame[card_index]);
325 h264_encoder->end_frame(fence, frame * (TIMEBASE / 60), move(samples_out), input_frames);
327 // The live frame just shows the RGBA texture we just rendered.
328 // It owns rgba_tex now.
329 DisplayFrame live_frame;
330 live_frame.chain = display_chain.get();
331 live_frame.setup_chain = [this, rgba_tex]{
332 display_input->set_texture_num(rgba_tex);
334 live_frame.ready_fence = fence;
335 live_frame.input_frames = {};
336 live_frame.temp_textures = { rgba_tex };
337 output_channel[OUTPUT_LIVE].output_frame(live_frame);
339 // Set up preview and any additional channels.
340 for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
341 DisplayFrame display_frame;
342 pair<EffectChain *, function<void()>> chain = theme->get_chain(i, frame / 60.0f, WIDTH, HEIGHT); // FIXME: dimensions
343 display_frame.chain = chain.first;
344 display_frame.setup_chain = chain.second;
345 display_frame.ready_fence = fence;
346 display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] }; // FIXME: possible to do better?
347 display_frame.temp_textures = {};
348 output_channel[i].output_frame(display_frame);
351 clock_gettime(CLOCK_MONOTONIC, &now);
352 double elapsed = now.tv_sec - start.tv_sec +
353 1e-9 * (now.tv_nsec - start.tv_nsec);
354 if (frame % 100 == 0) {
355 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
356 frame, elapsed, frame / elapsed,
357 1e3 * elapsed / frame);
358 // chain->print_phase_timing();
362 // Reset every 100 frames, so that local variations in frame times
363 // (especially for the first few frames, when the shaders are
364 // compiled etc.) don't make it hard to measure for the entire
365 // remaining duration of the program.
366 if (frame == 10000) {
374 resource_pool->clean_context();
377 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
380 glGenVertexArrays(1, &vao);
389 glBindVertexArray(vao);
393 GLuint fbo = resource_pool->create_fbo(dst_tex);
394 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
395 glViewport(0, 0, WIDTH/2, HEIGHT/2);
398 glUseProgram(cbcr_program_num);
401 glActiveTexture(GL_TEXTURE0);
403 glBindTexture(GL_TEXTURE_2D, src_tex);
405 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
412 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
413 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
415 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
416 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
418 glDrawArrays(GL_TRIANGLES, 0, 3);
421 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
422 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
427 resource_pool->release_fbo(fbo);
428 glDeleteVertexArrays(1, &vao);
431 void Mixer::release_display_frame(DisplayFrame *frame)
433 for (GLuint texnum : frame->temp_textures) {
434 resource_pool->release_2d_texture(texnum);
436 frame->temp_textures.clear();
437 frame->ready_fence.reset();
438 frame->input_frames.clear();
443 mixer_thread = std::thread(&Mixer::thread_func, this);
452 void Mixer::transition_clicked(int transition_num)
454 theme->transition_clicked(transition_num, frame / 60.0);
457 void Mixer::channel_clicked(int preview_num)
459 theme->channel_clicked(preview_num);
462 Mixer::OutputChannel::~OutputChannel()
464 if (has_current_frame) {
465 parent->release_display_frame(¤t_frame);
467 if (has_ready_frame) {
468 parent->release_display_frame(&ready_frame);
472 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
474 // Store this frame for display. Remove the ready frame if any
475 // (it was seemingly never used).
477 std::unique_lock<std::mutex> lock(frame_mutex);
478 if (has_ready_frame) {
479 parent->release_display_frame(&ready_frame);
482 has_ready_frame = true;
485 if (has_new_frame_ready_callback) {
486 new_frame_ready_callback();
490 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
492 std::unique_lock<std::mutex> lock(frame_mutex);
493 if (!has_current_frame && !has_ready_frame) {
497 if (has_current_frame && has_ready_frame) {
498 // We have a new ready frame. Toss the current one.
499 parent->release_display_frame(¤t_frame);
500 has_current_frame = false;
502 if (has_ready_frame) {
503 assert(!has_current_frame);
504 current_frame = ready_frame;
505 ready_frame.ready_fence.reset(); // Drop the refcount.
506 ready_frame.input_frames.clear(); // Drop the refcounts.
507 has_current_frame = true;
508 has_ready_frame = false;
511 *frame = current_frame;
515 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
517 new_frame_ready_callback = callback;
518 has_new_frame_ready_callback = true;