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"
47 using namespace movit;
49 using namespace std::placeholders;
51 Mixer *global_mixer = nullptr;
53 Mixer::Mixer(QSurface *surface1, QSurface *surface2, QSurface *surface3, QSurface *surface4)
54 : surface1(surface1), surface2(surface2), surface3(surface3), surface4(surface4)
56 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
59 chain.reset(new EffectChain(WIDTH, HEIGHT));
62 ImageFormat inout_format;
63 inout_format.color_space = COLORSPACE_sRGB;
64 inout_format.gamma_curve = GAMMA_sRGB;
66 YCbCrFormat ycbcr_format;
67 ycbcr_format.chroma_subsampling_x = 2;
68 ycbcr_format.chroma_subsampling_y = 1;
69 ycbcr_format.cb_x_position = 0.0;
70 ycbcr_format.cr_x_position = 0.0;
71 ycbcr_format.cb_y_position = 0.5;
72 ycbcr_format.cr_y_position = 0.5;
73 ycbcr_format.luma_coefficients = YCBCR_REC_601;
74 ycbcr_format.full_range = false;
76 input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
77 chain->add_input(input[0]);
78 input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
79 chain->add_input(input[1]);
80 resample_effect = chain->add_effect(new ResampleEffect(), input[0]);
81 padding_effect = chain->add_effect(new IntegralPaddingEffect());
82 float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
83 CHECK(padding_effect->set_vec4("border_color", border_color));
85 resample2_effect = chain->add_effect(new ResampleEffect(), input[1]);
86 Effect *saturation_effect = chain->add_effect(new SaturationEffect());
87 CHECK(saturation_effect->set_float("saturation", 0.3f));
88 Effect *wb_effect = chain->add_effect(new WhiteBalanceEffect());
89 CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
90 padding2_effect = chain->add_effect(new IntegralPaddingEffect());
92 chain->add_effect(new OverlayEffect(), padding_effect, padding2_effect);
94 ycbcr_format.chroma_subsampling_x = 1;
96 chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
97 chain->add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
98 chain->set_dither_bits(8);
99 chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
102 h264_encoder.reset(new H264Encoder(surface2, WIDTH, HEIGHT, "test.mp4"));
104 printf("Configuring first card...\n");
105 cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
106 cards[0].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 0, _1, _2, _3, _4, _5, _6, _7));
107 cards[0].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
108 cards[0].usb->set_video_frame_allocator(cards[0].frame_allocator.get());
109 cards[0].usb->configure_card();
111 if (NUM_CARDS == 2) {
112 printf("Configuring second card...\n");
113 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
114 cards[1].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 1, _1, _2, _3, _4, _5, _6, _7));
115 cards[1].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
116 cards[1].usb->set_video_frame_allocator(cards[1].frame_allocator.get());
117 cards[1].usb->configure_card();
120 BMUSBCapture::start_bm_thread();
122 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
123 cards[card_index].usb->start_bm_capture();
126 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
127 bmusb_current_rendering_frame[card_index] =
128 cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
129 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
130 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
131 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
134 //chain->enable_phase_timing(true);
136 // Set up stuff for NV12 conversion.
137 resource_pool = chain->get_resource_pool();
140 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
141 string cbcr_frag_shader =
144 "uniform sampler2D cbcr_tex; \n"
146 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
148 cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
153 resource_pool->release_glsl_program(cbcr_program_num);
154 BMUSBCapture::stop_bm_thread();
157 void Mixer::bm_frame(int card_index, uint16_t timecode,
158 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
159 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
161 CaptureCard *card = &cards[card_index];
162 if (!card->thread_initialized) {
163 printf("initializing context for bmusb thread %d\n", card_index);
164 eglBindAPI(EGL_OPENGL_API);
165 card->context = create_context();
166 if (!make_current(card->context, card->surface)) {
167 printf("failed to create bmusb context\n");
170 card->thread_initialized = true;
173 if (video_frame.len - video_offset != 1280 * 750 * 2) {
174 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
175 FILE *fp = fopen("frame.raw", "wb");
176 fwrite(video_frame.data, video_frame.len, 1, fp);
179 card->usb->get_video_frame_allocator()->release_frame(video_frame);
180 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
184 // Wait until the previous frame was consumed.
185 std::unique_lock<std::mutex> lock(bmusb_mutex);
186 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
188 GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
190 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
192 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
194 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
196 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
198 assert(fence != nullptr);
200 std::unique_lock<std::mutex> lock(bmusb_mutex);
201 card->new_data_ready = true;
202 card->new_frame = video_frame;
203 card->new_data_ready_fence = fence;
204 card->new_data_ready_changed.notify_all();
207 // Video frame will be released later.
208 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
211 void Mixer::place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
219 if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
220 CHECK(resample_effect->set_int("width", 1));
221 CHECK(resample_effect->set_int("height", 1));
222 CHECK(resample_effect->set_float("zoom_x", 1280.0));
223 CHECK(resample_effect->set_float("zoom_y", 720.0));
224 CHECK(padding_effect->set_int("left", 2000));
225 CHECK(padding_effect->set_int("top", 2000));
229 // Clip. (TODO: Clip on upper/left sides, too.)
231 srcx1 = (1280.0 - x0) / (x1 - x0);
235 srcy1 = (720.0 - y0) / (y1 - y0);
239 float x_subpixel_offset = x0 - floor(x0);
240 float y_subpixel_offset = y0 - floor(y0);
242 // Resampling must be to an integral number of pixels. Round up,
243 // and then add an extra pixel so we have some leeway for the border.
244 int width = int(ceil(x1 - x0)) + 1;
245 int height = int(ceil(y1 - y0)) + 1;
246 CHECK(resample_effect->set_int("width", width));
247 CHECK(resample_effect->set_int("height", height));
249 // Correct the discrepancy with zoom. (This will leave a small
250 // excess edge of pixels and subpixels, which we'll correct for soon.)
251 float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
252 float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
253 CHECK(resample_effect->set_float("zoom_x", zoom_x));
254 CHECK(resample_effect->set_float("zoom_y", zoom_y));
255 CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
256 CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
258 // Padding must also be to a whole-pixel offset.
259 CHECK(padding_effect->set_int("left", floor(x0)));
260 CHECK(padding_effect->set_int("top", floor(y0)));
262 // Correct _that_ discrepancy by subpixel offset in the resampling.
263 CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
264 CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
266 // Finally, adjust the border so it is exactly where we want it.
267 CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
268 CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
269 CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
270 CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
273 void Mixer::thread_func()
275 cards[0].surface = surface3;
277 cards[1].surface = surface4;
280 eglBindAPI(EGL_OPENGL_API);
281 QOpenGLContext *context = create_context();
282 if (!make_current(context, surface1)) {
287 struct timespec start, now;
288 clock_gettime(CLOCK_MONOTONIC, &start);
291 glGenVertexArrays(1, &vao);
294 while (!should_quit) {
297 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
299 int height0 = lrintf(width0 * 9.0 / 16.0);
301 //float top0 = 96 + 48 * sin(frame * 0.005);
302 //float left0 = 96 + 48 * cos(frame * 0.006);
305 float bottom0 = top0 + height0;
306 float right0 = left0 + width0;
311 float bottom1 = 720 - 48;
312 float right1 = 1280 - 16;
313 float top1 = bottom1 - height1;
314 float left1 = right1 - width1;
316 if (current_source == SOURCE_INPUT1) {
323 bottom1 = HEIGHT + 20;
326 } else if (current_source == SOURCE_INPUT2) {
333 bottom0 = HEIGHT + 20;
337 float t = 0.5 + 0.5 * cos(frame * 0.006);
338 float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
339 float tx0 = 0.0 + t * (-16.0 * scale0);
340 float ty0 = 0.0 + t * (-48.0 * scale0);
342 top0 = top0 * scale0 + ty0;
343 bottom0 = bottom0 * scale0 + ty0;
344 left0 = left0 * scale0 + tx0;
345 right0 = right0 * scale0 + tx0;
347 top1 = top1 * scale0 + ty0;
348 bottom1 = bottom1 * scale0 + ty0;
349 left1 = left1 * scale0 + tx0;
350 right1 = right1 * scale0 + tx0;
353 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
354 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
356 CaptureCard card_copy[NUM_CARDS];
359 std::unique_lock<std::mutex> lock(bmusb_mutex);
361 // The first card is the master timer, so wait for it to have a new frame.
362 // TODO: Make configurable, and with a timeout.
363 cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
365 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
366 CaptureCard *card = &cards[card_index];
367 card_copy[card_index].usb = card->usb;
368 card_copy[card_index].new_data_ready = card->new_data_ready;
369 card_copy[card_index].new_frame = card->new_frame;
370 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
371 card->new_data_ready = false;
372 card->new_data_ready_changed.notify_all();
376 vector<FrameAllocator::Frame> input_frames_to_release;
378 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
379 CaptureCard *card = &card_copy[card_index];
380 if (!card->new_data_ready)
383 // Now we're done with the previous frame, so we can definitely
384 // release it when this is done rendering. (Actually, we could do
385 // it one frame earlier, but before we have a new one, there's no
386 // knowing when the current one is released.)
387 input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
388 bmusb_current_rendering_frame[card_index] = card->new_frame;
391 // The new texture might still be uploaded,
392 // tell the GPU to wait until it's there.
393 if (card->new_data_ready_fence)
394 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
396 glDeleteSync(card->new_data_ready_fence);
398 GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
399 input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
400 input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
402 if (NUM_CARDS == 1) {
403 // Set to the other one, too.
404 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
405 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
409 GLuint y_tex, cbcr_tex;
410 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
413 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
416 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
417 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex, rgba_tex);
418 chain->render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
419 resource_pool->release_fbo(ycbcr_fbo);
421 // Set up for extraction.
428 glBindVertexArray(vao);
432 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
433 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
434 glViewport(0, 0, WIDTH/2, HEIGHT/2);
437 glUseProgram(cbcr_program_num);
440 glActiveTexture(GL_TEXTURE0);
442 glBindTexture(GL_TEXTURE_2D, chroma_tex);
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
451 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
452 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
454 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
455 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
457 glDrawArrays(GL_TRIANGLES, 0, 3);
460 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
463 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
464 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
469 resource_pool->release_fbo(cbcr_fbo);
470 resource_pool->release_2d_texture(chroma_tex);
472 h264_encoder->end_frame(fence, input_frames_to_release);
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(display_frame_mutex);
478 if (has_ready_display_frame) {
479 resource_pool->release_2d_texture(ready_display_frame.texnum);
480 ready_display_frame.ready_fence.reset();
482 ready_display_frame.texnum = rgba_tex;
483 ready_display_frame.ready_fence = fence;
484 has_ready_display_frame = true;
487 if (has_new_frame_ready_callback) {
488 new_frame_ready_callback();
491 clock_gettime(CLOCK_MONOTONIC, &now);
492 double elapsed = now.tv_sec - start.tv_sec +
493 1e-9 * (now.tv_nsec - start.tv_nsec);
494 if (frame % 100 == 0) {
495 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
496 frame, elapsed, frame / elapsed,
497 1e3 * elapsed / frame);
498 // chain->print_phase_timing();
501 // Reset every 100 frames, so that local variations in frame times
502 // (especially for the first few frames, when the shaders are
503 // compiled etc.) don't make it hard to measure for the entire
504 // remaining duration of the program.
505 if (frame == 10000) {
511 glDeleteVertexArrays(1, &vao);
514 bool Mixer::get_display_frame(DisplayFrame *frame)
516 std::unique_lock<std::mutex> lock(display_frame_mutex);
517 if (!has_current_display_frame && !has_ready_display_frame) {
521 if (has_current_display_frame && has_ready_display_frame) {
522 // We have a new ready frame. Toss the current one.
523 resource_pool->release_2d_texture(current_display_frame.texnum);
524 current_display_frame.ready_fence.reset();
525 has_current_display_frame = false;
527 if (has_ready_display_frame) {
528 assert(!has_current_display_frame);
529 current_display_frame = ready_display_frame;
530 ready_display_frame.ready_fence.reset(); // Drop the refcount.
531 has_current_display_frame = true;
532 has_ready_display_frame = false;
535 *frame = current_display_frame;
539 void Mixer::set_frame_ready_fallback(new_frame_ready_callback_t callback)
541 new_frame_ready_callback = callback;
542 has_new_frame_ready_callback = true;
547 mixer_thread = std::thread(&Mixer::thread_func, this);
556 void Mixer::cut(Source source)
558 current_source = source;