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(const QSurfaceFormat &format)
54 : mixer_surface(create_surface(format)),
55 h264_encoder_surface(create_surface(format))
57 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
60 resource_pool.reset(new ResourcePool);
61 theme.reset(new Theme("theme.lua", resource_pool.get()));
62 output_channel[OUTPUT_LIVE].parent = this;
63 output_channel[OUTPUT_PREVIEW].parent = this;
64 output_channel[OUTPUT_INPUT0].parent = this;
65 output_channel[OUTPUT_INPUT1].parent = this;
67 ImageFormat inout_format;
68 inout_format.color_space = COLORSPACE_sRGB;
69 inout_format.gamma_curve = GAMMA_sRGB;
71 // Display chain; shows the live output produced by the main chain (its RGBA version).
72 display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
74 display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT); // FIXME: GL_UNSIGNED_BYTE is really wrong.
75 display_chain->add_input(display_input);
76 display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
77 display_chain->set_dither_bits(0); // Don't bother.
78 display_chain->finalize();
80 h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
82 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
83 printf("Configuring card %d...\n", card_index);
84 CaptureCard *card = &cards[card_index];
85 card->usb = new BMUSBCapture(0x1edb, card_index == 0 ? 0xbd3b : 0xbd4f);
86 card->usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
87 card->frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
88 card->usb->set_video_frame_allocator(card->frame_allocator.get());
89 card->surface = create_surface(format);
90 card->usb->set_dequeue_thread_callbacks(
92 eglBindAPI(EGL_OPENGL_API);
93 card->context = create_context();
94 if (!make_current(card->context, card->surface)) {
95 printf("failed to create bmusb context\n");
101 resource_pool->clean_context();
103 card->usb->configure_card();
106 BMUSBCapture::start_bm_thread();
108 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
109 cards[card_index].usb->start_bm_capture();
112 //chain->enable_phase_timing(true);
114 // Set up stuff for NV12 conversion.
117 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
118 string cbcr_frag_shader =
121 "uniform sampler2D cbcr_tex; \n"
123 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
125 cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
130 resource_pool->release_glsl_program(cbcr_program_num);
131 BMUSBCapture::stop_bm_thread();
133 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
134 cards[card_index].new_data_ready = false; // Unblock thread.
135 cards[card_index].new_data_ready_changed.notify_all();
136 cards[card_index].usb->stop_dequeue_thread();
140 void Mixer::bm_frame(int card_index, uint16_t timecode,
141 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
142 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
144 CaptureCard *card = &cards[card_index];
146 if (video_frame.len - video_offset != 1280 * 750 * 2) {
147 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
148 FILE *fp = fopen("frame.raw", "wb");
149 fwrite(video_frame.data, video_frame.len, 1, fp);
152 card->usb->get_video_frame_allocator()->release_frame(video_frame);
153 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
157 // Wait until the previous frame was consumed.
158 std::unique_lock<std::mutex> lock(bmusb_mutex);
159 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
161 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
162 GLuint pbo = userdata->pbo;
164 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
166 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
168 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
171 // Upload the textures.
172 glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
174 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
176 glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
178 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
180 glBindTexture(GL_TEXTURE_2D, 0);
182 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
184 assert(fence != nullptr);
186 std::unique_lock<std::mutex> lock(bmusb_mutex);
187 card->new_data_ready = true;
188 card->new_frame = RefCountedFrame(video_frame);
189 card->new_data_ready_fence = fence;
190 card->new_data_ready_changed.notify_all();
193 // Video frame will be released when last user of card->new_frame goes out of scope.
194 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
197 void Mixer::thread_func()
199 eglBindAPI(EGL_OPENGL_API);
200 QOpenGLContext *context = create_context();
201 if (!make_current(context, mixer_surface)) {
206 struct timespec start, now;
207 clock_gettime(CLOCK_MONOTONIC, &start);
209 while (!should_quit) {
212 CaptureCard card_copy[NUM_CARDS];
215 std::unique_lock<std::mutex> lock(bmusb_mutex);
217 // The first card is the master timer, so wait for it to have a new frame.
218 // TODO: Make configurable, and with a timeout.
219 cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
221 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
222 CaptureCard *card = &cards[card_index];
223 card_copy[card_index].usb = card->usb;
224 card_copy[card_index].new_data_ready = card->new_data_ready;
225 card_copy[card_index].new_frame = card->new_frame;
226 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
227 card->new_data_ready = false;
228 card->new_data_ready_changed.notify_all();
232 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
233 CaptureCard *card = &card_copy[card_index];
234 if (!card->new_data_ready)
237 assert(card->new_frame != nullptr);
238 bmusb_current_rendering_frame[card_index] = card->new_frame;
241 // The new texture might still be uploaded,
242 // tell the GPU to wait until it's there.
243 if (card->new_data_ready_fence)
244 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
246 glDeleteSync(card->new_data_ready_fence);
248 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
249 theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
252 // Get the main chain from the theme, and set its state immediately.
253 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, frame / 60.0f, WIDTH, HEIGHT);
254 EffectChain *chain = theme_main_chain.first;
255 theme_main_chain.second();
257 GLuint y_tex, cbcr_tex;
258 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
261 // Render main chain.
262 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
263 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
264 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
265 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
266 resource_pool->release_fbo(fbo);
268 subsample_chroma(cbcr_full_tex, cbcr_tex);
269 resource_pool->release_2d_texture(cbcr_full_tex);
271 // Set the right state for rgba_tex.
272 glBindFramebuffer(GL_FRAMEBUFFER, 0);
273 glBindTexture(GL_TEXTURE_2D, rgba_tex);
274 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
278 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
281 // Make sure the H.264 gets a reference to all the
282 // input frames needed, so that they are not released back
283 // until the rendering is done.
284 vector<RefCountedFrame> input_frames;
285 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
286 input_frames.push_back(bmusb_current_rendering_frame[card_index]);
288 h264_encoder->end_frame(fence, input_frames);
290 // The live frame just shows the RGBA texture we just rendered.
291 // It owns rgba_tex now.
292 DisplayFrame live_frame;
293 live_frame.chain = display_chain.get();
294 live_frame.setup_chain = [this, rgba_tex]{
295 display_input->set_texture_num(rgba_tex);
297 live_frame.ready_fence = fence;
298 live_frame.input_frames = {};
299 live_frame.temp_textures = { rgba_tex };
300 output_channel[OUTPUT_LIVE].output_frame(live_frame);
302 // Set up preview and any additional channels.
303 for (unsigned i = 1; i < theme->get_num_channels() + 2; ++i) {
304 DisplayFrame display_frame;
305 pair<EffectChain *, function<void()>> chain = theme->get_chain(i, frame / 60.0f, WIDTH, HEIGHT); // FIXME: dimensions
306 display_frame.chain = chain.first;
307 display_frame.setup_chain = chain.second;
308 display_frame.ready_fence = fence;
309 display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] }; // FIXME: possible to do better?
310 display_frame.temp_textures = {};
311 output_channel[i].output_frame(display_frame);
314 clock_gettime(CLOCK_MONOTONIC, &now);
315 double elapsed = now.tv_sec - start.tv_sec +
316 1e-9 * (now.tv_nsec - start.tv_nsec);
317 if (frame % 100 == 0) {
318 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
319 frame, elapsed, frame / elapsed,
320 1e3 * elapsed / frame);
321 // chain->print_phase_timing();
324 // Reset every 100 frames, so that local variations in frame times
325 // (especially for the first few frames, when the shaders are
326 // compiled etc.) don't make it hard to measure for the entire
327 // remaining duration of the program.
328 if (frame == 10000) {
335 resource_pool->clean_context();
338 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
341 glGenVertexArrays(1, &vao);
350 glBindVertexArray(vao);
354 GLuint fbo = resource_pool->create_fbo(dst_tex);
355 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
356 glViewport(0, 0, WIDTH/2, HEIGHT/2);
359 glUseProgram(cbcr_program_num);
362 glActiveTexture(GL_TEXTURE0);
364 glBindTexture(GL_TEXTURE_2D, src_tex);
366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
368 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
370 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
373 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
374 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
376 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
377 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
379 glDrawArrays(GL_TRIANGLES, 0, 3);
382 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
383 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
388 resource_pool->release_fbo(fbo);
389 glDeleteVertexArrays(1, &vao);
392 void Mixer::release_display_frame(DisplayFrame *frame)
394 for (GLuint texnum : frame->temp_textures) {
395 resource_pool->release_2d_texture(texnum);
397 frame->temp_textures.clear();
398 frame->ready_fence.reset();
399 frame->input_frames.clear();
404 mixer_thread = std::thread(&Mixer::thread_func, this);
413 void Mixer::transition_clicked(int transition_num)
415 theme->transition_clicked(transition_num, frame / 60.0);
418 void Mixer::channel_clicked(int preview_num)
420 theme->channel_clicked(preview_num);
423 Mixer::OutputChannel::~OutputChannel()
425 if (has_current_frame) {
426 parent->release_display_frame(¤t_frame);
428 if (has_ready_frame) {
429 parent->release_display_frame(&ready_frame);
433 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
435 // Store this frame for display. Remove the ready frame if any
436 // (it was seemingly never used).
438 std::unique_lock<std::mutex> lock(frame_mutex);
439 if (has_ready_frame) {
440 parent->release_display_frame(&ready_frame);
443 has_ready_frame = true;
446 if (has_new_frame_ready_callback) {
447 new_frame_ready_callback();
451 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
453 std::unique_lock<std::mutex> lock(frame_mutex);
454 if (!has_current_frame && !has_ready_frame) {
458 if (has_current_frame && has_ready_frame) {
459 // We have a new ready frame. Toss the current one.
460 parent->release_display_frame(¤t_frame);
461 has_current_frame = false;
463 if (has_ready_frame) {
464 assert(!has_current_frame);
465 current_frame = ready_frame;
466 ready_frame.ready_fence.reset(); // Drop the refcount.
467 ready_frame.input_frames.clear(); // Drop the refcounts.
468 has_current_frame = true;
469 has_ready_frame = false;
472 *frame = current_frame;
476 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
478 new_frame_ready_callback = callback;
479 has_new_frame_ready_callback = true;