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) {
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();
159 cards[card_index].usb->stop_dequeue_thread();
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)
167 CaptureCard *card = &cards[card_index];
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);
175 card->usb->get_video_frame_allocator()->release_frame(video_frame);
176 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
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;
185 const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
186 GLuint pbo = userdata->pbo;
188 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
190 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
192 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
195 // Upload the textures.
196 glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
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));
200 glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
202 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
204 glBindTexture(GL_TEXTURE_2D, 0);
206 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
208 assert(fence != nullptr);
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;
213 audio.resize(num_samples * 2);
214 convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
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();
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);
229 void Mixer::thread_func()
231 eglBindAPI(EGL_OPENGL_API);
232 QOpenGLContext *context = create_context();
233 if (!make_current(context, mixer_surface)) {
238 struct timespec start, now;
239 clock_gettime(CLOCK_MONOTONIC, &start);
241 while (!should_quit) {
244 CaptureCard card_copy[NUM_CARDS];
247 std::unique_lock<std::mutex> lock(bmusb_mutex);
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; });
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();
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)
270 assert(card->new_frame != nullptr);
271 bmusb_current_rendering_frame[card_index] = card->new_frame;
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);
279 glDeleteSync(card->new_data_ready_fence);
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);
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();
290 GLuint y_tex, cbcr_tex;
291 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
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);
301 subsample_chroma(cbcr_full_tex, cbcr_tex);
302 resource_pool->release_2d_texture(cbcr_full_tex);
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);
311 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
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);
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]);
329 h264_encoder->end_frame(fence, frame * (TIMEBASE / 60), move(samples_out), input_frames);
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);
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);
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);
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();
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) {
378 resource_pool->clean_context();
381 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
384 glGenVertexArrays(1, &vao);
393 glBindVertexArray(vao);
397 GLuint fbo = resource_pool->create_fbo(dst_tex);
398 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
399 glViewport(0, 0, WIDTH/2, HEIGHT/2);
402 glUseProgram(cbcr_program_num);
405 glActiveTexture(GL_TEXTURE0);
407 glBindTexture(GL_TEXTURE_2D, src_tex);
409 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
411 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
416 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
417 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
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.
422 glDrawArrays(GL_TRIANGLES, 0, 3);
425 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
426 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
431 resource_pool->release_fbo(fbo);
432 glDeleteVertexArrays(1, &vao);
435 void Mixer::release_display_frame(DisplayFrame *frame)
437 for (GLuint texnum : frame->temp_textures) {
438 resource_pool->release_2d_texture(texnum);
440 frame->temp_textures.clear();
441 frame->ready_fence.reset();
442 frame->input_frames.clear();
447 mixer_thread = std::thread(&Mixer::thread_func, this);
456 void Mixer::transition_clicked(int transition_num)
458 theme->transition_clicked(transition_num, frame / 60.0);
461 void Mixer::channel_clicked(int preview_num)
463 theme->channel_clicked(preview_num);
466 Mixer::OutputChannel::~OutputChannel()
468 if (has_current_frame) {
469 parent->release_display_frame(¤t_frame);
471 if (has_ready_frame) {
472 parent->release_display_frame(&ready_frame);
476 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
478 // Store this frame for display. Remove the ready frame if any
479 // (it was seemingly never used).
481 std::unique_lock<std::mutex> lock(frame_mutex);
482 if (has_ready_frame) {
483 parent->release_display_frame(&ready_frame);
486 has_ready_frame = true;
489 if (has_new_frame_ready_callback) {
490 new_frame_ready_callback();
494 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
496 std::unique_lock<std::mutex> lock(frame_mutex);
497 if (!has_current_frame && !has_ready_frame) {
501 if (has_current_frame && has_ready_frame) {
502 // We have a new ready frame. Toss the current one.
503 parent->release_display_frame(¤t_frame);
504 has_current_frame = false;
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;
515 *frame = current_frame;
519 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
521 new_frame_ready_callback = callback;
522 has_new_frame_ready_callback = true;