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 void Mixer::bm_frame(int card_index, uint16_t timecode,
54 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
55 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
57 CaptureCard *card = &cards[card_index];
58 if (!card->thread_initialized) {
59 printf("initializing context for bmusb thread %d\n", card_index);
60 eglBindAPI(EGL_OPENGL_API);
61 card->context = create_context();
62 if (!make_current(card->context, card->surface)) {
63 printf("failed to create bmusb context\n");
66 card->thread_initialized = true;
69 if (video_frame.len - video_offset != 1280 * 750 * 2) {
70 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
71 FILE *fp = fopen("frame.raw", "wb");
72 fwrite(video_frame.data, video_frame.len, 1, fp);
75 card->usb->get_video_frame_allocator()->release_frame(video_frame);
76 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
80 // Wait until the previous frame was consumed.
81 std::unique_lock<std::mutex> lock(bmusb_mutex);
82 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
84 GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
86 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
88 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
90 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
92 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
94 assert(fence != nullptr);
96 std::unique_lock<std::mutex> lock(bmusb_mutex);
97 card->new_data_ready = true;
98 card->new_frame = video_frame;
99 card->new_data_ready_fence = fence;
100 card->new_data_ready_changed.notify_all();
103 // Video frame will be released later.
104 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
107 void Mixer::place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
115 if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
116 CHECK(resample_effect->set_int("width", 1));
117 CHECK(resample_effect->set_int("height", 1));
118 CHECK(resample_effect->set_float("zoom_x", 1280.0));
119 CHECK(resample_effect->set_float("zoom_y", 720.0));
120 CHECK(padding_effect->set_int("left", 2000));
121 CHECK(padding_effect->set_int("top", 2000));
125 // Clip. (TODO: Clip on upper/left sides, too.)
127 srcx1 = (1280.0 - x0) / (x1 - x0);
131 srcy1 = (720.0 - y0) / (y1 - y0);
135 float x_subpixel_offset = x0 - floor(x0);
136 float y_subpixel_offset = y0 - floor(y0);
138 // Resampling must be to an integral number of pixels. Round up,
139 // and then add an extra pixel so we have some leeway for the border.
140 int width = int(ceil(x1 - x0)) + 1;
141 int height = int(ceil(y1 - y0)) + 1;
142 CHECK(resample_effect->set_int("width", width));
143 CHECK(resample_effect->set_int("height", height));
145 // Correct the discrepancy with zoom. (This will leave a small
146 // excess edge of pixels and subpixels, which we'll correct for soon.)
147 float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
148 float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
149 CHECK(resample_effect->set_float("zoom_x", zoom_x));
150 CHECK(resample_effect->set_float("zoom_y", zoom_y));
151 CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
152 CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
154 // Padding must also be to a whole-pixel offset.
155 CHECK(padding_effect->set_int("left", floor(x0)));
156 CHECK(padding_effect->set_int("top", floor(y0)));
158 // Correct _that_ discrepancy by subpixel offset in the resampling.
159 CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
160 CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
162 // Finally, adjust the border so it is exactly where we want it.
163 CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
164 CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
165 CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
166 CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
169 void Mixer::thread_func(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
171 cards[0].surface = surface3;
173 cards[1].surface = surface4;
176 eglBindAPI(EGL_OPENGL_API);
177 QOpenGLContext *context = create_context();
178 if (!make_current(context, surface)) {
183 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
186 EffectChain chain(WIDTH, HEIGHT);
189 ImageFormat inout_format;
190 inout_format.color_space = COLORSPACE_sRGB;
191 inout_format.gamma_curve = GAMMA_sRGB;
193 YCbCrFormat ycbcr_format;
194 ycbcr_format.chroma_subsampling_x = 2;
195 ycbcr_format.chroma_subsampling_y = 1;
196 ycbcr_format.cb_x_position = 0.0;
197 ycbcr_format.cr_x_position = 0.0;
198 ycbcr_format.cb_y_position = 0.5;
199 ycbcr_format.cr_y_position = 0.5;
200 ycbcr_format.luma_coefficients = YCBCR_REC_601;
201 ycbcr_format.full_range = false;
203 YCbCrInput *input[NUM_CARDS];
205 input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
206 chain.add_input(input[0]);
207 input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
208 chain.add_input(input[1]);
209 Effect *resample_effect = chain.add_effect(new ResampleEffect(), input[0]);
210 Effect *padding_effect = chain.add_effect(new IntegralPaddingEffect());
211 float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
212 CHECK(padding_effect->set_vec4("border_color", border_color));
214 Effect *resample2_effect = chain.add_effect(new ResampleEffect(), input[1]);
215 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
216 CHECK(saturation_effect->set_float("saturation", 0.3f));
217 Effect *wb_effect = chain.add_effect(new WhiteBalanceEffect());
218 CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
219 Effect *padding2_effect = chain.add_effect(new IntegralPaddingEffect());
221 chain.add_effect(new OverlayEffect(), padding_effect, padding2_effect);
223 ycbcr_format.chroma_subsampling_x = 1;
225 chain.add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
226 chain.add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
227 chain.set_dither_bits(8);
228 chain.set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
231 H264Encoder h264_encoder(surface2, WIDTH, HEIGHT, "test.mp4");
233 printf("Configuring first card...\n");
234 cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
235 //cards[0].usb = new BMUSBCapture(0x1edb, 0xbd4f);
236 cards[0].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 0, _1, _2, _3, _4, _5, _6, _7));
237 std::unique_ptr<PBOFrameAllocator> pbo_allocator1(new PBOFrameAllocator(1280 * 750 * 2 + 44));
238 cards[0].usb->set_video_frame_allocator(pbo_allocator1.get());
239 cards[0].usb->configure_card();
241 std::unique_ptr<PBOFrameAllocator> pbo_allocator2(new PBOFrameAllocator(1280 * 750 * 2 + 44));
242 if (NUM_CARDS == 2) {
243 printf("Configuring second card...\n");
244 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
245 cards[1].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 1, _1, _2, _3, _4, _5, _6, _7));
246 cards[1].usb->set_video_frame_allocator(pbo_allocator2.get());
247 cards[1].usb->configure_card();
250 BMUSBCapture::start_bm_thread();
252 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
253 cards[card_index].usb->start_bm_capture();
257 #if _POSIX_C_SOURCE >= 199309L
258 struct timespec start, now;
259 clock_gettime(CLOCK_MONOTONIC, &start);
261 struct timeval start, now;
262 gettimeofday(&start, NULL);
265 PBOFrameAllocator::Frame bmusb_current_rendering_frame[NUM_CARDS];
266 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
267 bmusb_current_rendering_frame[card_index] =
268 cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
269 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
270 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
271 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
274 //chain.enable_phase_timing(true);
276 // Set up stuff for NV12 conversion.
277 resource_pool = chain.get_resource_pool();
278 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
281 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
282 string cbcr_frag_shader =
285 "uniform sampler2D cbcr_tex; \n"
287 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
289 GLuint cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
292 glGenVertexArrays(1, &vao);
295 while (!should_quit) {
298 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
300 int height0 = lrintf(width0 * 9.0 / 16.0);
302 //float top0 = 96 + 48 * sin(frame * 0.005);
303 //float left0 = 96 + 48 * cos(frame * 0.006);
306 float bottom0 = top0 + height0;
307 float right0 = left0 + width0;
312 float bottom1 = 720 - 48;
313 float right1 = 1280 - 16;
314 float top1 = bottom1 - height1;
315 float left1 = right1 - width1;
317 if (current_source == SOURCE_INPUT1) {
324 bottom1 = HEIGHT + 20;
327 } else if (current_source == SOURCE_INPUT2) {
334 bottom0 = HEIGHT + 20;
338 float t = 0.5 + 0.5 * cos(frame * 0.006);
339 float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
340 float tx0 = 0.0 + t * (-16.0 * scale0);
341 float ty0 = 0.0 + t * (-48.0 * scale0);
343 top0 = top0 * scale0 + ty0;
344 bottom0 = bottom0 * scale0 + ty0;
345 left0 = left0 * scale0 + tx0;
346 right0 = right0 * scale0 + tx0;
348 top1 = top1 * scale0 + ty0;
349 bottom1 = bottom1 * scale0 + ty0;
350 left1 = left1 * scale0 + tx0;
351 right1 = right1 * scale0 + tx0;
354 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
355 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
357 CaptureCard card_copy[NUM_CARDS];
360 std::unique_lock<std::mutex> lock(bmusb_mutex);
362 // The first card is the master timer, so wait for it to have a new frame.
363 // TODO: Make configurable, and with a timeout.
364 cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
366 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
367 CaptureCard *card = &cards[card_index];
368 card_copy[card_index].usb = card->usb;
369 card_copy[card_index].new_data_ready = card->new_data_ready;
370 card_copy[card_index].new_frame = card->new_frame;
371 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
372 card->new_data_ready = false;
373 card->new_data_ready_changed.notify_all();
377 vector<FrameAllocator::Frame> input_frames_to_release;
379 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
380 CaptureCard *card = &card_copy[card_index];
381 if (!card->new_data_ready)
384 // Now we're done with the previous frame, so we can definitely
385 // release it when this is done rendering. (Actually, we could do
386 // it one frame earlier, but before we have a new one, there's no
387 // knowing when the current one is released.)
388 input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
389 bmusb_current_rendering_frame[card_index] = card->new_frame;
392 // The new texture might still be uploaded,
393 // tell the GPU to wait until it's there.
394 if (card->new_data_ready_fence)
395 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
397 glDeleteSync(card->new_data_ready_fence);
399 GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
400 input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
401 input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
403 if (NUM_CARDS == 1) {
404 // Set to the other one, too.
405 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
406 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
410 GLuint y_tex, cbcr_tex;
411 bool got_frame = h264_encoder.begin_frame(&y_tex, &cbcr_tex);
415 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
416 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex, rgba_tex);
417 chain.render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
418 resource_pool->release_fbo(ycbcr_fbo);
420 // Set up for extraction.
427 glBindVertexArray(vao);
431 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
432 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
433 glViewport(0, 0, WIDTH/2, HEIGHT/2);
436 glUseProgram(cbcr_program_num);
439 glActiveTexture(GL_TEXTURE0);
441 glBindTexture(GL_TEXTURE_2D, chroma_tex);
443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
450 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
451 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
453 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
454 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
456 glDrawArrays(GL_TRIANGLES, 0, 3);
459 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
462 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
463 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
468 resource_pool->release_fbo(cbcr_fbo);
470 h264_encoder.end_frame(fence, input_frames_to_release);
472 // Store this frame for display. Remove the ready frame if any
473 // (it was seemingly never used).
475 std::unique_lock<std::mutex> lock(display_frame_mutex);
476 if (has_ready_display_frame) {
477 resource_pool->release_2d_texture(ready_display_frame.texnum);
478 ready_display_frame.ready_fence.reset();
480 ready_display_frame.texnum = rgba_tex;
481 ready_display_frame.ready_fence = fence;
482 has_ready_display_frame = true;
485 if (has_new_frame_ready_callback) {
486 new_frame_ready_callback();
490 #if _POSIX_C_SOURCE >= 199309L
491 clock_gettime(CLOCK_MONOTONIC, &now);
492 double elapsed = now.tv_sec - start.tv_sec +
493 1e-9 * (now.tv_nsec - start.tv_nsec);
495 gettimeofday(&now, NULL);
496 double elapsed = now.tv_sec - start.tv_sec +
497 1e-6 * (now.tv_usec - start.tv_usec);
499 if (frame % 100 == 0) {
500 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
501 frame, elapsed, frame / elapsed,
502 1e3 * elapsed / frame);
503 // chain.print_phase_timing();
506 // Reset every 100 frames, so that local variations in frame times
507 // (especially for the first few frames, when the shaders are
508 // compiled etc.) don't make it hard to measure for the entire
509 // remaining duration of the program.
510 if (frame == 10000) {
517 glDeleteVertexArrays(1, &vao);
518 resource_pool->release_glsl_program(cbcr_program_num);
519 resource_pool->release_2d_texture(chroma_tex);
520 BMUSBCapture::stop_bm_thread();
523 bool Mixer::get_display_frame(DisplayFrame *frame)
525 std::unique_lock<std::mutex> lock(display_frame_mutex);
526 if (!has_current_display_frame && !has_ready_display_frame) {
530 if (has_current_display_frame && has_ready_display_frame) {
531 // We have a new ready frame. Toss the current one.
532 resource_pool->release_2d_texture(current_display_frame.texnum);
533 current_display_frame.ready_fence.reset();
534 has_current_display_frame = false;
536 if (has_ready_display_frame) {
537 assert(!has_current_display_frame);
538 current_display_frame = ready_display_frame;
539 ready_display_frame.ready_fence.reset(); // Drop the refcount.
540 has_current_display_frame = true;
541 has_ready_display_frame = false;
544 *frame = current_display_frame;
548 void Mixer::set_frame_ready_fallback(new_frame_ready_callback_t callback)
550 new_frame_ready_callback = callback;
551 has_new_frame_ready_callback = true;
554 void Mixer::start(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
556 mixer_thread = std::thread([this, surface, surface2, surface3, surface4]{
557 thread_func(surface, surface2, surface3, surface4);
567 void Mixer::cut(Source source)
569 current_source = source;