]> git.sesse.net Git - nageru/blob - mixer.cpp
Add a resampler module, as start of sound support.
[nageru] / mixer.cpp
1 #define WIDTH 1280
2 #define HEIGHT 720
3
4 #undef Success
5
6 #include "mixer.h"
7
8 #include <assert.h>
9 #include <effect.h>
10 #include <effect_chain.h>
11 #include <effect_util.h>
12 #include <epoxy/egl.h>
13 #include <features.h>
14 #include <image_format.h>
15 #include <init.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>
21 #include <stdint.h>
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <sys/time.h>
25 #include <time.h>
26 #include <util.h>
27 #include <white_balance_effect.h>
28 #include <ycbcr.h>
29 #include <ycbcr_input.h>
30 #include <cmath>
31 #include <condition_variable>
32 #include <cstddef>
33 #include <memory>
34 #include <mutex>
35 #include <string>
36 #include <thread>
37 #include <vector>
38
39 #include "bmusb.h"
40 #include "context.h"
41 #include "h264encode.h"
42 #include "pbo_frame_allocator.h"
43 #include "ref_counted_gl_sync.h"
44
45 class QOpenGLContext;
46
47 using namespace movit;
48 using namespace std;
49 using namespace std::placeholders;
50
51 Mixer *global_mixer = nullptr;
52
53 namespace {
54
55 void convert_fixed24_to_fp32(float *dst, size_t out_channels, const uint8_t *src, size_t in_channels, size_t num_samples)
56 {
57         for (size_t i = 0; i < num_samples; ++i) {
58                 for (size_t j = 0; j < out_channels; ++j) {
59                         uint32_t s1 = *src++;
60                         uint32_t s2 = *src++;
61                         uint32_t s3 = *src++;
62                         uint32_t s = s1 | (s1 << 8) | (s2 << 16) | (s3 << 24);
63                         dst[i * out_channels + j] = int(s) * (1.0f / 4294967296.0f);
64                 }
65                 src += 3 * (in_channels - out_channels);
66         }
67 }
68
69 }  // namespace
70
71 Mixer::Mixer(const QSurfaceFormat &format)
72         : mixer_surface(create_surface(format)),
73           h264_encoder_surface(create_surface(format))
74 {
75         CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
76         check_error();
77
78         resource_pool.reset(new ResourcePool);
79         theme.reset(new Theme("theme.lua", resource_pool.get()));
80         output_channel[OUTPUT_LIVE].parent = this;
81         output_channel[OUTPUT_PREVIEW].parent = this;
82         output_channel[OUTPUT_INPUT0].parent = this;
83         output_channel[OUTPUT_INPUT1].parent = this;
84
85         ImageFormat inout_format;
86         inout_format.color_space = COLORSPACE_sRGB;
87         inout_format.gamma_curve = GAMMA_sRGB;
88
89         // Display chain; shows the live output produced by the main chain (its RGBA version).
90         display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
91         check_error();
92         display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT);  // FIXME: GL_UNSIGNED_BYTE is really wrong.
93         display_chain->add_input(display_input);
94         display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
95         display_chain->set_dither_bits(0);  // Don't bother.
96         display_chain->finalize();
97
98         h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
99
100         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
101                 printf("Configuring card %d...\n", card_index);
102                 CaptureCard *card = &cards[card_index];
103                 card->usb = new BMUSBCapture(0x1edb, card_index == 0 ? 0xbd3b : 0xbd4f);
104                 card->usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, card_index, _1, _2, _3, _4, _5, _6, _7));
105                 card->frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
106                 card->usb->set_video_frame_allocator(card->frame_allocator.get());
107                 card->surface = create_surface(format);
108                 card->usb->set_dequeue_thread_callbacks(
109                         [card]{
110                                 eglBindAPI(EGL_OPENGL_API);
111                                 card->context = create_context();
112                                 if (!make_current(card->context, card->surface)) {
113                                         printf("failed to create bmusb context\n");
114                                         exit(1);
115                                 }
116                                 printf("inited!\n");
117                         },
118                         [this]{
119                                 resource_pool->clean_context();
120                         });
121                 card->resampler = new Resampler(48000.0, 48000.0, 2);
122                 card->usb->configure_card();
123         }
124
125         BMUSBCapture::start_bm_thread();
126
127         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
128                 cards[card_index].usb->start_bm_capture();
129         }
130
131         //chain->enable_phase_timing(true);
132
133         // Set up stuff for NV12 conversion.
134
135         // Cb/Cr shader.
136         string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
137         string cbcr_frag_shader =
138                 "#version 130 \n"
139                 "in vec2 tc0; \n"
140                 "uniform sampler2D cbcr_tex; \n"
141                 "void main() { \n"
142                 "    gl_FragColor = texture2D(cbcr_tex, tc0); \n"
143                 "} \n";
144         cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
145 }
146
147 Mixer::~Mixer()
148 {
149         resource_pool->release_glsl_program(cbcr_program_num);
150         BMUSBCapture::stop_bm_thread();
151
152         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
153                 cards[card_index].new_data_ready = false;  // Unblock thread.
154                 cards[card_index].new_data_ready_changed.notify_all();
155                 cards[card_index].usb->stop_dequeue_thread();
156         }
157 }
158
159 void Mixer::bm_frame(int card_index, uint16_t timecode,
160                      FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
161                      FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
162 {
163         CaptureCard *card = &cards[card_index];
164
165         if (video_frame.len - video_offset != 1280 * 750 * 2) {
166                 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
167                 FILE *fp = fopen("frame.raw", "wb");
168                 fwrite(video_frame.data, video_frame.len, 1, fp);
169                 fclose(fp);
170                 //exit(1);
171                 card->usb->get_video_frame_allocator()->release_frame(video_frame);
172                 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
173                 return;
174         }
175         {
176                 // Wait until the previous frame was consumed.
177                 std::unique_lock<std::mutex> lock(bmusb_mutex);
178                 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
179         }
180         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
181         GLuint pbo = userdata->pbo;
182         check_error();
183         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
184         check_error();
185         glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
186         check_error();
187         //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
188         //check_error();
189
190         // Upload the textures.
191         glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
192         check_error();
193         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
194         check_error();
195         glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
196         check_error();
197         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
198         check_error();
199         glBindTexture(GL_TEXTURE_2D, 0);
200         check_error();
201         GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);              
202         check_error();
203         assert(fence != nullptr);
204         {
205                 std::unique_lock<std::mutex> lock(bmusb_mutex);
206                 card->new_data_ready = true;
207                 card->new_frame = RefCountedFrame(video_frame);
208                 card->new_data_ready_fence = fence;
209                 card->new_data_ready_changed.notify_all();
210         }
211
212         // As a test of the resampler, send the data from card 0 through it and onto disk.
213         // TODO: Send the audio on, and encode it through ffmpeg.
214         if (card_index == 0) {
215                 size_t num_samples = (audio_frame.len - audio_offset) / 8 / 3;
216                 double pts = timecode / 60.0;  // FIXME: Unwrap. And rebase.
217                 unique_ptr<float[]> samplesf(new float[num_samples * 2]);
218                 convert_fixed24_to_fp32(samplesf.get(), 2, audio_frame.data + audio_offset, 8, num_samples);
219                 card->resampler->add_input_samples(pts, samplesf.get(), num_samples);
220
221                 float samples_out[(48000 / 60) * 2];
222                 card->resampler->get_output_samples(pts, samples_out, 48000 / 60);
223
224                 static FILE *audiofp = nullptr;
225                 if (audiofp == nullptr) {
226                         audiofp = fopen("audio.raw", "wb");
227                 }
228                 fwrite(samples_out, sizeof(samples_out), 1, audiofp);
229                 //fwrite(samplesf.get(), num_samples * sizeof(float) * 2, 1, audiofp);
230
231                 if (audio_frame.len - audio_offset != 19200) {
232                         printf("%d: %d samples (%d bytes)\n", card_index, int(num_samples), int(audio_frame.len - audio_offset));
233                 }
234         }
235
236         // Video frame will be released when last user of card->new_frame goes out of scope.
237         card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
238 }
239
240 void Mixer::thread_func()
241 {
242         eglBindAPI(EGL_OPENGL_API);
243         QOpenGLContext *context = create_context();
244         if (!make_current(context, mixer_surface)) {
245                 printf("oops\n");
246                 exit(1);
247         }
248
249         struct timespec start, now;
250         clock_gettime(CLOCK_MONOTONIC, &start);
251
252         while (!should_quit) {
253                 ++frame;
254
255                 CaptureCard card_copy[NUM_CARDS];
256
257                 {
258                         std::unique_lock<std::mutex> lock(bmusb_mutex);
259
260                         // The first card is the master timer, so wait for it to have a new frame.
261                         // TODO: Make configurable, and with a timeout.
262                         cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
263
264                         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
265                                 CaptureCard *card = &cards[card_index];
266                                 card_copy[card_index].usb = card->usb;
267                                 card_copy[card_index].new_data_ready = card->new_data_ready;
268                                 card_copy[card_index].new_frame = card->new_frame;
269                                 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
270                                 card->new_data_ready = false;
271                                 card->new_data_ready_changed.notify_all();
272                         }
273                 }
274
275                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
276                         CaptureCard *card = &card_copy[card_index];
277                         if (!card->new_data_ready)
278                                 continue;
279
280                         assert(card->new_frame != nullptr);
281                         bmusb_current_rendering_frame[card_index] = card->new_frame;
282                         check_error();
283
284                         // The new texture might still be uploaded,
285                         // tell the GPU to wait until it's there.
286                         if (card->new_data_ready_fence)
287                                 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
288                         check_error();
289                         glDeleteSync(card->new_data_ready_fence);
290                         check_error();
291                         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
292                         theme->set_input_textures(card_index, userdata->tex_y, userdata->tex_cbcr);
293                 }
294
295                 // Get the main chain from the theme, and set its state immediately.
296                 pair<EffectChain *, function<void()>> theme_main_chain = theme->get_chain(0, frame / 60.0f, WIDTH, HEIGHT);
297                 EffectChain *chain = theme_main_chain.first;
298                 theme_main_chain.second();
299
300                 GLuint y_tex, cbcr_tex;
301                 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
302                 assert(got_frame);
303
304                 // Render main chain.
305                 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
306                 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT);  // Saves texture bandwidth, although dithering gets messed up.
307                 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
308                 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
309                 resource_pool->release_fbo(fbo);
310
311                 subsample_chroma(cbcr_full_tex, cbcr_tex);
312                 resource_pool->release_2d_texture(cbcr_full_tex);
313
314                 // Set the right state for rgba_tex.
315                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
316                 glBindTexture(GL_TEXTURE_2D, rgba_tex);
317                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
318                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
319                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
320
321                 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
322                 check_error();
323
324                 // Make sure the H.264 gets a reference to all the
325                 // input frames needed, so that they are not released back
326                 // until the rendering is done.
327                 vector<RefCountedFrame> input_frames;
328                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
329                         input_frames.push_back(bmusb_current_rendering_frame[card_index]);
330                 }
331                 h264_encoder->end_frame(fence, input_frames);
332
333                 // The live frame just shows the RGBA texture we just rendered.
334                 // It owns rgba_tex now.
335                 DisplayFrame live_frame;
336                 live_frame.chain = display_chain.get();
337                 live_frame.setup_chain = [this, rgba_tex]{
338                         display_input->set_texture_num(rgba_tex);
339                 };
340                 live_frame.ready_fence = fence;
341                 live_frame.input_frames = {};
342                 live_frame.temp_textures = { rgba_tex };
343                 output_channel[OUTPUT_LIVE].output_frame(live_frame);
344
345                 // Set up preview and any additional channels.
346                 for (int i = 1; i < theme->get_num_channels() + 2; ++i) {
347                         DisplayFrame display_frame;
348                         pair<EffectChain *, function<void()>> chain = theme->get_chain(i, frame / 60.0f, WIDTH, HEIGHT);  // FIXME: dimensions
349                         display_frame.chain = chain.first;
350                         display_frame.setup_chain = chain.second;
351                         display_frame.ready_fence = fence;
352                         display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] };  // FIXME: possible to do better?
353                         display_frame.temp_textures = {};
354                         output_channel[i].output_frame(display_frame);
355                 }
356
357                 clock_gettime(CLOCK_MONOTONIC, &now);
358                 double elapsed = now.tv_sec - start.tv_sec +
359                         1e-9 * (now.tv_nsec - start.tv_nsec);
360                 if (frame % 100 == 0) {
361                         printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
362                                 frame, elapsed, frame / elapsed,
363                                 1e3 * elapsed / frame);
364                 //      chain->print_phase_timing();
365                 }
366
367                 // Reset every 100 frames, so that local variations in frame times
368                 // (especially for the first few frames, when the shaders are
369                 // compiled etc.) don't make it hard to measure for the entire
370                 // remaining duration of the program.
371                 if (frame == 10000) {
372                         frame = 0;
373                         start = now;
374                 }
375                 check_error();
376         }
377
378         resource_pool->clean_context();
379 }
380
381 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
382 {
383         GLuint vao;
384         glGenVertexArrays(1, &vao);
385         check_error();
386
387         float vertices[] = {
388                 0.0f, 2.0f,
389                 0.0f, 0.0f,
390                 2.0f, 0.0f
391         };
392
393         glBindVertexArray(vao);
394         check_error();
395
396         // Extract Cb/Cr.
397         GLuint fbo = resource_pool->create_fbo(dst_tex);
398         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
399         glViewport(0, 0, WIDTH/2, HEIGHT/2);
400         check_error();
401
402         glUseProgram(cbcr_program_num);
403         check_error();
404
405         glActiveTexture(GL_TEXTURE0);
406         check_error();
407         glBindTexture(GL_TEXTURE_2D, src_tex);
408         check_error();
409         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
410         check_error();
411         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
412         check_error();
413         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
414         check_error();
415
416         float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
417         set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
418
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.
421
422         glDrawArrays(GL_TRIANGLES, 0, 3);
423         check_error();
424
425         cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
426         cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
427
428         glUseProgram(0);
429         check_error();
430
431         resource_pool->release_fbo(fbo);
432         glDeleteVertexArrays(1, &vao);
433 }
434
435 void Mixer::release_display_frame(DisplayFrame *frame)
436 {
437         for (GLuint texnum : frame->temp_textures) {
438                 resource_pool->release_2d_texture(texnum);
439         }
440         frame->temp_textures.clear();
441         frame->ready_fence.reset();
442         frame->input_frames.clear();
443 }
444
445 void Mixer::start()
446 {
447         mixer_thread = std::thread(&Mixer::thread_func, this);
448 }
449
450 void Mixer::quit()
451 {
452         should_quit = true;
453         mixer_thread.join();
454 }
455
456 void Mixer::transition_clicked(int transition_num)
457 {
458         theme->transition_clicked(transition_num, frame / 60.0);
459 }
460
461 void Mixer::channel_clicked(int preview_num)
462 {
463         theme->channel_clicked(preview_num);
464 }
465
466 Mixer::OutputChannel::~OutputChannel()
467 {
468         if (has_current_frame) {
469                 parent->release_display_frame(&current_frame);
470         }
471         if (has_ready_frame) {
472                 parent->release_display_frame(&ready_frame);
473         }
474 }
475
476 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
477 {
478         // Store this frame for display. Remove the ready frame if any
479         // (it was seemingly never used).
480         {
481                 std::unique_lock<std::mutex> lock(frame_mutex);
482                 if (has_ready_frame) {
483                         parent->release_display_frame(&ready_frame);
484                 }
485                 ready_frame = frame;
486                 has_ready_frame = true;
487         }
488
489         if (has_new_frame_ready_callback) {
490                 new_frame_ready_callback();
491         }
492 }
493
494 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
495 {
496         std::unique_lock<std::mutex> lock(frame_mutex);
497         if (!has_current_frame && !has_ready_frame) {
498                 return false;
499         }
500
501         if (has_current_frame && has_ready_frame) {
502                 // We have a new ready frame. Toss the current one.
503                 parent->release_display_frame(&current_frame);
504                 has_current_frame = false;
505         }
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;
513         }
514
515         *frame = current_frame;
516         return true;
517 }
518
519 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
520 {
521         new_frame_ready_callback = callback;
522         has_new_frame_ready_callback = true;
523 }