#include <stdio.h>
#include <cstddef>
+#include "flags.h"
#include "v210_converter.h"
using namespace std;
+namespace {
+
+void set_clamp_to_edge()
+{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+}
+
+} // namespace
+
PBOFrameAllocator::PBOFrameAllocator(bmusb::PixelFormat pixel_format, size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
: pixel_format(pixel_format), buffer(buffer)
{
userdata.reset(new Userdata[num_queued_frames]);
for (size_t i = 0; i < num_queued_frames; ++i) {
- GLuint pbo;
- glGenBuffers(1, &pbo);
+ init_frame(i, frame_size, width, height, permissions, map_bits);
+ }
+ glBindBuffer(buffer, 0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ check_error();
+}
+
+void PBOFrameAllocator::init_frame(size_t frame_idx, size_t frame_size, GLuint width, GLuint height, GLenum permissions, GLenum map_bits)
+{
+ GLuint pbo;
+ glGenBuffers(1, &pbo);
+ check_error();
+ glBindBuffer(buffer, pbo);
+ check_error();
+ glBufferStorage(buffer, frame_size, nullptr, permissions | GL_MAP_PERSISTENT_BIT);
+ check_error();
+
+ Frame frame;
+ frame.data = (uint8_t *)glMapBufferRange(buffer, 0, frame_size, permissions | map_bits | GL_MAP_PERSISTENT_BIT);
+ frame.data2 = frame.data + frame_size / 2;
+ check_error();
+ frame.size = frame_size;
+ frame.userdata = &userdata[frame_idx];
+ userdata[frame_idx].pbo = pbo;
+ userdata[frame_idx].pixel_format = pixel_format;
+ frame.owner = this;
+
+ // For 8-bit non-planar Y'CbCr, we ask the driver to split Y' and Cb/Cr
+ // into separate textures. For 10-bit, the input format (v210)
+ // is complicated enough that we need to interpolate up to 4:4:4,
+ // which we do in a compute shader ourselves. For BGRA, the data
+ // is already 4:4:4:4.
+ frame.interleaved = (pixel_format == bmusb::PixelFormat_8BitYCbCr);
+
+ // Create textures. We don't allocate any data for the second field at this point
+ // (just create the texture state with the samplers), since our default assumed
+ // resolution is progressive.
+ switch (pixel_format) {
+ case bmusb::PixelFormat_8BitYCbCr:
+ glGenTextures(2, userdata[frame_idx].tex_y);
check_error();
- glBindBuffer(buffer, pbo);
+ glGenTextures(2, userdata[frame_idx].tex_cbcr);
check_error();
- glBufferStorage(buffer, frame_size, NULL, permissions | GL_MAP_PERSISTENT_BIT);
+ break;
+ case bmusb::PixelFormat_10BitYCbCr:
+ glGenTextures(2, userdata[frame_idx].tex_v210);
check_error();
-
- Frame frame;
- frame.data = (uint8_t *)glMapBufferRange(buffer, 0, frame_size, permissions | map_bits | GL_MAP_PERSISTENT_BIT);
- frame.data2 = frame.data + frame_size / 2;
+ glGenTextures(2, userdata[frame_idx].tex_444);
+ check_error();
+ break;
+ case bmusb::PixelFormat_8BitBGRA:
+ glGenTextures(2, userdata[frame_idx].tex_rgba);
+ check_error();
+ break;
+ case bmusb::PixelFormat_8BitYCbCrPlanar:
+ glGenTextures(2, userdata[frame_idx].tex_y);
check_error();
- frame.size = frame_size;
- frame.userdata = &userdata[i];
- userdata[i].pbo = pbo;
- userdata[i].pixel_format = pixel_format;
- frame.owner = this;
+ glGenTextures(2, userdata[frame_idx].tex_cb);
+ check_error();
+ glGenTextures(2, userdata[frame_idx].tex_cr);
+ check_error();
+ break;
+ default:
+ assert(false);
+ }
- // For 8-bit Y'CbCr, we ask the driver to split Y' and Cb/Cr
- // into separate textures. For 10-bit, the input format (v210)
- // is complicated enough that we need to interpolate up to 4:4:4,
- // which we do in a compute shader ourselves. For RGBA, the data
- // is already 4:4:4:4.
- frame.interleaved = (pixel_format == bmusb::PixelFormat_8BitYCbCr);
+ userdata[frame_idx].last_width[0] = width;
+ userdata[frame_idx].last_height[0] = height;
+ userdata[frame_idx].last_cbcr_width[0] = width / 2;
+ userdata[frame_idx].last_cbcr_height[0] = height;
+ userdata[frame_idx].last_v210_width[0] = 0;
- // Create textures. We don't allocate any data for the second field at this point
- // (just create the texture state with the samplers), since our default assumed
- // resolution is progressive.
+ userdata[frame_idx].last_width[1] = 0;
+ userdata[frame_idx].last_height[1] = 0;
+ userdata[frame_idx].last_cbcr_width[1] = 0;
+ userdata[frame_idx].last_cbcr_height[1] = 0;
+ userdata[frame_idx].last_v210_width[1] = 0;
+
+ userdata[frame_idx].last_interlaced = false;
+ userdata[frame_idx].last_has_signal = false;
+ userdata[frame_idx].last_is_connected = false;
+ for (unsigned field = 0; field < 2; ++field) {
switch (pixel_format) {
- case bmusb::PixelFormat_8BitYCbCr:
- glGenTextures(2, userdata[i].tex_y);
- check_error();
- glGenTextures(2, userdata[i].tex_cbcr);
- check_error();
- break;
- case bmusb::PixelFormat_10BitYCbCr:
- glGenTextures(2, userdata[i].tex_v210);
- check_error();
- glGenTextures(2, userdata[i].tex_444);
+ case bmusb::PixelFormat_10BitYCbCr: {
+ const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
+
+ // Seemingly we need to set the minification filter even though
+ // shader image loads don't use them, or NVIDIA will just give us
+ // zero back.
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_v210[field]);
check_error();
- break;
- case bmusb::PixelFormat_8BitRGBA:
- glGenTextures(2, userdata[i].tex_rgba);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- break;
- }
-
- userdata[i].last_width[0] = width;
- userdata[i].last_height[0] = height;
- userdata[i].last_v210_width[0] = 0;
-
- userdata[i].last_width[1] = 0;
- userdata[i].last_height[1] = 0;
- userdata[i].last_v210_width[1] = 0;
-
- userdata[i].last_interlaced = false;
- userdata[i].last_has_signal = false;
- userdata[i].last_is_connected = false;
- for (unsigned field = 0; field < 2; ++field) {
- switch (pixel_format) {
- case bmusb::PixelFormat_10BitYCbCr: {
- const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
-
- // Seemingly we need to set the minification filter even though
- // shader image loads don't use them, or NVIDIA will just give us
- // zero back.
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ if (field == 0) {
+ userdata[frame_idx].last_v210_width[0] = v210_width;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
check_error();
- if (field == 0) {
- userdata[i].last_v210_width[0] = v210_width;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
- check_error();
- }
+ }
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_444[field]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_444[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
check_error();
- if (field == 0) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
- check_error();
- }
- break;
}
- case bmusb::PixelFormat_8BitYCbCr:
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ break;
+ }
+ case bmusb::PixelFormat_8BitYCbCr:
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_y[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
- if (field == 0) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
- check_error();
- }
+ }
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr[field]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_cbcr[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
check_error();
- if (field == 0) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
- check_error();
+ }
+ break;
+ case bmusb::PixelFormat_8BitBGRA:
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_rgba[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ if (global_flags.can_disable_srgb_decoder) { // See the comments in tweaked_inputs.h.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
}
- break;
- case bmusb::PixelFormat_8BitRGBA:
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_rgba[field]);
check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ }
+ break;
+ case bmusb::PixelFormat_8BitYCbCrPlanar:
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_y[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_cb[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width / 2, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[frame_idx].tex_cr[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width / 2, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
- if (field == 0) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
- }
- break;
- default:
- assert(false);
}
+ break;
+ default:
+ assert(false);
}
-
- freelist.push(frame);
}
- glBindBuffer(buffer, 0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
+
+ freelist.push(frame);
}
PBOFrameAllocator::~PBOFrameAllocator()
while (!freelist.empty()) {
Frame frame = freelist.front();
freelist.pop();
- GLuint pbo = ((Userdata *)frame.userdata)->pbo;
- glBindBuffer(buffer, pbo);
+ destroy_frame(&frame);
+ }
+}
+
+void PBOFrameAllocator::destroy_frame(Frame *frame)
+{
+ GLuint pbo = ((Userdata *)frame->userdata)->pbo;
+ glBindBuffer(buffer, pbo);
+ check_error();
+ glUnmapBuffer(buffer);
+ check_error();
+ glBindBuffer(buffer, 0);
+ check_error();
+ glDeleteBuffers(1, &pbo);
+ check_error();
+ switch (pixel_format) {
+ case bmusb::PixelFormat_10BitYCbCr:
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_v210);
check_error();
- glUnmapBuffer(buffer);
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_444);
check_error();
- glBindBuffer(buffer, 0);
+ break;
+ case bmusb::PixelFormat_8BitYCbCr:
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_y);
check_error();
- glDeleteBuffers(1, &pbo);
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_cbcr);
check_error();
- switch (pixel_format) {
- case bmusb::PixelFormat_10BitYCbCr:
- glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_v210);
- check_error();
- glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_444);
- check_error();
- break;
- case bmusb::PixelFormat_8BitYCbCr:
- glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_y);
- check_error();
- glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_cbcr);
- check_error();
- break;
- case bmusb::PixelFormat_8BitRGBA:
- glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_rgba);
- check_error();
- break;
- default:
- assert(false);
- }
+ break;
+ case bmusb::PixelFormat_8BitBGRA:
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_rgba);
+ check_error();
+ break;
+ case bmusb::PixelFormat_8BitYCbCrPlanar:
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_y);
+ check_error();
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_cb);
+ check_error();
+ glDeleteTextures(2, ((Userdata *)frame->userdata)->tex_cr);
+ check_error();
+ break;
+ default:
+ assert(false);
}
}
//static int sumsum = 0;
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, userdata->last_width[field], userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, userdata->last_width[field], userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr[field]);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, userdata->last_width[field] / 2, userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, userdata->last_width[field] / 2, userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
check_error();
}
#endif