resource_pool.reset(new ResourcePool);
output_channel[OUTPUT_LIVE].parent = this;
+ output_channel[OUTPUT_PREVIEW].parent = this;
ImageFormat inout_format;
inout_format.color_space = COLORSPACE_sRGB;
output_ycbcr_format.luma_coefficients = YCBCR_REC_601;
output_ycbcr_format.full_range = false;
+ // Main chain.
chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
check_error();
input[0] = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
chain->finalize();
+ // Preview chain (always shows just first input for now).
+ preview_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
+ check_error();
+ preview_input = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
+ preview_chain->add_input(preview_input);
+ preview_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
+ preview_chain->set_dither_bits(0); // Don't bother.
+ preview_chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
+ preview_chain->finalize();
+
h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
printf("Configuring first card...\n");
cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
cards[0].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 0, _1, _2, _3, _4, _5, _6, _7));
- cards[0].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
+ cards[0].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
cards[0].usb->set_video_frame_allocator(cards[0].frame_allocator.get());
cards[0].usb->configure_card();
cards[0].surface = create_surface(format);
printf("Configuring second card...\n");
cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
cards[1].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 1, _1, _2, _3, _4, _5, _6, _7));
- cards[1].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44));
+ cards[1].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
cards[1].usb->set_video_frame_allocator(cards[1].frame_allocator.get());
cards[1].usb->configure_card();
}
std::unique_lock<std::mutex> lock(bmusb_mutex);
card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
}
- GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
+ const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
+ GLuint pbo = userdata->pbo;
check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
check_error();
check_error();
//glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
//check_error();
+
+ // Upload the textures.
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
+ check_error();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
+ check_error();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, 0);
+ check_error();
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
assert(fence != nullptr);
{
std::unique_lock<std::mutex> lock(bmusb_mutex);
card->new_data_ready = true;
- card->new_frame = video_frame;
+ card->new_frame = RefCountedFrame(video_frame);
card->new_data_ready_fence = fence;
card->new_data_ready_changed.notify_all();
}
- // Video frame will be released later.
+ // Video frame will be released when last user of card->new_frame goes out of scope.
card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
}
}
}
- vector<FrameAllocator::Frame> input_frames_to_release;
-
for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
CaptureCard *card = &card_copy[card_index];
if (!card->new_data_ready)
continue;
- // Now we're done with the previous frame, so we can definitely
- // release it when this is done rendering. (Actually, we could do
- // it one frame earlier, but before we have a new one, there's no
- // knowing when the current one is released.)
- if (bmusb_current_rendering_frame[card_index].owner != nullptr) {
- input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
- }
bmusb_current_rendering_frame[card_index] = card->new_frame;
check_error();
check_error();
glDeleteSync(card->new_data_ready_fence);
check_error();
- GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
- input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
- input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
+ const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
+ input[card_index]->set_texture_num(0, userdata->tex_y);
+ input[card_index]->set_texture_num(1, userdata->tex_cbcr);
if (NUM_CARDS == 1) {
// Set to the other one, too.
- input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
- input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
+ input[1]->set_texture_num(0, userdata->tex_y);
+ input[1]->set_texture_num(1, userdata->tex_cbcr);
+ }
+
+ if (card_index == 0) {
+ preview_input->set_texture_num(0, userdata->tex_y);
+ preview_input->set_texture_num(1, userdata->tex_cbcr);
}
}
bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
assert(got_frame);
- // Render chain.
+ // Render main chain.
GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
- GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGBA8, WIDTH, HEIGHT);
+ GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
chain->render_to_fbo(fbo, WIDTH, HEIGHT);
resource_pool->release_fbo(fbo);
subsample_chroma(cbcr_full_tex, cbcr_tex);
resource_pool->release_2d_texture(cbcr_full_tex);
+ // Render preview chain.
+ GLuint preview_rgba_tex = resource_pool->create_2d_texture(GL_RGB565, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height); // Saves texture bandwidth, although dithering gets messed up.
+ fbo = resource_pool->create_fbo(preview_rgba_tex);
+ preview_chain->render_to_fbo(fbo, output_channel[OUTPUT_PREVIEW].width, output_channel[OUTPUT_PREVIEW].height);
+ resource_pool->release_fbo(fbo);
+
RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
- h264_encoder->end_frame(fence, input_frames_to_release);
+
+ // Make sure the H.264 gets a reference to all the
+ // input frames needed, so that they are not released back
+ // until the rendering is done.
+ vector<RefCountedFrame> input_frames;
+ for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ input_frames.push_back(bmusb_current_rendering_frame[card_index]);
+ }
+ h264_encoder->end_frame(fence, input_frames);
output_channel[OUTPUT_LIVE].output_frame(rgba_tex, fence);
+ output_channel[OUTPUT_PREVIEW].output_frame(preview_rgba_tex, fence);
clock_gettime(CLOCK_MONOTONIC, &now);
double elapsed = now.tv_sec - start.tv_sec +
has_new_frame_ready_callback = true;
}
+void Mixer::OutputChannel::set_size(int width, int height)
+{
+ this->width = width;
+ this->height = height;
+}