} // namespace
-Mixer::Mixer(const QSurfaceFormat &format)
+Mixer::Mixer(const QSurfaceFormat &format, unsigned num_cards)
: httpd("test.ts", WIDTH, HEIGHT),
+ num_cards(num_cards),
mixer_surface(create_surface(format)),
h264_encoder_surface(create_surface(format))
{
CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
check_error();
+ // Since we allow non-bouncing 4:2:2 YCbCrInputs, effective subpixel precision
+ // will be halved when sampling them, and we need to compensate here.
+ movit_texel_subpixel_precision /= 2.0;
+
resource_pool.reset(new ResourcePool);
- theme.reset(new Theme("theme.lua", resource_pool.get()));
+ theme.reset(new Theme("theme.lua", resource_pool.get(), num_cards));
output_channel[OUTPUT_LIVE].parent = this;
output_channel[OUTPUT_PREVIEW].parent = this;
output_channel[OUTPUT_INPUT0].parent = this;
h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, &httpd));
- for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
printf("Configuring card %d...\n", card_index);
CaptureCard *card = &cards[card_index];
card->usb = new BMUSBCapture(card_index);
BMUSBCapture::start_bm_thread();
- for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
cards[card_index].usb->start_bm_capture();
}
" gl_FragColor = texture2D(cbcr_tex, tc0); \n"
"} \n";
cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
+
+ r128.init(2, 48000);
+ r128.integr_start();
}
Mixer::~Mixer()
resource_pool->release_glsl_program(cbcr_program_num);
BMUSBCapture::stop_bm_thread();
- for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
{
unique_lock<mutex> lock(bmusb_mutex);
cards[card_index].should_quit = true; // Unblock thread.
}
}
+float find_peak(const vector<float> &samples)
+{
+ float m = fabs(samples[0]);
+ for (size_t i = 1; i < samples.size(); ++i) {
+ m = std::max(m, fabs(samples[i]));
+ }
+ return m;
+}
+
+void deinterleave_samples(const vector<float> &in, vector<float> *out_l, vector<float> *out_r)
+{
+ size_t num_samples = in.size() / 2;
+ out_l->resize(num_samples);
+ out_r->resize(num_samples);
+
+ const float *inptr = in.data();
+ float *lptr = &(*out_l)[0];
+ float *rptr = &(*out_r)[0];
+ for (size_t i = 0; i < num_samples; ++i) {
+ *lptr++ = *inptr++;
+ *rptr++ = *inptr++;
+ }
+}
+
} // namespace
-void Mixer::bm_frame(int card_index, uint16_t timecode,
+void Mixer::bm_frame(unsigned card_index, uint16_t timecode,
FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
{
return;
}
- // Convert the audio to stereo fp32 and add it.
- size_t num_samples = (audio_frame.len - audio_offset) / 8 / 3;
- vector<float> audio;
- audio.resize(num_samples * 2);
- convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
-
int unwrapped_timecode = timecode;
int dropped_frames = 0;
if (card->last_timecode != -1) {
}
card->last_timecode = unwrapped_timecode;
+ // Convert the audio to stereo fp32 and add it.
+ size_t num_samples = (audio_frame.len >= audio_offset) ? (audio_frame.len - audio_offset) / 8 / 3 : 0;
+ vector<float> audio;
+ audio.resize(num_samples * 2);
+ convert_fixed24_to_fp32(&audio[0], 2, audio_frame.data + audio_offset, 8, num_samples);
+
// Add the audio.
{
unique_lock<mutex> lock(card->audio_mutex);
int dropped_frames = 0;
while (!should_quit) {
- CaptureCard card_copy[NUM_CARDS];
+ CaptureCard card_copy[MAX_CARDS];
{
unique_lock<mutex> lock(bmusb_mutex);
// TODO: Make configurable, and with a timeout.
cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
- for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
CaptureCard *card = &cards[card_index];
card_copy[card_index].usb = card->usb;
card_copy[card_index].new_data_ready = card->new_data_ready;
vector<float> samples_out;
// TODO: Allow using audio from the other card(s) as well.
for (unsigned frame_num = 0; frame_num < card_copy[0].dropped_frames + 1; ++frame_num) {
- for (unsigned card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
samples_out.resize((48000 / 60) * 2);
{
unique_lock<mutex> lock(cards[card_index].audio_mutex);
}
}
if (card_index == 0) {
+ vector<float> left, right;
+ peak = std::max(peak, find_peak(samples_out));
+ deinterleave_samples(samples_out, &left, &right);
+ float *ptrs[] = { left.data(), right.data() };
+ r128.process(left.size(), ptrs);
h264_encoder->add_audio(pts_int, move(samples_out));
}
}
}
}
+ if (audio_level_callback != nullptr) {
+ double loudness_s = r128.loudness_S();
+ double loudness_i = r128.integrated();
+ double loudness_range_low = r128.range_min();
+ double loudness_range_high = r128.range_max();
+
+ audio_level_callback(loudness_s, 20.0 * log10(peak),
+ loudness_i, loudness_range_low, loudness_range_high);
+ }
+
+ for (unsigned card_index = 1; card_index < num_cards; ++card_index) {
+ if (card_copy[card_index].new_data_ready && card_copy[card_index].new_frame->len == 0) {
+ ++card_copy[card_index].dropped_frames;
+ }
+ if (card_copy[card_index].dropped_frames > 0) {
+ printf("Card %u dropped %d frames before this\n",
+ card_index, int(card_copy[card_index].dropped_frames));
+ }
+ }
+
// If the first card is reporting a corrupted or otherwise dropped frame,
// just increase the pts (skipping over this frame) and don't try to compute anything new.
if (card_copy[0].new_frame->len == 0) {
continue;
}
- for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
CaptureCard *card = &card_copy[card_index];
if (!card->new_data_ready || card->new_frame->len == 0)
continue;
GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, 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);
+ check_error();
chain->render_to_fbo(fbo, WIDTH, HEIGHT);
resource_pool->release_fbo(fbo);
// 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) {
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
input_frames.push_back(bmusb_current_rendering_frame[card_index]);
}
const int64_t av_delay = TIMEBASE / 10; // Corresponds to the fixed delay in resampler.h. TODO: Make less hard-coded.
display_frame.chain = chain.first;
display_frame.setup_chain = chain.second;
display_frame.ready_fence = fence;
- display_frame.input_frames = { bmusb_current_rendering_frame[0], bmusb_current_rendering_frame[1] }; // FIXME: possible to do better?
+
+ // FIXME: possible to do better?
+ for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
+ display_frame.input_frames.push_back(bmusb_current_rendering_frame[card_index]);
+ }
display_frame.temp_textures = {};
output_channel[i].output_frame(display_frame);
}