#include <assert.h>
#include <epoxy/egl.h>
-#include <init.h>
#include <movit/effect_chain.h>
#include <movit/effect_util.h>
#include <movit/flat_input.h>
#include <movit/image_format.h>
+#include <movit/init.h>
#include <movit/resource_pool.h>
#include <movit/util.h>
#include <stdint.h>
#include "bmusb/bmusb.h"
#include "context.h"
#include "defs.h"
+#include "flags.h"
#include "h264encode.h"
#include "pbo_frame_allocator.h"
#include "ref_counted_gl_sync.h"
num_cards(num_cards),
mixer_surface(create_surface(format)),
h264_encoder_surface(create_surface(format)),
+ correlation(OUTPUT_FREQUENCY),
level_compressor(OUTPUT_FREQUENCY),
limiter(OUTPUT_FREQUENCY),
compressor(OUTPUT_FREQUENCY)
display_chain->set_dither_bits(0); // Don't bother.
display_chain->finalize();
- h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, &httpd));
+ h264_encoder.reset(new H264Encoder(h264_encoder_surface, global_flags.va_display, WIDTH, HEIGHT, &httpd));
for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
printf("Configuring card %d...\n", card_index);
// Set up stuff for NV12 conversion.
// Cb/Cr shader.
- string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
+ string cbcr_vert_shader =
+ "#version 130 \n"
+ " \n"
+ "in vec2 position; \n"
+ "in vec2 texcoord; \n"
+ "out vec2 tc0; \n"
+ "uniform vec2 foo_chroma_offset_0; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
+ " // \n"
+ " // 2.000 0.000 0.000 -1.000 \n"
+ " // 0.000 2.000 0.000 -1.000 \n"
+ " // 0.000 0.000 -2.000 -1.000 \n"
+ " // 0.000 0.000 0.000 1.000 \n"
+ " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
+ " vec2 flipped_tc = texcoord; \n"
+ " tc0 = flipped_tc + foo_chroma_offset_0; \n"
+ "} \n";
string cbcr_frag_shader =
"#version 130 \n"
"in vec2 tc0; \n"
"uniform sampler2D cbcr_tex; \n"
+ "out vec4 FragColor; \n"
"void main() { \n"
- " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
+ " FragColor = texture(cbcr_tex, tc0); \n"
"} \n";
vector<string> frag_shader_outputs;
cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
+ float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+ cbcr_vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
+ cbcr_position_attribute_index = glGetAttribLocation(cbcr_program_num, "position");
+ cbcr_texcoord_attribute_index = glGetAttribLocation(cbcr_program_num, "texcoord");
+
r128.init(2, OUTPUT_FREQUENCY);
r128.integr_start();
Mixer::~Mixer()
{
resource_pool->release_glsl_program(cbcr_program_num);
+ glDeleteBuffers(1, &cbcr_vbo);
BMUSBCapture::stop_bm_thread();
for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
decode_video_format(video_format, &width, &height, &second_field_start, &extra_lines_top, &extra_lines_bottom,
&frame_rate_nom, &frame_rate_den, &interlaced); // Ignore return value for now.
- int64_t frame_length = TIMEBASE * frame_rate_den / frame_rate_nom;
+ int64_t frame_length = int64_t(TIMEBASE * frame_rate_den) / frame_rate_nom;
size_t num_samples = (audio_frame.len >= audio_offset) ? (audio_frame.len - audio_offset) / 8 / 3 : 0;
if (num_samples > OUTPUT_FREQUENCY / 10) {
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
assert(fence != nullptr);
}
// Resample the audio as needed, including from previously dropped frames.
+ assert(num_cards > 0);
for (unsigned frame_num = 0; frame_num < card_copy[0].dropped_frames + 1; ++frame_num) {
{
// Signal to the audio thread to process this frame.
audio_level_callback(loudness_s, 20.0 * log10(peak),
loudness_i, loudness_range_low, loudness_range_high,
- gain_staging_db, 20.0 * log10(final_makeup_gain));
+ gain_staging_db, 20.0 * log10(final_makeup_gain),
+ correlation.get_correlation());
}
for (unsigned card_index = 1; card_index < num_cards; ++card_index) {
h264_encoder->shutdown();
httpd.close_output_file();
httpd.open_output_file(filename.c_str());
- h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, &httpd));
+ h264_encoder.reset(new H264Encoder(h264_encoder_surface, global_flags.va_display, WIDTH, HEIGHT, &httpd));
}
#if 0
{
vector<float> samples_card;
vector<float> samples_out;
+
+ // TODO: Allow mixing audio from several sources.
+ unsigned selected_audio_card = theme->map_signal(audio_source_channel);
+ assert(selected_audio_card < num_cards);
+
for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
samples_card.resize(num_samples * 2);
{
printf("Card %d reported previous underrun.\n", card_index);
}
}
- // TODO: Allow using audio from the other card(s) as well.
- if (card_index == 0) {
+ if (card_index == selected_audio_card) {
samples_out = move(samples_card);
}
}
// we don't need it for voice, and it will reduce headroom
// and confuse the compressor. (In particular, any hums at 50 or 60 Hz
// should be dampened.)
- locut.render(samples_out.data(), samples_out.size() / 2, locut_cutoff_hz * 2.0 * M_PI / OUTPUT_FREQUENCY, 0.5f);
+ if (locut_enabled) {
+ locut.render(samples_out.data(), samples_out.size() / 2, locut_cutoff_hz * 2.0 * M_PI / OUTPUT_FREQUENCY, 0.5f);
+ }
// Apply a level compressor to get the general level right.
// Basically, if it's over about -40 dBFS, we squeeze it down to that level
peak_resampler.process();
size_t out_stereo_samples = interpolated_samples_out.size() / 2 - peak_resampler.out_count;
peak = max<float>(peak, find_peak(interpolated_samples_out.data(), out_stereo_samples * 2));
+ peak_resampler.out_data = nullptr;
}
// At this point, we are most likely close to +0 LU, but all of our
final_makeup_gain = m;
}
- // Find R128 levels.
+ // Find R128 levels and L/R correlation.
vector<float> left, right;
deinterleave_samples(samples_out, &left, &right);
float *ptrs[] = { left.data(), right.data() };
{
unique_lock<mutex> lock(compressor_mutex);
r128.process(left.size(), ptrs);
+ correlation.process_samples(samples_out);
}
// Send the samples to the sound card.
glGenVertexArrays(1, &vao);
check_error();
- float vertices[] = {
- 0.0f, 2.0f,
- 0.0f, 0.0f,
- 2.0f, 0.0f
- };
-
glBindVertexArray(vao);
check_error();
float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
- GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+ glBindBuffer(GL_ARRAY_BUFFER, cbcr_vbo);
+ check_error();
+
+ for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
+ glEnableVertexAttribArray(attr_index);
+ check_error();
+ glVertexAttribPointer(attr_index, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+ check_error();
+ }
glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
- cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
- cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
+ for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
+ glDisableVertexAttribArray(attr_index);
+ check_error();
+ }
glUseProgram(0);
check_error();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
resource_pool->release_fbo(fbo);
glDeleteVertexArrays(1, &vao);
peak = 0.0f;
r128.reset();
r128.integr_start();
+ correlation.reset();
}
Mixer::OutputChannel::~OutputChannel()