#include "input_state.h"
#include "lua_utils.h"
#include "pbo_frame_allocator.h"
+#include "scene.h"
class Mixer;
return theme->set_theme_menu(L);
}
-namespace {
-
-// Contains basically the same data as InputState, but does not hold on to
-// a reference to the frames. This is important so that we can release them
-// without having to wait for Lua's GC.
-struct InputStateInfo {
- InputStateInfo(const InputState& input_state);
-
- unsigned last_width[MAX_VIDEO_CARDS], last_height[MAX_VIDEO_CARDS];
- bool last_interlaced[MAX_VIDEO_CARDS], last_has_signal[MAX_VIDEO_CARDS], last_is_connected[MAX_VIDEO_CARDS];
- unsigned last_frame_rate_nom[MAX_VIDEO_CARDS], last_frame_rate_den[MAX_VIDEO_CARDS];
- bool has_last_subtitle[MAX_VIDEO_CARDS];
- std::string last_subtitle[MAX_VIDEO_CARDS];
-};
-
InputStateInfo::InputStateInfo(const InputState &input_state)
{
for (unsigned signal_num = 0; signal_num < MAX_VIDEO_CARDS; ++signal_num) {
}
}
-enum EffectType {
- WHITE_BALANCE_EFFECT,
- RESAMPLE_EFFECT,
- PADDING_EFFECT,
- INTEGRAL_PADDING_EFFECT,
- OVERLAY_EFFECT,
- RESIZE_EFFECT,
- MULTIPLY_EFFECT,
- MIX_EFFECT,
- LIFT_GAMMA_GAIN_EFFECT
+// An effect that does nothing.
+class IdentityEffect : public Effect {
+public:
+ IdentityEffect() {}
+ string effect_type_id() const override { return "IdentityEffect"; }
+ string output_fragment_shader() override { return read_file("identity.frag"); }
};
Effect *instantiate_effect(EffectChain *chain, EffectType effect_type)
{
switch (effect_type) {
+ case IDENTITY_EFFECT:
+ return new IdentityEffect;
case WHITE_BALANCE_EFFECT:
return new WhiteBalanceEffect;
case RESAMPLE_EFFECT:
}
}
-// An EffectBlueprint refers to an Effect before it's being added to the graph.
-// It contains enough information to instantiate the effect, including any
-// parameters that were set before it was added to the graph. Once it is
-// instantiated, it forwards its calls on to the real Effect instead.
-struct EffectBlueprint {
- EffectBlueprint(EffectType effect_type) : effect_type(effect_type) {}
-
- EffectType effect_type;
- map<string, int> int_parameters;
- map<string, float> float_parameters;
- map<string, array<float, 3>> vec3_parameters;
- map<string, array<float, 4>> vec4_parameters;
-
- Effect *effect = nullptr; // Gets filled out when it's instantiated.
-};
+namespace {
Effect *get_effect_from_blueprint(EffectChain *chain, lua_State *L, int idx)
{
EffectBlueprint *blueprint = *(EffectBlueprint **)luaL_checkudata(L, idx, "EffectBlueprint");
if (blueprint->effect != nullptr) {
- // NOTE: This will change in the future.
luaL_error(L, "An effect can currently only be added to one chain.\n");
}
return nullptr;
}
+} // namespace
+
bool checkbool(lua_State* L, int idx)
{
luaL_checktype(L, idx, LUA_TBOOLEAN);
return string(cstr, len);
}
+namespace {
+
+int Scene_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ Theme *theme = get_theme_updata(L);
+ int aspect_w = luaL_checknumber(L, 1);
+ int aspect_h = luaL_checknumber(L, 2);
+
+ return wrap_lua_object<Scene>(L, "Scene", theme, aspect_w, aspect_h);
+}
+
+int Scene_gc(lua_State* L)
+{
+ assert(lua_gettop(L) == 1);
+ Scene *chain = (Scene *)luaL_checkudata(L, 1, "Scene");
+ chain->~Scene();
+ return 0;
+}
+
+} // namespace
+
void add_outputs_and_finalize(EffectChain *chain, bool is_main_chain)
{
// Add outputs as needed.
chain->finalize();
}
+namespace {
+
int EffectChain_new(lua_State* L)
{
assert(lua_gettop(L) == 2);
}
#endif
+int IdentityEffect_new(lua_State* L)
+{
+ assert(lua_gettop(L) == 0);
+ return wrap_lua_object_nonowned<EffectBlueprint>(L, "EffectBlueprint", IDENTITY_EFFECT);
+}
+
int WhiteBalanceEffect_new(lua_State* L)
{
assert(lua_gettop(L) == 0);
{
assert(lua_gettop(L) == 2);
InputStateInfo *input_state_info = get_input_state_info(L, 1);
+
Theme *theme = get_theme_updata(L);
int signal_num = theme->map_signal(luaL_checknumber(L, 2));
lua_pushnumber(L, input_state_info->last_width[signal_num]);
return 1;
}
+namespace {
+
+// Helper function to write e.g. “60” or “59.94”.
+string format_frame_rate(int nom, int den)
+{
+ char buf[256];
+ if (nom % den == 0) {
+ snprintf(buf, sizeof(buf), "%d", nom / den);
+ } else {
+ snprintf(buf, sizeof(buf), "%.2f", double(nom) / den);
+ }
+ return buf;
+}
+
+// Helper function to write e.g. “720p60”.
+string get_human_readable_resolution(const InputStateInfo *input_state_info, int signal_num)
+{
+ char buf[256];
+ if (input_state_info->last_interlaced[signal_num]) {
+ snprintf(buf, sizeof(buf), "%di", input_state_info->last_height[signal_num] * 2);
+
+ // Show field rate instead of frame rate; really for cosmetics only
+ // (and actually contrary to EBU recommendations, although in line
+ // with typical user expectations).
+ return buf + format_frame_rate(input_state_info->last_frame_rate_nom[signal_num] * 2,
+ input_state_info->last_frame_rate_den[signal_num]);
+ } else {
+ snprintf(buf, sizeof(buf), "%dp", input_state_info->last_height[signal_num]);
+ return buf + format_frame_rate(input_state_info->last_frame_rate_nom[signal_num],
+ input_state_info->last_frame_rate_den[signal_num]);
+ }
+}
+
+} // namespace
+
+int InputStateInfo_get_human_readable_resolution(lua_State* L)
+{
+ assert(lua_gettop(L) == 2);
+ InputStateInfo *input_state_info = get_input_state_info(L, 1);
+ Theme *theme = get_theme_updata(L);
+ int signal_num = theme->map_signal(luaL_checknumber(L, 2));
+
+ string str;
+ if (!input_state_info->last_is_connected[signal_num]) {
+ str = "disconnected";
+ } else if (input_state_info->last_height[signal_num]) {
+ str = "no signal";
+ } else if (!input_state_info->last_has_signal[signal_num]) {
+ if (input_state_info->last_height[signal_num]) {
+ // Special mode for the USB3 cards.
+ str = "no signal";
+ } else {
+ str = get_human_readable_resolution(input_state_info, signal_num) + ", no signal";
+ }
+ } else {
+ str = get_human_readable_resolution(input_state_info, signal_num);
+ }
+
+ lua_pushstring(L, str.c_str());
+ return 1;
+}
+
+
int EffectBlueprint_set_int(lua_State *L)
{
assert(lua_gettop(L) == 3);
return 0;
}
+const luaL_Reg Scene_funcs[] = {
+ { "new", Scene_new },
+ { "__gc", Scene_gc },
+ { "add_input", Scene::add_input },
+ { "add_effect", Scene::add_effect },
+ { "add_optional_effect", Scene::add_optional_effect },
+ { "finalize", Scene::finalize },
+ { NULL, NULL }
+};
+
+const luaL_Reg Block_funcs[] = {
+ { "display", Block_display },
+ { "choose", Block_choose },
+ { "enable", Block_enable },
+ { "enable_if", Block_enable_if },
+ { "disable", Block_disable },
+ { "set_int", Block_set_int },
+ { "set_float", Block_set_float },
+ { "set_vec3", Block_set_vec3 },
+ { "set_vec4", Block_set_vec4 },
+ { NULL, NULL }
+};
+
const luaL_Reg EffectBlueprint_funcs[] = {
// NOTE: No new() function; that's for the individual effects.
{ "set_int", EffectBlueprint_set_int },
// All of these are solely for new(); the returned metatable will be that of
// EffectBlueprint, and Effect (returned from add_effect()) is its own type.
+const luaL_Reg IdentityEffect_funcs[] = {
+ { "new", IdentityEffect_new },
+ { NULL, NULL }
+};
+
const luaL_Reg WhiteBalanceEffect_funcs[] = {
{ "new", WhiteBalanceEffect_new },
{ NULL, NULL }
{ "get_frame_rate_nom", InputStateInfo_get_frame_rate_nom },
{ "get_frame_rate_den", InputStateInfo_get_frame_rate_den },
{ "get_last_subtitle", InputStateInfo_get_last_subtitle },
+ { "get_human_readable_resolution", InputStateInfo_get_human_readable_resolution },
{ NULL, NULL }
};
if (lua_pcall(L, 0, 1, 0) != 0) {
fprintf(stderr, "error running function `num_channels': %s\n", lua_tostring(L, -1));
+ fprintf(stderr, "Try Nageru.set_num_channels(...) at the start of the script instead.\n");
abort();
}
} // namespace
+int Nageru_set_channel_name(lua_State *L)
+{
+ // NOTE: m is already locked.
+ Theme *theme = get_theme_updata(L);
+ unsigned channel = luaL_checknumber(L, 1);
+ const string text = checkstdstring(L, 2);
+ theme->channel_names[channel] = text;
+ lua_pop(L, 2);
+ return 0;
+}
+
+int Nageru_set_num_channels(lua_State *L)
+{
+ // NOTE: m is already locked.
+ Theme *theme = get_theme_updata(L);
+ if (theme->startup_finished) {
+ luaL_error(L, "set_num_channels() can only be called at startup.");
+ }
+ theme->num_channels = luaL_checknumber(L, 1);
+ lua_pop(L, 1);
+ return 0;
+}
+
Theme::Theme(const string &filename, const vector<string> &search_dirs, ResourcePool *resource_pool, unsigned num_cards)
: resource_pool(resource_pool), num_cards(num_cards), signal_to_card_mapping(global_flags.default_stream_mapping)
{
}
// Set up the API we provide.
- register_constants();
+ register_globals();
+ register_class("Scene", Scene_funcs);
+ register_class("Block", Block_funcs);
register_class("EffectBlueprint", EffectBlueprint_funcs);
register_class("EffectChain", EffectChain_funcs);
register_class("LiveInputWrapper", LiveInputWrapper_funcs);
register_class("ImageInput", ImageInput_funcs);
register_class("VideoInput", VideoInput_funcs);
register_class("HTMLInput", HTMLInput_funcs);
- register_class("WhiteBalanceEffect", WhiteBalanceEffect_funcs);
- register_class("ResampleEffect", ResampleEffect_funcs);
- register_class("PaddingEffect", PaddingEffect_funcs);
- register_class("IntegralPaddingEffect", IntegralPaddingEffect_funcs);
- register_class("OverlayEffect", OverlayEffect_funcs);
- register_class("ResizeEffect", ResizeEffect_funcs);
- register_class("MultiplyEffect", MultiplyEffect_funcs);
- register_class("MixEffect", MixEffect_funcs);
- register_class("LiftGammaGainEffect", LiftGammaGainEffect_funcs);
+ register_class("IdentityEffect", IdentityEffect_funcs, IDENTITY_EFFECT);
+ register_class("WhiteBalanceEffect", WhiteBalanceEffect_funcs, WHITE_BALANCE_EFFECT);
+ register_class("ResampleEffect", ResampleEffect_funcs, RESAMPLE_EFFECT);
+ register_class("PaddingEffect", PaddingEffect_funcs, PADDING_EFFECT);
+ register_class("IntegralPaddingEffect", IntegralPaddingEffect_funcs, INTEGRAL_PADDING_EFFECT);
+ register_class("OverlayEffect", OverlayEffect_funcs, OVERLAY_EFFECT);
+ register_class("ResizeEffect", ResizeEffect_funcs, RESIZE_EFFECT);
+ register_class("MultiplyEffect", MultiplyEffect_funcs, MULTIPLY_EFFECT);
+ register_class("MixEffect", MixEffect_funcs, MIX_EFFECT);
+ register_class("LiftGammaGainEffect", LiftGammaGainEffect_funcs, LIFT_GAMMA_GAIN_EFFECT);
register_class("InputStateInfo", InputStateInfo_funcs);
register_class("ThemeMenu", ThemeMenu_funcs);
}
assert(lua_gettop(L) == 0);
- // Ask it for the number of channels.
- num_channels = call_num_channels(L);
+ if (num_channels == -1) {
+ // Ask it for the number of channels.
+ num_channels = call_num_channels(L);
+ }
+ startup_finished = true;
}
Theme::~Theme()
{
+ theme_menu.reset();
lua_close(L);
}
-void Theme::register_constants()
+void Theme::register_globals()
{
// Set Nageru.VIDEO_FORMAT_BGRA = bmusb::PixelFormat_8BitBGRA, etc.
const vector<pair<string, int>> num_constants = {
lua_settable(L, 1); // t[key] = value
}
+ const luaL_Reg Nageru_funcs[] = {
+ { "set_channel_name", Nageru_set_channel_name },
+ { "set_num_channels", Nageru_set_num_channels },
+ { NULL, NULL }
+ };
+ lua_pushlightuserdata(L, this);
+ luaL_setfuncs(L, Nageru_funcs, 1); // for (name,f in funcs) { mt[name] = f, with upvalue {theme} }
+
lua_setglobal(L, "Nageru"); // Nageru = t
assert(lua_gettop(L) == 0);
}
-void Theme::register_class(const char *class_name, const luaL_Reg *funcs)
+void Theme::register_class(const char *class_name, const luaL_Reg *funcs, EffectType effect_type)
{
assert(lua_gettop(L) == 0);
luaL_newmetatable(L, class_name); // mt = {}
luaL_setfuncs(L, funcs, 1); // for (name,f in funcs) { mt[name] = f, with upvalue {theme} }
lua_pushvalue(L, -1);
lua_setfield(L, -2, "__index"); // mt.__index = mt
+ if (effect_type != NO_EFFECT_TYPE) {
+ lua_pushnumber(L, effect_type);
+ lua_setfield(L, -2, "__effect_type_id"); // mt.__effect_type_id = effect_type
+ }
lua_setglobal(L, class_name); // ClassName = mt
assert(lua_gettop(L) == 0);
}
-Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+Theme::Chain Theme::get_chain_from_effect_chain(EffectChain *effect_chain, unsigned num, const InputState &input_state)
{
- Chain chain;
-
- lock_guard<mutex> lock(m);
- assert(lua_gettop(L) == 0);
- lua_getglobal(L, "get_chain"); /* function to be called */
- lua_pushnumber(L, num);
- lua_pushnumber(L, t);
- lua_pushnumber(L, width);
- lua_pushnumber(L, height);
- wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
-
- if (lua_pcall(L, 5, 2, 0) != 0) {
- fprintf(stderr, "error running function `get_chain': %s\n", lua_tostring(L, -1));
- abort();
- }
-
- EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
- if (effect_chain == nullptr) {
- fprintf(stderr, "get_chain() for chain number %d did not return an EffectChain\n",
- num);
- abort();
- }
- chain.chain = effect_chain;
if (!lua_isfunction(L, -1)) {
fprintf(stderr, "Argument #-1 should be a function\n");
abort();
lua_pushvalue(L, -1);
shared_ptr<LuaRefWithDeleter> funcref(new LuaRefWithDeleter(&m, L, luaL_ref(L, LUA_REGISTRYINDEX)));
lua_pop(L, 2);
- assert(lua_gettop(L) == 0);
+ Chain chain;
+ chain.chain = effect_chain;
chain.setup_chain = [this, funcref, input_state, effect_chain]{
lock_guard<mutex> lock(m);
this->input_state = nullptr;
};
+ return chain;
+}
+
+Theme::Chain Theme::get_chain(unsigned num, float t, unsigned width, unsigned height, const InputState &input_state)
+{
+ const char *func_name = "get_scene"; // For error reporting.
+ Chain chain;
+
+ lock_guard<mutex> lock(m);
+ assert(lua_gettop(L) == 0);
+ lua_getglobal(L, "get_scene"); /* function to be called */
+ if (lua_isnil(L, -1)) {
+ // Try the pre-1.9.0 name for compatibility.
+ lua_pop(L, 1);
+ lua_getglobal(L, "get_chain");
+ func_name = "get_chain";
+ }
+ lua_pushnumber(L, num);
+ lua_pushnumber(L, t);
+ lua_pushnumber(L, width);
+ lua_pushnumber(L, height);
+ wrap_lua_object<InputStateInfo>(L, "InputStateInfo", input_state);
+
+ if (lua_pcall(L, 5, LUA_MULTRET, 0) != 0) {
+ fprintf(stderr, "error running function “%s”: %s\n", func_name, lua_tostring(L, -1));
+ abort();
+ }
+
+ if (luaL_testudata(L, -1, "Scene") != nullptr) {
+ if (lua_gettop(L) != 1) {
+ luaL_error(L, "%s() for chain number %d returned an Scene, but also other items", func_name);
+ }
+ Scene *auto_effect_chain = (Scene *)luaL_testudata(L, -1, "Scene");
+ auto chain_and_setup = auto_effect_chain->get_chain(this, L, num, input_state);
+ chain.chain = chain_and_setup.first;
+ chain.setup_chain = move(chain_and_setup.second);
+ } else if (luaL_testudata(L, -2, "EffectChain") != nullptr) {
+ // Old-style (pre-Nageru 1.9.0) return of a single chain and prepare function.
+ if (lua_gettop(L) != 2) {
+ luaL_error(L, "%s() for chain number %d returned an EffectChain, but needs to also return a prepare function (or use Scene)", func_name);
+ }
+ EffectChain *effect_chain = (EffectChain *)luaL_testudata(L, -2, "EffectChain");
+ chain = get_chain_from_effect_chain(effect_chain, num, input_state);
+ } else {
+ luaL_error(L, "%s() for chain number %d did not return an EffectChain or Scene\n", func_name, num);
+ }
+ assert(lua_gettop(L) == 0);
// TODO: Can we do better, e.g. by running setup_chain() and seeing what it references?
// Actually, setup_chain does maybe hold all the references we need now anyway?
string Theme::get_channel_name(unsigned channel)
{
lock_guard<mutex> lock(m);
+
lua_getglobal(L, "channel_name");
+ if (lua_isnil(L, -1)) {
+ lua_pop(L, 1);
+ if (channel_names.count(channel)) {
+ return channel_names[channel];
+ } else {
+ return "(no title)";
+ }
+ }
+
lua_pushnumber(L, channel);
if (lua_pcall(L, 1, 1, 0) != 0) {
fprintf(stderr, "error running function `channel_name': %s\n", lua_tostring(L, -1));
const char *ret = lua_tostring(L, -1);
if (ret == nullptr) {
fprintf(stderr, "function `channel_name' returned nil for channel %d\n", channel);
+ fprintf(stderr, "Try Nageru.set_channel_name(channel, name) at the start of the script instead.\n");
abort();
}
assert(lua_gettop(L) == 0);
}
-int Theme::set_theme_menu(lua_State *L)
+template <class T>
+void destroy(T &ref)
{
- for (const Theme::MenuEntry &entry : theme_menu) {
- luaL_unref(L, LUA_REGISTRYINDEX, entry.lua_ref);
+ ref.~T();
+}
+
+Theme::MenuEntry::~MenuEntry()
+{
+ if (is_submenu) {
+ luaL_unref(entry.L, LUA_REGISTRYINDEX, entry.lua_ref);
+ } else {
+ destroy(submenu);
}
- theme_menu.clear();
+}
- int num_elements = lua_gettop(L);
- for (int i = 1; i <= num_elements; ++i) {
- lua_rawgeti(L, i, 1);
- const string text = checkstdstring(L, -1);
- lua_pop(L, 1);
+namespace {
+
+vector<unique_ptr<Theme::MenuEntry>> create_recursive_theme_menu(lua_State *L);
- lua_rawgeti(L, i, 2);
+unique_ptr<Theme::MenuEntry> create_theme_menu_entry(lua_State *L, int index)
+{
+ unique_ptr<Theme::MenuEntry> entry;
+
+ lua_rawgeti(L, index, 1);
+ const string text = checkstdstring(L, -1);
+ lua_pop(L, 1);
+
+ lua_rawgeti(L, index, 2);
+ if (lua_istable(L, -1)) {
+ vector<unique_ptr<Theme::MenuEntry>> submenu = create_recursive_theme_menu(L);
+ entry.reset(new Theme::MenuEntry{ text, move(submenu) });
+ lua_pop(L, 1);
+ } else {
luaL_checktype(L, -1, LUA_TFUNCTION);
int ref = luaL_ref(L, LUA_REGISTRYINDEX);
+ entry.reset(new Theme::MenuEntry{ text, L, ref });
+ }
+ return entry;
+}
- theme_menu.push_back(MenuEntry{ text, ref });
+vector<unique_ptr<Theme::MenuEntry>> create_recursive_theme_menu(lua_State *L)
+{
+ vector<unique_ptr<Theme::MenuEntry>> menu;
+ size_t num_elements = lua_objlen(L, -1);
+ for (size_t i = 1; i <= num_elements; ++i) {
+ lua_rawgeti(L, -1, i);
+ menu.emplace_back(create_theme_menu_entry(L, -1));
+ lua_pop(L, 1);
}
+ return menu;
+}
+
+} // namespace
+
+int Theme::set_theme_menu(lua_State *L)
+{
+ theme_menu.reset();
+
+ vector<unique_ptr<MenuEntry>> root_menu;
+ int num_elements = lua_gettop(L);
+ for (int i = 1; i <= num_elements; ++i) {
+ root_menu.emplace_back(create_theme_menu_entry(L, i));
+ }
+ fprintf(stderr, "now creating a new one\n");
+ theme_menu.reset(new MenuEntry("", move(root_menu)));
+ fprintf(stderr, "DONE reset\n");
+
lua_pop(L, num_elements);
assert(lua_gettop(L) == 0);