]> git.sesse.net Git - nageru/blobdiff - pbo_frame_allocator.cpp
Support 10-bit capture, both on bmusb and on DeckLink drivers.
[nageru] / pbo_frame_allocator.cpp
index 613506dcb61b1eb16c4bdc92dbdf88141a95db39..5aa47057ce4d40a94d900ccdb206b78d79078804 100644 (file)
@@ -1,16 +1,18 @@
 #include "pbo_frame_allocator.h"
 
+#include <bmusb/bmusb.h>
+#include <movit/util.h>
 #include <stdbool.h>
 #include <stdint.h>
 #include <stdio.h>
 #include <cstddef>
 
-#include "util.h"
+#include "flags.h"
 
 using namespace std;
 
 PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
-        : frame_size(frame_size), buffer(buffer)
+        : buffer(buffer)
 {
        userdata.reset(new Userdata[num_queued_frames]);
        for (size_t i = 0; i < num_queued_frames; ++i) {
@@ -30,37 +32,85 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei
                frame.userdata = &userdata[i];
                userdata[i].pbo = pbo;
                frame.owner = this;
-               frame.interleaved = true;
 
-               // Create textures.
-               glGenTextures(1, &userdata[i].tex_y);
-               check_error();
-               glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y);
-               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);
-               check_error();
-               glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
-               check_error();
+               // 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.
+               frame.interleaved = !global_flags.ten_bit_input;
 
-               glGenTextures(1, &userdata[i].tex_cbcr);
-               check_error();
-               glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr);
-               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);
-               check_error();
-               glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
-               check_error();
+               // 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.
+               if (global_flags.ten_bit_input) {
+                       glGenTextures(2, userdata[i].tex_v210);
+                       check_error();
+                       glGenTextures(2, userdata[i].tex_444);
+                       check_error();
+               } else {
+                       glGenTextures(2, userdata[i].tex_y);
+                       check_error();
+                       glGenTextures(2, userdata[i].tex_cbcr);
+                       check_error();
+               }
+               userdata[i].last_width[0] = width;
+               userdata[i].last_height[0] = height;
+               userdata[i].last_width[1] = 0;
+               userdata[i].last_height[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) {
+                       if (global_flags.ten_bit_input) {
+                               glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
+                               check_error();
+                               // Don't care about texture parameters, we're only going to read it
+                               // from the compute shader anyway.
+                               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();
+                               }
 
-               userdata[i].last_width = width;
-               userdata[i].last_height = height;
+                               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);
+                               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();
+                               }
+                       } else {
+                               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);
+                               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);
+                               check_error();
+                               if (field == 0) {
+                                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, NULL);
+                                       check_error();
+                               }
+                       }
+               }
 
                freelist.push(frame);
        }
@@ -84,21 +134,26 @@ PBOFrameAllocator::~PBOFrameAllocator()
                check_error();
                glDeleteBuffers(1, &pbo);
                check_error();
-               GLuint tex_y = ((Userdata *)frame.userdata)->tex_y;
-               glDeleteTextures(1, &tex_y);
-               check_error();
-               GLuint tex_cbcr = ((Userdata *)frame.userdata)->tex_cbcr;
-               glDeleteTextures(1, &tex_cbcr);
-               check_error();
+               if (global_flags.ten_bit_input) {
+                       glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_v210);
+                       check_error();
+                       glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_444);
+                       check_error();
+               } else {
+                       glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_y);
+                       check_error();
+                       glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_cbcr);
+                       check_error();
+               }
        }
 }
 //static int sumsum = 0;
 
-FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
+bmusb::FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
 {
         Frame vf;
 
-       std::unique_lock<std::mutex> lock(freelist_mutex);  // Meh.
+       unique_lock<mutex> lock(freelist_mutex);  // Meh.
        if (freelist.empty()) {
                printf("Frame overrun (no more spare PBO frames), dropping frame!\n");
        } else {
@@ -117,7 +172,36 @@ void PBOFrameAllocator::release_frame(Frame frame)
                printf("%d bytes overflow after last (PBO) frame\n", int(frame.overflow));
        }
 
-       std::unique_lock<std::mutex> lock(freelist_mutex);
+#if 0
+       // Poison the page. (Note that this might be bogus if you don't have an OpenGL context.)
+       memset(frame.data, 0, frame.size);
+       Userdata *userdata = (Userdata *)frame.userdata;
+       for (unsigned field = 0; field < 2; ++field) {
+               glBindTexture(GL_TEXTURE_2D, userdata->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);
+               check_error();
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, userdata->last_width[field], userdata->last_height[field], 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+               check_error();
+
+               glBindTexture(GL_TEXTURE_2D, userdata->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);
+               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);
+               check_error();
+       }
+#endif
+
+       unique_lock<mutex> lock(freelist_mutex);
        freelist.push(frame);
        //--sumsum;
 }