moonlight-qt/app/streaming/video/ffmpeg-renderers/vt.mm

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// Nasty hack to avoid conflict between AVFoundation and
// libavutil both defining AVMediaType
#define AVMediaType AVMediaType_FFmpeg
#include "vt.h"
#include "pacer/pacer.h"
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#undef AVMediaType
#include <SDL_syswm.h>
#include <Limelight.h>
#include "streaming/session.h"
#include "streaming/streamutils.h"
#include "path.h"
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#import <Cocoa/Cocoa.h>
#import <VideoToolbox/VideoToolbox.h>
#import <AVFoundation/AVFoundation.h>
#import <dispatch/dispatch.h>
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
struct CscParams
{
vector_float3 matrix[3];
vector_float3 offsets;
};
static const CscParams k_CscParams_Bt601Lim = {
// CSC Matrix
{
{ 1.1644f, 0.0f, 1.5960f },
{ 1.1644f, -0.3917f, -0.8129f },
{ 1.1644f, 2.0172f, 0.0f }
},
// Offsets
{ 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
static const CscParams k_CscParams_Bt601Full = {
// CSC Matrix
{
{ 1.0f, 0.0f, 1.4020f },
{ 1.0f, -0.3441f, -0.7141f },
{ 1.0f, 1.7720f, 0.0f },
},
// Offsets
{ 0.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
static const CscParams k_CscParams_Bt709Lim = {
// CSC Matrix
{
{ 1.1644f, 0.0f, 1.7927f },
{ 1.1644f, -0.2132f, -0.5329f },
{ 1.1644f, 2.1124f, 0.0f },
},
// Offsets
{ 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
static const CscParams k_CscParams_Bt709Full = {
// CSC Matrix
{
{ 1.0f, 0.0f, 1.5748f },
{ 1.0f, -0.1873f, -0.4681f },
{ 1.0f, 1.8556f, 0.0f },
},
// Offsets
{ 0.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
static const CscParams k_CscParams_Bt2020Lim = {
// CSC Matrix
{
{ 1.1644f, 0.0f, 1.6781f },
{ 1.1644f, -0.1874f, -0.6505f },
{ 1.1644f, 2.1418f, 0.0f },
},
// Offsets
{ 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
static const CscParams k_CscParams_Bt2020Full = {
// CSC Matrix
{
{ 1.0f, 0.0f, 1.4746f },
{ 1.0f, -0.1646f, -0.5714f },
{ 1.0f, 1.8814f, 0.0f },
},
// Offsets
{ 0.0f, 128.0f / 255.0f, 128.0f / 255.0f },
};
struct Vertex
{
vector_float4 position;
vector_float2 texCoord;
};
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class VTRenderer : public IFFmpegRenderer
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{
public:
VTRenderer()
: m_Window(nullptr),
m_HwContext(nullptr),
m_MetalLayer(nullptr),
m_TextureCache(nullptr),
m_CscParamsBuffer(nullptr),
m_VideoVertexBuffer(nullptr),
m_OverlayTextures{},
m_OverlayLock(0),
m_VideoPipelineState(nullptr),
m_OverlayPipelineState(nullptr),
m_ShaderLibrary(nullptr),
m_CommandQueue(nullptr),
m_NextDrawable(nullptr),
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m_MetalView(nullptr),
m_LastColorSpace(-1),
m_LastFullRange(false),
m_LastFrameWidth(-1),
m_LastFrameHeight(-1),
m_LastDrawableWidth(-1),
m_LastDrawableHeight(-1),
m_PresentationMutex(SDL_CreateMutex()),
m_PresentationCond(SDL_CreateCond()),
m_PendingPresentationCount(0)
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{
}
virtual ~VTRenderer() override
{ @autoreleasepool {
if (m_PresentationCond != nullptr) {
SDL_DestroyCond(m_PresentationCond);
}
if (m_PresentationMutex != nullptr) {
SDL_DestroyMutex(m_PresentationMutex);
}
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if (m_HwContext != nullptr) {
av_buffer_unref(&m_HwContext);
}
if (m_CscParamsBuffer != nullptr) {
[m_CscParamsBuffer release];
}
if (m_VideoVertexBuffer != nullptr) {
[m_VideoVertexBuffer release];
}
if (m_VideoPipelineState != nullptr) {
[m_VideoPipelineState release];
}
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != nullptr) {
[m_OverlayTextures[i] release];
}
}
if (m_OverlayPipelineState != nullptr) {
[m_OverlayPipelineState release];
}
if (m_ShaderLibrary != nullptr) {
[m_ShaderLibrary release];
}
if (m_CommandQueue != nullptr) {
[m_CommandQueue release];
}
if (m_TextureCache != nullptr) {
CFRelease(m_TextureCache);
}
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if (m_MetalView != nullptr) {
SDL_Metal_DestroyView(m_MetalView);
}
}}
void discardNextDrawable()
{ @autoreleasepool {
if (!m_NextDrawable) {
return;
}
[m_NextDrawable release];
m_NextDrawable = nullptr;
}}
virtual void waitToRender() override
{ @autoreleasepool {
if (!m_NextDrawable) {
// Wait for the next available drawable before latching the frame to render
m_NextDrawable = [[m_MetalLayer nextDrawable] retain];
if (m_NextDrawable == nullptr) {
return;
}
// Pace ourselves by waiting if too many frames are pending presentation
SDL_LockMutex(m_PresentationMutex);
if (m_PendingPresentationCount > 2) {
if (SDL_CondWaitTimeout(m_PresentationCond, m_PresentationMutex, 100) == SDL_MUTEX_TIMEDOUT) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Presentation wait timed out after 100 ms");
}
}
SDL_UnlockMutex(m_PresentationMutex);
}
}}
virtual void cleanupRenderContext() override
{
// Free any unused drawable
discardNextDrawable();
}
bool updateVideoRegionSizeForFrame(AVFrame* frame)
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{
int drawableWidth, drawableHeight;
SDL_Metal_GetDrawableSize(m_Window, &drawableWidth, &drawableHeight);
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// Check if anything has changed since the last vertex buffer upload
if (m_VideoVertexBuffer &&
frame->width == m_LastFrameWidth && frame->height == m_LastFrameHeight &&
drawableWidth == m_LastDrawableWidth && drawableHeight == m_LastDrawableHeight) {
// Nothing to do
return true;
}
// Determine the correct scaled size for the video region
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = frame->width;
src.h = frame->height;
dst.x = dst.y = 0;
dst.w = drawableWidth;
dst.h = drawableHeight;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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// Convert screen space to normalized device coordinates
SDL_FRect renderRect;
StreamUtils::screenSpaceToNormalizedDeviceCoords(&dst, &renderRect, drawableWidth, drawableHeight);
Vertex verts[] =
{
{ { renderRect.x, renderRect.y, 0.0f, 1.0f }, { 0.0f, 1.0f } },
{ { renderRect.x, renderRect.y+renderRect.h, 0.0f, 1.0f }, { 0.0f, 0} },
{ { renderRect.x+renderRect.w, renderRect.y, 0.0f, 1.0f }, { 1.0f, 1.0f} },
{ { renderRect.x+renderRect.w, renderRect.y+renderRect.h, 0.0f, 1.0f }, { 1.0f, 0} },
};
[m_VideoVertexBuffer release];
auto bufferOptions = MTLCPUCacheModeWriteCombined | MTLResourceStorageModeManaged;
m_VideoVertexBuffer = [m_MetalLayer.device newBufferWithBytes:verts length:sizeof(verts) options:bufferOptions];
if (!m_VideoVertexBuffer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create video vertex buffer");
return false;
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}
m_LastFrameWidth = frame->width;
m_LastFrameHeight = frame->height;
m_LastDrawableWidth = drawableWidth;
m_LastDrawableHeight = drawableHeight;
return true;
}
bool updateColorSpaceForFrame(AVFrame* frame)
{
int colorspace = getFrameColorspace(frame);
bool fullRange = isFrameFullRange(frame);
if (colorspace != m_LastColorSpace || fullRange != m_LastFullRange) {
CGColorSpaceRef newColorSpace;
void* paramBuffer;
// Free any unpresented drawable since we're changing pixel formats
discardNextDrawable();
switch (colorspace) {
case COLORSPACE_REC_709:
m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_709);
m_MetalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
paramBuffer = (void*)(fullRange ? &k_CscParams_Bt709Full : &k_CscParams_Bt709Lim);
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break;
case COLORSPACE_REC_2020:
// https://developer.apple.com/documentation/metal/hdr_content/using_color_spaces_to_display_hdr_content
if (frame->color_trc == AVCOL_TRC_SMPTE2084) {
if (@available(macOS 11.0, *)) {
m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_2100_PQ);
}
else {
m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_2020);
}
m_MetalLayer.pixelFormat = MTLPixelFormatBGR10A2Unorm;
}
else {
m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_2020);
m_MetalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
}
paramBuffer = (void*)(fullRange ? &k_CscParams_Bt2020Full : &k_CscParams_Bt2020Lim);
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break;
default:
case COLORSPACE_REC_601:
m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
m_MetalLayer.pixelFormat = MTLPixelFormatBGRA8Unorm;
paramBuffer = (void*)(fullRange ? &k_CscParams_Bt601Full : &k_CscParams_Bt601Lim);
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break;
}
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// The CAMetalLayer retains the CGColorSpace
CGColorSpaceRelease(newColorSpace);
// Create the new colorspace parameter buffer for our fragment shader
[m_CscParamsBuffer release];
auto bufferOptions = MTLCPUCacheModeWriteCombined | MTLResourceStorageModeManaged;
m_CscParamsBuffer = [m_MetalLayer.device newBufferWithBytes:paramBuffer length:sizeof(CscParams) options:bufferOptions];
if (!m_CscParamsBuffer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create CSC parameters buffer");
return false;
}
MTLRenderPipelineDescriptor *pipelineDesc = [[MTLRenderPipelineDescriptor new] autorelease];
pipelineDesc.vertexFunction = [[m_ShaderLibrary newFunctionWithName:@"vs_draw"] autorelease];
pipelineDesc.fragmentFunction = [[m_ShaderLibrary newFunctionWithName:@"ps_draw_biplanar"] autorelease];
pipelineDesc.colorAttachments[0].pixelFormat = m_MetalLayer.pixelFormat;
[m_VideoPipelineState release];
m_VideoPipelineState = [m_MetalLayer.device newRenderPipelineStateWithDescriptor:pipelineDesc error:nullptr];
if (!m_VideoPipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create video pipeline state");
return false;
}
pipelineDesc = [[MTLRenderPipelineDescriptor new] autorelease];
pipelineDesc.vertexFunction = [[m_ShaderLibrary newFunctionWithName:@"vs_draw"] autorelease];
pipelineDesc.fragmentFunction = [[m_ShaderLibrary newFunctionWithName:@"ps_draw_rgb"] autorelease];
pipelineDesc.colorAttachments[0].pixelFormat = m_MetalLayer.pixelFormat;
pipelineDesc.colorAttachments[0].blendingEnabled = YES;
pipelineDesc.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;
pipelineDesc.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd;
pipelineDesc.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDesc.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorSourceAlpha;
pipelineDesc.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDesc.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
[m_OverlayPipelineState release];
m_OverlayPipelineState = [m_MetalLayer.device newRenderPipelineStateWithDescriptor:pipelineDesc error:nullptr];
if (!m_VideoPipelineState) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to create overlay pipeline state");
return false;
}
m_LastColorSpace = colorspace;
m_LastFullRange = fullRange;
}
return true;
}
// Caller frees frame after we return
virtual void renderFrame(AVFrame* frame) override
{ @autoreleasepool {
CVPixelBufferRef pixBuf = reinterpret_cast<CVPixelBufferRef>(frame->data[3]);
if (m_MetalLayer.preferredDevice != nullptr && m_MetalLayer.preferredDevice != m_MetalLayer.device) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Resetting renderer after preferred device changed");
// Trigger the main thread to recreate the decoder
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
return;
}
// Handle changes to the frame's colorspace from last time we rendered
if (!updateColorSpaceForFrame(frame)) {
// Trigger the main thread to recreate the decoder
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
return;
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}
// Handle changes to the video size or drawable size
if (!updateVideoRegionSizeForFrame(frame)) {
// Trigger the main thread to recreate the decoder
SDL_Event event;
event.type = SDL_RENDER_DEVICE_RESET;
SDL_PushEvent(&event);
return;
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}
// Don't proceed with rendering if we don't have a drawable
if (m_NextDrawable == nullptr) {
return;
}
// Create Metal textures for the planes of the CVPixelBuffer
std::array<CVMetalTextureRef, 2> textures;
for (size_t i = 0; i < textures.size(); i++) {
MTLPixelFormat fmt;
switch (CVPixelBufferGetPixelFormatType(pixBuf)) {
case kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange:
case kCVPixelFormatType_420YpCbCr8BiPlanarFullRange:
fmt = (i == 0) ? MTLPixelFormatR8Unorm : MTLPixelFormatRG8Unorm;
break;
case kCVPixelFormatType_420YpCbCr10BiPlanarFullRange:
case kCVPixelFormatType_420YpCbCr10BiPlanarVideoRange:
fmt = (i == 0) ? MTLPixelFormatR16Unorm : MTLPixelFormatRG16Unorm;
break;
default:
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unknown pixel format: %x",
CVPixelBufferGetPixelFormatType(pixBuf));
return;
}
CVReturn err = CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, m_TextureCache, pixBuf, nullptr, fmt,
CVPixelBufferGetWidthOfPlane(pixBuf, i),
CVPixelBufferGetHeightOfPlane(pixBuf, i),
i,
&textures[i]);
if (err != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVMetalTextureCacheCreateTextureFromImage() failed: %d",
err);
return;
}
}
// Prepare a render pass to render into the next drawable
auto renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
renderPassDescriptor.colorAttachments[0].texture = m_NextDrawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
auto commandBuffer = [m_CommandQueue commandBuffer];
auto renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
// Bind textures and buffers then draw the video region
[renderEncoder setRenderPipelineState:m_VideoPipelineState];
for (size_t i = 0; i < textures.size(); i++) {
[renderEncoder setFragmentTexture:CVMetalTextureGetTexture(textures[i]) atIndex:i];
}
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) {
// Free textures after completion of rendering per CVMetalTextureCache requirements
for (const CVMetalTextureRef &tex : textures) {
CFRelease(tex);
}
}];
[renderEncoder setFragmentBuffer:m_CscParamsBuffer offset:0 atIndex:0];
[renderEncoder setVertexBuffer:m_VideoVertexBuffer offset:0 atIndex:0];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
// Now draw any overlays that are enabled
for (int i = 0; i < Overlay::OverlayMax; i++) {
id<MTLTexture> overlayTexture = nullptr;
// Try to acquire a reference on the overlay texture
SDL_AtomicLock(&m_OverlayLock);
overlayTexture = [m_OverlayTextures[i] retain];
SDL_AtomicUnlock(&m_OverlayLock);
if (overlayTexture) {
SDL_FRect renderRect = {};
if (i == Overlay::OverlayStatusUpdate) {
// Bottom Left
renderRect.x = 0;
renderRect.y = 0;
}
else if (i == Overlay::OverlayDebug) {
// Top left
renderRect.x = 0;
renderRect.y = m_LastDrawableHeight - overlayTexture.height;
}
renderRect.w = overlayTexture.width;
renderRect.h = overlayTexture.height;
// Convert screen space to normalized device coordinates
StreamUtils::screenSpaceToNormalizedDeviceCoords(&renderRect, m_LastDrawableWidth, m_LastDrawableHeight);
Vertex verts[] =
{
{ { renderRect.x, renderRect.y, 0.0f, 1.0f }, { 0.0f, 1.0f } },
{ { renderRect.x, renderRect.y+renderRect.h, 0.0f, 1.0f }, { 0.0f, 0} },
{ { renderRect.x+renderRect.w, renderRect.y, 0.0f, 1.0f }, { 1.0f, 1.0f} },
{ { renderRect.x+renderRect.w, renderRect.y+renderRect.h, 0.0f, 1.0f }, { 1.0f, 0} },
};
[renderEncoder setRenderPipelineState:m_OverlayPipelineState];
[renderEncoder setFragmentTexture:overlayTexture atIndex:0];
[renderEncoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:SDL_arraysize(verts)];
[overlayTexture release];
}
}
[renderEncoder endEncoding];
// Queue a completion callback on the drawable to pace our rendering
SDL_LockMutex(m_PresentationMutex);
m_PendingPresentationCount++;
SDL_UnlockMutex(m_PresentationMutex);
[m_NextDrawable addPresentedHandler:^(id<MTLDrawable>) {
SDL_LockMutex(m_PresentationMutex);
m_PendingPresentationCount--;
SDL_CondSignal(m_PresentationCond);
SDL_UnlockMutex(m_PresentationMutex);
}];
// Flip to the newly rendered buffer
[commandBuffer presentDrawable:m_NextDrawable];
[commandBuffer commit];
[m_NextDrawable release];
m_NextDrawable = nullptr;
}}
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bool checkDecoderCapabilities(PDECODER_PARAMETERS params) {
if (params->videoFormat & VIDEO_FORMAT_MASK_H264) {
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if (!VTIsHardwareDecodeSupported(kCMVideoCodecType_H264)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No HW accelerated H.264 decode via VT");
return false;
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}
}
else if (params->videoFormat & VIDEO_FORMAT_MASK_H265) {
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if (!VTIsHardwareDecodeSupported(kCMVideoCodecType_HEVC)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HW accelerated HEVC decode via VT");
return false;
}
// HEVC Main10 requires more extensive checks because there's no
// simple API to check for Main10 hardware decoding, and if we don't
// have it, we'll silently get software decoding with horrible performance.
if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
id<MTLDevice> device = MTLCreateSystemDefaultDevice();
if (device == nullptr) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to get default Metal device");
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return false;
}
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// Exclude all GPUs earlier than macOSGPUFamily2
// https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1
if ([device supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily2_v1]) {
if ([device.name containsString:@"Intel"]) {
// 500-series Intel GPUs are Skylake and don't support Main10 hardware decoding
if ([device.name containsString:@" 5"]) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"No HEVC Main10 support on Skylake iGPU");
[device release];
return false;
}
}
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else if ([device.name containsString:@"AMD"]) {
// FirePro D, M200, and M300 series GPUs don't support Main10 hardware decoding
if ([device.name containsString:@"FirePro D"] ||
[device.name containsString:@" M2"] ||
[device.name containsString:@" M3"]) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HEVC Main10 support on AMD GPUs until Polaris");
[device release];
return false;
}
}
}
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HEVC Main10 support on macOS GPUFamily1 GPUs");
[device release];
return false;
}
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[device release];
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}
}
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else if (params->videoFormat & VIDEO_FORMAT_MASK_AV1) {
#if __MAC_OS_X_VERSION_MAX_ALLOWED >= 130000
if (!VTIsHardwareDecodeSupported(kCMVideoCodecType_AV1)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"No HW accelerated AV1 decode via VT");
return false;
}
// 10-bit is part of the Main profile for AV1, so it will always
// be present on hardware that supports 8-bit.
#else
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"AV1 requires building with Xcode 14 or later");
return false;
#endif
}
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return true;
}
virtual bool initialize(PDECODER_PARAMETERS params) override
{ @autoreleasepool {
int err;
m_Window = params->window;
if (!checkDecoderCapabilities(params)) {
return false;
}
err = av_hwdevice_ctx_create(&m_HwContext,
AV_HWDEVICE_TYPE_VIDEOTOOLBOX,
nullptr,
nullptr,
0);
if (err < 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"av_hwdevice_ctx_create() failed for VT decoder: %d",
err);
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return false;
}
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m_MetalView = SDL_Metal_CreateView(m_Window);
if (!m_MetalView) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_Metal_CreateView() failed: %s",
SDL_GetError());
return false;
}
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m_MetalLayer = (CAMetalLayer*)SDL_Metal_GetLayer(m_MetalView);
// Choose a device
m_MetalLayer.device = m_MetalLayer.preferredDevice;
if (!m_MetalLayer.device) {
m_MetalLayer.device = [MTLCreateSystemDefaultDevice() autorelease];
if (!m_MetalLayer.device) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"No Metal device found!");
return false;
}
}
// Allow EDR content if we're streaming in a 10-bit format
m_MetalLayer.wantsExtendedDynamicRangeContent = !!(params->videoFormat & VIDEO_FORMAT_MASK_10BIT);
// Ideally, we don't actually want triple buffering due to increased
// display latency, since our render time is very short. However, we
// *need* 3 drawables in order to hit the offloaded "direct" display
// path for our Metal layer.
//
// If we only use 2 drawables, we'll be stuck in the composited path
// (particularly for windowed mode) and our latency will actually be
// higher than opting for triple buffering.
m_MetalLayer.maximumDrawableCount = 3;
// Allow tearing if V-Sync is off (also requires direct display path)
m_MetalLayer.displaySyncEnabled = params->enableVsync;
// Create the Metal texture cache for our CVPixelBuffers
CFStringRef keys[1] = { kCVMetalTextureUsage };
NSUInteger values[1] = { MTLTextureUsageShaderRead };
auto cacheAttributes = CFDictionaryCreate(kCFAllocatorDefault, (const void**)keys, (const void**)values, 1, nullptr, nullptr);
err = CVMetalTextureCacheCreate(kCFAllocatorDefault, cacheAttributes, m_MetalLayer.device, nullptr, &m_TextureCache);
CFRelease(cacheAttributes);
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if (err != kCVReturnSuccess) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"CVMetalTextureCacheCreate() failed: %d",
err);
return false;
}
// Compile our shaders
QString shaderSource = QString::fromUtf8(Path::readDataFile("vt_renderer.metal"));
m_ShaderLibrary = [m_MetalLayer.device newLibraryWithSource:shaderSource.toNSString() options:nullptr error:nullptr];
if (!m_ShaderLibrary) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to compile shaders");
return false;
}
// Create a command queue for submission
m_CommandQueue = [m_MetalLayer.device newCommandQueue];
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return true;
}}
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virtual void notifyOverlayUpdated(Overlay::OverlayType type) override
{ @autoreleasepool {
SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
bool overlayEnabled = Session::get()->getOverlayManager().isOverlayEnabled(type);
if (newSurface == nullptr && overlayEnabled) {
// The overlay is enabled and there is no new surface. Leave the old texture alone.
return;
}
SDL_AtomicLock(&m_OverlayLock);
auto oldTexture = m_OverlayTextures[type];
m_OverlayTextures[type] = nullptr;
SDL_AtomicUnlock(&m_OverlayLock);
[oldTexture release];
// If the overlay is disabled, we're done
if (!overlayEnabled) {
SDL_FreeSurface(newSurface);
return;
}
// Create a texture to hold our pixel data
SDL_assert(!SDL_MUSTLOCK(newSurface));
SDL_assert(newSurface->format->format == SDL_PIXELFORMAT_ARGB8888);
auto texDesc = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatBGRA8Unorm
width:newSurface->w
height:newSurface->h
mipmapped:NO];
texDesc.cpuCacheMode = MTLCPUCacheModeWriteCombined;
texDesc.storageMode = MTLStorageModeManaged;
texDesc.usage = MTLTextureUsageShaderRead;
auto newTexture = [m_MetalLayer.device newTextureWithDescriptor:texDesc];
// Load the pixel data into the new texture
[newTexture replaceRegion:MTLRegionMake2D(0, 0, newSurface->w, newSurface->h)
mipmapLevel:0
withBytes:newSurface->pixels
bytesPerRow:newSurface->pitch];
// The surface is no longer required
SDL_FreeSurface(newSurface);
newSurface = nullptr;
SDL_AtomicLock(&m_OverlayLock);
m_OverlayTextures[type] = newTexture;
SDL_AtomicUnlock(&m_OverlayLock);
}}
virtual bool prepareDecoderContext(AVCodecContext* context, AVDictionary**) override
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{
context->hw_device_ctx = av_buffer_ref(m_HwContext);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using VideoToolbox Metal renderer");
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return true;
}
virtual bool needsTestFrame() override
{
// We used to trust VT to tell us whether decode will work, but
// there are cases where it can lie because the hardware technically
// can decode the format but VT is unserviceable for some other reason.
// Decoding the test frame will tell us for sure whether it will work.
return true;
}
int getDecoderColorspace() override
{
// macOS seems to handle Rec 601 best
return COLORSPACE_REC_601;
}
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int getDecoderCapabilities() override
{
return CAPABILITY_REFERENCE_FRAME_INVALIDATION_HEVC |
CAPABILITY_REFERENCE_FRAME_INVALIDATION_AV1;
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}
int getRendererAttributes() override
{
// AVSampleBufferDisplayLayer supports HDR output
return RENDERER_ATTRIBUTE_HDR_SUPPORT;
}
bool notifyWindowChanged(PWINDOW_STATE_CHANGE_INFO info) override
{
auto unhandledStateFlags = info->stateChangeFlags;
// We can always handle size changes
unhandledStateFlags &= ~WINDOW_STATE_CHANGE_SIZE;
// We can handle monitor changes
unhandledStateFlags &= ~WINDOW_STATE_CHANGE_DISPLAY;
// If nothing is left, we handled everything
return unhandledStateFlags == 0;
}
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private:
SDL_Window* m_Window;
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AVBufferRef* m_HwContext;
CAMetalLayer* m_MetalLayer;
CVMetalTextureCacheRef m_TextureCache;
id<MTLBuffer> m_CscParamsBuffer;
id<MTLBuffer> m_VideoVertexBuffer;
id<MTLTexture> m_OverlayTextures[Overlay::OverlayMax];
SDL_SpinLock m_OverlayLock;
id<MTLRenderPipelineState> m_VideoPipelineState;
id<MTLRenderPipelineState> m_OverlayPipelineState;
id<MTLLibrary> m_ShaderLibrary;
id<MTLCommandQueue> m_CommandQueue;
id<CAMetalDrawable> m_NextDrawable;
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SDL_MetalView m_MetalView;
int m_LastColorSpace;
bool m_LastFullRange;
int m_LastFrameWidth;
int m_LastFrameHeight;
int m_LastDrawableWidth;
int m_LastDrawableHeight;
SDL_mutex* m_PresentationMutex;
SDL_cond* m_PresentationCond;
int m_PendingPresentationCount;
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};
IFFmpegRenderer* VTRendererFactory::createRenderer() {
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return new VTRenderer();
}