moonlight-qt/app/streaming/video/ffmpeg-renderers/sdlvid.cpp

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#include "sdlvid.h"
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#include "streaming/session.h"
#include "streaming/streamutils.h"
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#include <Limelight.h>
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SdlRenderer::SdlRenderer()
: m_VideoFormat(0),
m_Renderer(nullptr),
m_Texture(nullptr),
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m_SwPixelFormat(AV_PIX_FMT_NONE),
m_ColorSpace(AVCOL_SPC_UNSPECIFIED),
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m_MapFrame(false)
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{
SDL_zero(m_OverlayTextures);
#ifdef HAVE_CUDA
m_CudaGLHelper = nullptr;
#endif
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}
SdlRenderer::~SdlRenderer()
{
#ifdef HAVE_CUDA
if (m_CudaGLHelper != nullptr) {
delete m_CudaGLHelper;
}
#endif
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[i]);
}
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}
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if (m_Texture != nullptr) {
SDL_DestroyTexture(m_Texture);
}
if (m_Renderer != nullptr) {
SDL_DestroyRenderer(m_Renderer);
}
}
bool SdlRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
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{
/* Nothing to do */
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Using SDL renderer");
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return true;
}
bool SdlRenderer::isRenderThreadSupported()
{
SDL_RendererInfo info;
SDL_GetRendererInfo(m_Renderer, &info);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SDL renderer backend: %s",
info.name);
if (info.name != QString("direct3d")) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"SDL renderer backend requires main thread rendering");
return false;
}
return true;
}
bool SdlRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
{
// Remember to keep this in sync with SdlRenderer::renderFrame()!
switch (pixelFormat)
{
case AV_PIX_FMT_YUV420P:
case AV_PIX_FMT_NV12:
case AV_PIX_FMT_NV21:
return true;
default:
return false;
}
}
bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
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{
Uint32 rendererFlags = SDL_RENDERER_ACCELERATED;
m_VideoFormat = params->videoFormat;
m_VideoWidth = params->width;
m_VideoHeight = params->height;
if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) {
// SDL doesn't support rendering YUV 10-bit textures yet
return false;
}
if ((SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
// In full-screen exclusive mode, we enable V-sync if requested. For other modes, Windows and Mac
// have compositors that make rendering tear-free. Linux compositor varies by distro and user
// configuration but doesn't seem feasible to detect here.
if (params->enableVsync) {
rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
}
}
#ifdef Q_OS_WIN32
// We render on a different thread than the main thread which is handling window
// messages. Without D3DCREATE_MULTITHREADED, this can cause a deadlock by blocking
// on a window message being processed while the main thread is blocked waiting for
// the render thread to finish.
SDL_SetHintWithPriority(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, "1", SDL_HINT_OVERRIDE);
#endif
m_Renderer = SDL_CreateRenderer(params->window, -1, rendererFlags);
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if (!m_Renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateRenderer() failed: %s",
SDL_GetError());
return false;
}
// SDL_CreateRenderer() can end up having to recreate our window (SDL_RecreateWindow())
// to ensure it's compatible with the renderer's OpenGL context. If that happens, we
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
// renderer. This can lead to an infinite to renderer recreation, so discard all
// SDL_WINDOWEVENT events after SDL_CreateRenderer().
Session* session = Session::get();
if (session != nullptr) {
// If we get here during a session, we need to synchronize with the event loop
// to ensure we don't drop any important events.
session->flushWindowEvents();
}
else {
// If we get here prior to the start of a session, just pump and flush ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
}
// Set the renderer viewport to draw the video while preserving aspect ratio
updateViewport();
// Draw a black frame until the video stream starts rendering
SDL_SetRenderDrawColor(m_Renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(m_Renderer);
SDL_RenderPresent(m_Renderer);
#ifdef Q_OS_WIN32
// For some reason, using Direct3D9Ex breaks this with multi-monitor setups.
// When focus is lost, the window is minimized then immediately restored without
// input focus. This glitches out the renderer and a bunch of other stuff.
// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
// own, so just disable SDL's handling of the focus loss event.
SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
#endif
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return true;
}
void SdlRenderer::renderOverlay(Overlay::OverlayType type)
{
if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// If a new surface has been created for updated overlay data, convert it into a texture.
// NB: We have to do this conversion at render-time because we can only interact
// with the renderer on a single thread.
SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
if (newSurface != nullptr) {
if (m_OverlayTextures[type] != nullptr) {
SDL_DestroyTexture(m_OverlayTextures[type]);
}
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
SDL_Rect viewportRect;
SDL_RenderGetViewport(m_Renderer, &viewportRect);
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y = viewportRect.h - newSurface->h;
}
else if (type == Overlay::OverlayDebug) {
// Top left
m_OverlayRects[type].x = 0;
m_OverlayRects[type].y = 0;
}
m_OverlayRects[type].w = newSurface->w;
m_OverlayRects[type].h = newSurface->h;
m_OverlayTextures[type] = SDL_CreateTextureFromSurface(m_Renderer, newSurface);
SDL_FreeSurface(newSurface);
}
// If we have an overlay texture, render it too
if (m_OverlayTextures[type] != nullptr) {
SDL_RenderCopy(m_Renderer, m_OverlayTextures[type], nullptr, &m_OverlayRects[type]);
}
}
}
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bool SdlRenderer::initializeReadBackFormat(AVBufferRef* hwFrameCtxRef, AVFrame* testFrame)
{
auto hwFrameCtx = (AVHWFramesContext*)hwFrameCtxRef->data;
int err;
enum AVPixelFormat *formats;
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AVFrame* outputFrame;
// This function must only be called once per instance
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NONE);
SDL_assert(!m_MapFrame);
// Try direct mapping before resorting to copying the frame
outputFrame = av_frame_alloc();
if (outputFrame != nullptr) {
err = av_hwframe_map(outputFrame, testFrame, AV_HWFRAME_MAP_READ);
if (err == 0) {
if (isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)outputFrame->format)) {
m_SwPixelFormat = (AVPixelFormat)outputFrame->format;
m_MapFrame = true;
goto Exit;
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Skipping unsupported hwframe mapping format: %d",
outputFrame->format);
}
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"av_hwframe_map() is unsupported (error: %d)",
err);
SDL_assert(err == AVERROR(ENOSYS));
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}
}
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// Direct mapping didn't work, so let's see what transfer formats we have
err = av_hwframe_transfer_get_formats(hwFrameCtxRef, AV_HWFRAME_TRANSFER_DIRECTION_FROM, &formats, 0);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_get_formats() failed: %d",
err);
goto Exit;
}
// NB: In this algorithm, we prefer to get a preferred hardware readback format
// and non-preferred rendering format rather than the other way around. This is
// why we loop through the readback format list in order, rather than searching
// for the format from getPreferredPixelFormat() in the list.
for (int i = 0; formats[i] != AV_PIX_FMT_NONE; i++) {
SDL_assert(m_VideoFormat != 0);
if (!isPixelFormatSupported(m_VideoFormat, formats[i])) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Skipping unsupported hwframe transfer format %d",
formats[i]);
continue;
}
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m_SwPixelFormat = formats[i];
break;
}
av_freep(&formats);
Exit:
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av_frame_free(&outputFrame);
// If we didn't find any supported formats, try hwFrameCtx->sw_format.
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if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
if (isPixelFormatSupported(m_VideoFormat, hwFrameCtx->sw_format)) {
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m_SwPixelFormat = hwFrameCtx->sw_format;
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to find compatible hwframe transfer format (sw_format = %d)",
hwFrameCtx->sw_format);
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return false;
}
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Selected hwframe->swframe format: %d (mapping: %s)",
m_SwPixelFormat,
m_MapFrame ? "yes" : "no");
return true;
}
AVFrame* SdlRenderer::getSwFrameFromHwFrame(AVFrame* hwFrame)
{
int err;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
AVFrame* swFrame = av_frame_alloc();
if (swFrame == nullptr) {
return nullptr;
}
swFrame->format = m_SwPixelFormat;
if (m_MapFrame) {
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// We don't use AV_HWFRAME_MAP_DIRECT here because it can cause huge
// performance penalties on Intel hardware with VAAPI due to mappings
// being uncached memory.
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err = av_hwframe_map(swFrame, hwFrame, AV_HWFRAME_MAP_READ);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_map() failed: %d",
err);
av_frame_free(&swFrame);
return nullptr;
}
}
else {
err = av_hwframe_transfer_data(swFrame, hwFrame, 0);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
av_frame_free(&swFrame);
return nullptr;
}
// av_hwframe_transfer_data() doesn't transfer metadata
// (and can even nuke existing metadata in dst), so we
// will propagate metadata manually afterwards.
av_frame_copy_props(swFrame, hwFrame);
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}
return swFrame;
}
void SdlRenderer::updateViewport()
{
// Calculate the video region size, scaling to fill the output size while
// preserving the aspect ratio of the video stream.
SDL_Rect src, dst;
src.x = src.y = 0;
src.w = m_VideoWidth;
src.h = m_VideoHeight;
dst.x = dst.y = 0;
SDL_GetRendererOutputSize(m_Renderer, &dst.w, &dst.h);
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
// Ensure the viewport is set to the desired video region
SDL_RenderSetViewport(m_Renderer, &dst);
}
void SdlRenderer::renderFrame(AVFrame* frame)
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{
int err;
AVFrame* swFrame = nullptr;
if (frame->hw_frames_ctx != nullptr && frame->format != AV_PIX_FMT_CUDA) {
#ifdef HAVE_CUDA
ReadbackRetry:
#endif
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
// back to render it.
// Find the native read-back format
if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
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initializeReadBackFormat(frame->hw_frames_ctx, frame);
// If we don't support any of the hw transfer formats, we should
// have failed inside testRenderFrame() and not made it here.
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
}
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// Map or copy this hwframe to a swframe that we can work with
frame = swFrame = getSwFrameFromHwFrame(frame);
if (swFrame == nullptr) {
return;
}
}
// Because the specific YUV color conversion shader is established at
// texture creation for most SDL render backends, we need to recreate
// the texture when the colorspace changes.
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if (frame->colorspace != m_ColorSpace) {
if (m_Texture != nullptr) {
SDL_DestroyTexture(m_Texture);
m_Texture = nullptr;
}
m_ColorSpace = frame->colorspace;
}
if (m_Texture == nullptr) {
Uint32 sdlFormat;
// Remember to keep this in sync with SdlRenderer::isPixelFormatSupported()!
switch (frame->format)
{
case AV_PIX_FMT_YUV420P:
sdlFormat = SDL_PIXELFORMAT_YV12;
break;
case AV_PIX_FMT_CUDA:
case AV_PIX_FMT_NV12:
sdlFormat = SDL_PIXELFORMAT_NV12;
break;
case AV_PIX_FMT_NV21:
sdlFormat = SDL_PIXELFORMAT_NV21;
break;
default:
SDL_assert(false);
goto Exit;
}
switch (frame->colorspace)
{
case AVCOL_SPC_BT709:
SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT709);
break;
case AVCOL_SPC_BT470BG:
case AVCOL_SPC_SMPTE170M:
default:
SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT601);
break;
}
m_Texture = SDL_CreateTexture(m_Renderer,
sdlFormat,
SDL_TEXTUREACCESS_STREAMING,
frame->width,
frame->height);
if (!m_Texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_CreateTexture() failed: %s",
SDL_GetError());
goto Exit;
}
#ifdef HAVE_CUDA
if (frame->format == AV_PIX_FMT_CUDA) {
SDL_assert(m_CudaGLHelper == nullptr);
m_CudaGLHelper = new CUDAGLInteropHelper(((AVHWFramesContext*)frame->hw_frames_ctx->data)->device_ctx);
SDL_GL_BindTexture(m_Texture, nullptr, nullptr);
if (!m_CudaGLHelper->registerBoundTextures()) {
// If we can't register textures, fall back to normal read-back rendering
delete m_CudaGLHelper;
m_CudaGLHelper = nullptr;
}
SDL_GL_UnbindTexture(m_Texture);
}
#endif
}
if (frame->format == AV_PIX_FMT_CUDA) {
#ifdef HAVE_CUDA
if (m_CudaGLHelper == nullptr || !m_CudaGLHelper->copyCudaFrameToTextures(frame)) {
goto ReadbackRetry;
}
#else
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Got CUDA frame, but not built with CUDA support!");
goto Exit;
#endif
}
else if (frame->format == AV_PIX_FMT_YUV420P) {
SDL_UpdateYUVTexture(m_Texture, nullptr,
frame->data[0],
frame->linesize[0],
frame->data[1],
frame->linesize[1],
frame->data[2],
frame->linesize[2]);
}
else {
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#if SDL_VERSION_ATLEAST(2, 0, 15)
// SDL_UpdateNVTexture is not supported on all renderer backends,
// (notably not DX9), so we must have a fallback in case it's not
// supported and for earlier versions of SDL.
if (SDL_UpdateNVTexture(m_Texture,
nullptr,
frame->data[0],
frame->linesize[0],
frame->data[1],
frame->linesize[1]) != 0)
#endif
{
char* pixels;
int texturePitch;
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err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &texturePitch);
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if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_LockTexture() failed: %s",
SDL_GetError());
goto Exit;
}
// If the planar pitches match, we can use a single memcpy() to transfer
// the data. If not, we'll need to do separate memcpy() calls for each
// line to ensure the pitch doesn't get screwed up.
if (frame->linesize[0] == texturePitch) {
memcpy(pixels,
frame->data[0],
frame->linesize[0] * frame->height);
}
else {
int pitch = SDL_min(frame->linesize[0], texturePitch);
for (int i = 0; i < frame->height; i++) {
memcpy(pixels + (texturePitch * i),
frame->data[0] + (frame->linesize[0] * i),
pitch);
}
}
if (frame->linesize[1] == texturePitch) {
memcpy(pixels + (texturePitch * frame->height),
frame->data[1],
frame->linesize[1] * frame->height / 2);
}
else {
int pitch = SDL_min(frame->linesize[1], texturePitch);
for (int i = 0; i < frame->height / 2; i++) {
memcpy(pixels + (texturePitch * (frame->height + i)),
frame->data[1] + (frame->linesize[1] * i),
pitch);
}
}
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SDL_UnlockTexture(m_Texture);
}
}
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SDL_RenderClear(m_Renderer);
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// Draw the video content itself
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SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
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// Draw the overlays
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i);
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}
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SDL_RenderPresent(m_Renderer);
Exit:
if (swFrame != nullptr) {
av_frame_free(&swFrame);
}
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}
bool SdlRenderer::testRenderFrame(AVFrame* frame)
{
// If we are acting as the frontend for a hardware
// accelerated decoder, we'll need to read the frame
// back to render it. Test that this can be done
// for the given frame successfully.
if (frame->hw_frames_ctx != nullptr) {
#ifdef HAVE_MMAL
// FFmpeg for Raspberry Pi has NEON-optimized routines that allow
// us to use av_hwframe_transfer_data() to convert from SAND frames
// to standard fully-planar YUV. Unfortunately, the combination of
// doing this conversion on the CPU and the slow GL texture upload
// performance on the Pi make the performance of this approach
// unacceptable. Don't use this copyback path on the Pi by default
// to ensure we fall back to H.264 (with the MMAL renderer) in X11
// rather than using HEVC+copyback and getting terrible performance.
if (qgetenv("RPI_ALLOW_COPYBACK_RENDER") != "1") {
return false;
}
#endif
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if (!initializeReadBackFormat(frame->hw_frames_ctx, frame)) {
return false;
}
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AVFrame* swFrame = getSwFrameFromHwFrame(frame);
if (swFrame == nullptr) {
return false;
}
av_frame_free(&swFrame);
}
else if (!isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)frame->format)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Swframe pixel format unsupported: %d",
frame->format);
return false;
}
return true;
}
bool SdlRenderer::applyWindowChange(int, int, int flags)
{
if (flags == WINDOW_SIZE_CHANGED) {
updateViewport();
return true;
}
return false;
}