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_Renderer(nullptr),
m_Texture(nullptr),
m_SwPixelFormat(AV_PIX_FMT_NONE)
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{
SDL_zero(m_OverlayTextures);
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}
SdlRenderer::~SdlRenderer()
{
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;
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().
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
// 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 = params->width;
src.h = params->height;
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);
// 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]);
}
}
}
void SdlRenderer::renderFrame(AVFrame* frame)
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{
int err;
AVFrame* swFrame = nullptr;
if (frame == nullptr) {
// End of stream - nothing to do for us
return;
}
if (frame->hw_frames_ctx != nullptr) {
// 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) {
auto hwFrameCtx = (AVHWFramesContext*)frame->hw_frames_ctx->data;
m_SwPixelFormat = hwFrameCtx->sw_format;
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Selected read-back format: %d",
m_SwPixelFormat);
}
swFrame = av_frame_alloc();
if (swFrame == nullptr) {
return;
}
swFrame->width = frame->width;
swFrame->height = frame->height;
swFrame->format = m_SwPixelFormat;
err = av_hwframe_transfer_data(swFrame, frame, 0);
if (err != 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"av_hwframe_transfer_data() failed: %d",
err);
goto Exit;
}
// av_hwframe_transfer_data() can nuke frame metadata,
// so anything other than width, height, and format must
// be set *after* calling av_hwframe_transfer_data().
swFrame->colorspace = frame->colorspace;
frame = swFrame;
}
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_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;
}
}
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 pitch;
err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &pitch);
if (err < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"SDL_LockTexture() failed: %s",
SDL_GetError());
goto Exit;
}
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memcpy(pixels,
frame->data[0],
frame->linesize[0] * frame->height);
memcpy(pixels + (frame->linesize[0] * frame->height),
frame->data[1],
frame->linesize[1] * frame->height / 2);
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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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}