Use SDL to render on Wayland for VAAPI

This commit is contained in:
Cameron Gutman 2019-04-12 22:54:21 -07:00
parent ada2270bd1
commit b8b633a6cc
4 changed files with 30 additions and 29 deletions

View file

@ -41,6 +41,11 @@ public:
return true;
}
virtual bool isDirectRenderingSupported() {
// The renderer can render directly to the display
return true;
}
// IOverlayRenderer
virtual void notifyOverlayUpdated(Overlay::OverlayType) override {
// Nothing

View file

@ -76,8 +76,6 @@ VAAPIRenderer::initialize(PDECODER_PARAMETERS params)
}
else if (info.subsystem == SDL_SYSWM_WAYLAND) {
#ifdef HAVE_LIBVA_WAYLAND
m_WaylandSurface = info.info.wl.surface;
m_WaylandDisplay = info.info.wl.display;
vaDeviceContext->display = vaGetDisplayWl(info.info.wl.display);
if (!vaDeviceContext->display) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
@ -171,6 +169,14 @@ VAAPIRenderer::needsTestFrame()
return true;
}
bool
VAAPIRenderer::isDirectRenderingSupported()
{
// Many Wayland renderers don't support YUV surfaces, so use
// another frontend renderer to draw our frames.
return m_WindowSystem == SDL_SYSWM_X11;
}
void
VAAPIRenderer::renderFrame(AVFrame* frame)
{
@ -201,27 +207,10 @@ VAAPIRenderer::renderFrame(AVFrame* frame)
#endif
}
else if (m_WindowSystem == SDL_SYSWM_WAYLAND) {
#ifdef HAVE_LIBVA_WAYLAND
struct wl_buffer* buffer;
VAStatus status;
status = vaGetSurfaceBufferWl(vaDeviceContext->display,
surface,
VA_FRAME_PICTURE,
&buffer);
if (status == VA_STATUS_SUCCESS) {
wl_surface_attach(m_WaylandSurface, buffer, 0, 0);
wl_surface_damage(m_WaylandSurface, dst.x, dst.y, dst.w, dst.h);
wl_display_flush(m_WaylandDisplay);
wl_surface_commit(m_WaylandSurface);
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"vaGetSurfaceBufferWl failed(): %d",
status);
}
#endif
// We don't support direct rendering on Wayland, so we should
// never get called there. Many common Wayland compositors don't
// support YUV surfaces, so direct rendering would fail.
SDL_assert(false);
}
else {
// We don't accept anything else in initialize().

View file

@ -34,6 +34,7 @@ public:
virtual bool prepareDecoderContext(AVCodecContext* context) override;
virtual void renderFrame(AVFrame* frame) override;
virtual bool needsTestFrame() override;
virtual bool isDirectRenderingSupported() override;
private:
int m_WindowSystem;
@ -43,11 +44,6 @@ private:
Window m_XWindow;
#endif
#ifdef HAVE_LIBVA_WAYLAND
struct wl_surface* m_WaylandSurface;
struct wl_display* m_WaylandDisplay;
#endif
int m_VideoWidth;
int m_VideoHeight;
int m_DisplayWidth;

View file

@ -137,7 +137,18 @@ void FFmpegVideoDecoder::reset()
bool FFmpegVideoDecoder::createFrontendRenderer(PDECODER_PARAMETERS params)
{
m_FrontendRenderer = m_BackendRenderer;
if (m_BackendRenderer->isDirectRenderingSupported()) {
// The backend renderer can render to the display
m_FrontendRenderer = m_BackendRenderer;
}
else {
// The backend renderer cannot directly render to the display, so
// we will create an SDL renderer to draw the frames.
m_FrontendRenderer = new SdlRenderer();
if (!m_FrontendRenderer->initialize(params)) {
return false;
}
}
// Determine whether the frontend renderer prefers frame pacing
auto vsyncConstraint = m_FrontendRenderer->getFramePacingConstraint();