Implement overlay support in EGLRenderer

Fixes #405
This commit is contained in:
Cameron Gutman 2020-12-16 22:09:00 -06:00
parent cd5b0e74e3
commit e5bcc793e5
5 changed files with 239 additions and 46 deletions

View file

@ -25,5 +25,7 @@
<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
<file alias="egl.frag">shaders/egl.frag</file>
<file alias="egl.vert">shaders/egl.vert</file>
<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
</qresource>
</RCC>

View file

@ -0,0 +1,11 @@
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vTexCoord;
void main() {
vec4 abgr = texture2D(uTexture, vTexCoord);
gl_FragColor = abgr;
gl_FragColor.r = abgr.b;
gl_FragColor.b = abgr.r;
}

View file

@ -0,0 +1,8 @@
attribute vec2 aPosition; // 2D: X,Y
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
vTexCoord = aTexCoord;
gl_Position = vec4(aPosition, 0, 1);
}

View file

@ -35,6 +35,12 @@ typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platf
#define EGL_PLATFORM_X11_KHR 0x31D5
#endif
typedef struct _OVERLAY_VERTEX
{
float x, y;
float u, v;
} OVERLAY_VERTEX, *POVERLAY_VERTEX;
/* TODO:
* - handle more pixel formats
* - handle software decoding
@ -65,7 +71,11 @@ EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
m_SwPixelFormat(AV_PIX_FMT_NONE),
m_EGLDisplay(EGL_NO_DISPLAY),
m_Textures{0},
m_OverlayTextures{0},
m_OverlayVbos{0},
m_OverlayHasValidData{},
m_ShaderProgram(0),
m_OverlayShaderProgram(0),
m_Context(0),
m_Window(nullptr),
m_Backend(backendRenderer),
@ -96,10 +106,26 @@ EGLRenderer::~EGLRenderer()
if (m_ShaderProgram) {
glDeleteProgram(m_ShaderProgram);
}
if (m_OverlayShaderProgram) {
glDeleteProgram(m_OverlayShaderProgram);
}
if (m_VAO) {
SDL_assert(m_glDeleteVertexArraysOES != nullptr);
m_glDeleteVertexArraysOES(1, &m_VAO);
}
for (int i = 0; i < EGL_MAX_PLANES; i++) {
if (m_Textures[i] != 0) {
glDeleteTextures(1, &m_Textures[i]);
}
}
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != 0) {
glDeleteTextures(1, &m_OverlayTextures[i]);
}
if (m_OverlayVbos[i] != 0) {
glDeleteBuffers(1, &m_OverlayVbos[i]);
}
}
SDL_GL_DeleteContext(m_Context);
}
@ -123,9 +149,17 @@ bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
return true;
}
void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType)
void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
// TODO: FIXME
// We handle uploading the updated overlay texture in renderOverlay().
// notifyOverlayUpdated() is called on an arbitrary thread, which may
// not be have the OpenGL context current on it.
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// If the overlay has been disabled, mark the data as invalid/stale.
SDL_AtomicSet(&m_OverlayHasValidData[type], 0);
return;
}
}
bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
@ -140,6 +174,85 @@ bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
}
}
void EGLRenderer::renderOverlay(Overlay::OverlayType type)
{
// Do nothing if this overlay is disabled
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
return;
}
// Upload a new overlay texture if needed
SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
if (newSurface != nullptr) {
SDL_assert(!SDL_MUSTLOCK(newSurface));
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSurface->w, newSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, newSurface->pixels);
SDL_FRect overlayRect;
// These overlay positions differ from the other renderers because OpenGL
// places the origin in the lower-left corner instead of the upper-left.
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
overlayRect.x = 0;
overlayRect.y = 0;
}
else if (type == Overlay::OverlayDebug) {
// Top left
overlayRect.x = 0;
overlayRect.y = m_ViewportHeight - newSurface->h;
}
overlayRect.w = newSurface->w;
overlayRect.h = newSurface->h;
SDL_FreeSurface(newSurface);
// Convert screen space to normalized device coordinates
overlayRect.x /= m_ViewportWidth / 2;
overlayRect.w /= m_ViewportWidth / 2;
overlayRect.y /= m_ViewportHeight / 2;
overlayRect.h /= m_ViewportHeight / 2;
overlayRect.x -= 1.0f;
overlayRect.y -= 1.0f;
OVERLAY_VERTEX verts[] =
{
{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f},
{overlayRect.x, overlayRect.y + overlayRect.h, 0.0f, 0.0f},
{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
{overlayRect.x + overlayRect.w, overlayRect.y, 1.0f, 1.0f},
{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f}
};
glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
SDL_AtomicSet(&m_OverlayHasValidData[type], 1);
}
if (!SDL_AtomicGet(&m_OverlayHasValidData[type])) {
// If the overlay is not populated yet or is stale, don't render it.
return;
}
glUseProgram(m_OverlayShaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, x));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, u));
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
glUniform1i(m_OverlayShaderProgramParams[PARAM_TEXTURE], 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
int EGLRenderer::loadAndBuildShader(int shaderType,
const char *file) {
GLuint shader = glCreateShader(shaderType);
@ -214,49 +327,70 @@ bool EGLRenderer::openDisplay(unsigned int platform, void* nativeDisplay)
return m_EGLDisplay != EGL_NO_DISPLAY;
}
bool EGLRenderer::compileShader() {
SDL_assert(!m_ShaderProgram);
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc) {
unsigned shader = 0;
// XXX: TODO: other formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
bool ret = false;
GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, "egl.vert");
GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc);
if (!vertexShader)
return false;
GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, "egl.frag");
GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
if (!fragmentShader)
goto fragError;
m_ShaderProgram = glCreateProgram();
if (!m_ShaderProgram) {
shader = glCreateProgram();
if (!shader) {
EGL_LOG(Error, "Cannot create shader program");
goto progFailCreate;
}
glAttachShader(m_ShaderProgram, vertexShader);
glAttachShader(m_ShaderProgram, fragmentShader);
glLinkProgram(m_ShaderProgram);
glAttachShader(shader, vertexShader);
glAttachShader(shader, fragmentShader);
glLinkProgram(shader);
int status;
glGetProgramiv(m_ShaderProgram, GL_LINK_STATUS, &status);
if (status) {
ret = true;
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &status);
if (!status) {
char shader_log[512];
glGetProgramInfoLog(m_ShaderProgram, sizeof (shader_log), nullptr, shader_log);
glGetProgramInfoLog(shader, sizeof (shader_log), nullptr, shader_log);
EGL_LOG(Error, "Cannot link shader program: %s", shader_log);
glDeleteProgram(m_ShaderProgram);
m_ShaderProgram = 0;
glDeleteProgram(shader);
shader = 0;
}
progFailCreate:
glDeleteShader(fragmentShader);
fragError:
glDeleteShader(vertexShader);
return ret;
return shader;
}
bool EGLRenderer::compileShaders() {
SDL_assert(!m_ShaderProgram);
SDL_assert(!m_OverlayShaderProgram);
SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
// XXX: TODO: other formats
SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
m_ShaderProgram = compileShader("egl.vert", "egl.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgramParams[PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
m_ShaderProgramParams[PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
m_ShaderProgramParams[PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
m_ShaderProgramParams[PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
m_OverlayShaderProgram = compileShader("egl_overlay.vert", "egl_overlay.frag");
if (!m_OverlayShaderProgram) {
return false;
}
m_OverlayShaderProgramParams[PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
return true;
}
bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
@ -409,6 +543,9 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
glViewport(dst.x, dst.y, dst.w, dst.h);
m_ViewportWidth = dst.w;
m_ViewportHeight = dst.h;
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@ -430,6 +567,19 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glGenBuffers(Overlay::OverlayMax, m_OverlayVbos);
glGenTextures(Overlay::OverlayMax, m_OverlayTextures);
for (size_t i = 0; i < Overlay::OverlayMax; ++i) {
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
EGL_LOG(Error, "OpenGL error: %d", err);
@ -440,6 +590,13 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
return err == GL_NO_ERROR;
}
const float *EGLRenderer::getColorOffsets() {
static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
return m_ColorFull ? fullOffsets : limitedOffsets;
}
const float *EGLRenderer::getColorMatrix() {
/* The conversion matrices are shamelessly stolen from linux:
* drivers/media/platform/imx-pxp.c:pxp_setup_csc
@ -478,18 +635,16 @@ const float *EGLRenderer::getColorMatrix() {
switch (m_ColorSpace) {
case AVCOL_SPC_SMPTE170M:
case AVCOL_SPC_BT470BG:
EGL_LOG(Info, "BT-601 pixels");
return m_ColorFull ? bt601Full : bt601Lim;
case AVCOL_SPC_BT709:
EGL_LOG(Info, "BT-709 pixels");
return m_ColorFull ? bt709Full : bt709Lim;
case AVCOL_SPC_BT2020_NCL:
case AVCOL_SPC_BT2020_CL:
EGL_LOG(Info, "BT-2020 pixels");
return m_ColorFull ? bt2020Full : bt2020Lim;
default:
SDL_assert(false);
};
EGL_LOG(Warn, "unknown color space: %d, falling back to BT-601",
m_ColorSpace);
return bt601Lim;
}
@ -499,7 +654,7 @@ bool EGLRenderer::specialize() {
// Attach our GL context to the render thread
SDL_GL_MakeCurrent(m_Window, m_Context);
if (!compileShader())
if (!compileShaders())
return false;
// The viewport should have the aspect ratio of the video stream
@ -539,20 +694,6 @@ bool EGLRenderer::specialize() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_glBindVertexArrayOES(0);
int yuvmatLocation = glGetUniformLocation(m_ShaderProgram, "yuvmat");
glUniformMatrix3fv(yuvmatLocation, 1, GL_FALSE, getColorMatrix());
static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
int offLocation = glGetUniformLocation(m_ShaderProgram, "offset");
glUniform3fv(offLocation, 1, m_ColorFull ? fullOffsets : limitedOffsets);
int colorPlane = glGetUniformLocation(m_ShaderProgram, "plane1");
glUniform1i(colorPlane, 0);
colorPlane = glGetUniformLocation(m_ShaderProgram, "plane2");
glUniform1i(colorPlane, 1);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
@ -612,8 +753,20 @@ void EGLRenderer::renderFrame(AVFrame* frame)
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(m_ShaderProgram);
m_glBindVertexArrayOES(m_VAO);
glUniformMatrix3fv(m_ShaderProgramParams[PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
glUniform3fv(m_ShaderProgramParams[PARAM_OFFSET], 1, getColorOffsets());
glUniform1i(m_ShaderProgramParams[PARAM_PLANE1], 0);
glUniform1i(m_ShaderProgramParams[PARAM_PLANE2], 1);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
m_glBindVertexArrayOES(0);
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i);
}
SDL_GL_SwapWindow(m_Window);
if (m_BlockingSwapBuffers) {

View file

@ -17,16 +17,26 @@ public:
private:
bool compileShader();
void renderOverlay(Overlay::OverlayType type);
unsigned compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc);
bool compileShaders();
bool specialize();
const float *getColorOffsets();
const float *getColorMatrix();
static int loadAndBuildShader(int shaderType, const char *filename);
bool openDisplay(unsigned int platform, void* nativeDisplay);
int m_ViewportWidth;
int m_ViewportHeight;
int m_SwPixelFormat;
void *m_EGLDisplay;
unsigned m_Textures[EGL_MAX_PLANES];
unsigned m_OverlayTextures[Overlay::OverlayMax];
unsigned m_OverlayVbos[Overlay::OverlayMax];
SDL_atomic_t m_OverlayHasValidData[Overlay::OverlayMax];
unsigned m_ShaderProgram;
unsigned m_OverlayShaderProgram;
SDL_GLContext m_Context;
SDL_Window *m_Window;
IFFmpegRenderer *m_Backend;
@ -39,6 +49,15 @@ private:
PFNGLBINDVERTEXARRAYOESPROC m_glBindVertexArrayOES;
PFNGLDELETEVERTEXARRAYSOESPROC m_glDeleteVertexArraysOES;
#define PARAM_YUVMAT 0
#define PARAM_OFFSET 1
#define PARAM_PLANE1 2
#define PARAM_PLANE2 3
int m_ShaderProgramParams[4];
#define PARAM_TEXTURE 0
int m_OverlayShaderProgramParams[1];
int m_OldContextProfileMask;
int m_OldContextMajorVersion;
int m_OldContextMinorVersion;