mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 13:44:17 +00:00
parent
cd5b0e74e3
commit
e5bcc793e5
5 changed files with 239 additions and 46 deletions
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@ -25,5 +25,7 @@
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<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
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<file alias="egl.frag">shaders/egl.frag</file>
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<file alias="egl.vert">shaders/egl.vert</file>
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<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
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<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
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</qresource>
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</RCC>
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11
app/shaders/egl_overlay.frag
Normal file
11
app/shaders/egl_overlay.frag
Normal file
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@ -0,0 +1,11 @@
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precision mediump float;
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uniform sampler2D uTexture;
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varying vec2 vTexCoord;
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void main() {
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vec4 abgr = texture2D(uTexture, vTexCoord);
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gl_FragColor = abgr;
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gl_FragColor.r = abgr.b;
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gl_FragColor.b = abgr.r;
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}
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8
app/shaders/egl_overlay.vert
Normal file
8
app/shaders/egl_overlay.vert
Normal file
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@ -0,0 +1,8 @@
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attribute vec2 aPosition; // 2D: X,Y
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attribute vec2 aTexCoord;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = aTexCoord;
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gl_Position = vec4(aPosition, 0, 1);
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}
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@ -35,6 +35,12 @@ typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platf
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#define EGL_PLATFORM_X11_KHR 0x31D5
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#endif
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typedef struct _OVERLAY_VERTEX
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{
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float x, y;
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float u, v;
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} OVERLAY_VERTEX, *POVERLAY_VERTEX;
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/* TODO:
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* - handle more pixel formats
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* - handle software decoding
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@ -65,7 +71,11 @@ EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
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m_SwPixelFormat(AV_PIX_FMT_NONE),
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m_EGLDisplay(EGL_NO_DISPLAY),
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m_Textures{0},
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m_OverlayTextures{0},
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m_OverlayVbos{0},
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m_OverlayHasValidData{},
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m_ShaderProgram(0),
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m_OverlayShaderProgram(0),
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m_Context(0),
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m_Window(nullptr),
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m_Backend(backendRenderer),
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@ -96,10 +106,26 @@ EGLRenderer::~EGLRenderer()
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if (m_ShaderProgram) {
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glDeleteProgram(m_ShaderProgram);
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}
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if (m_OverlayShaderProgram) {
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glDeleteProgram(m_OverlayShaderProgram);
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}
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if (m_VAO) {
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SDL_assert(m_glDeleteVertexArraysOES != nullptr);
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m_glDeleteVertexArraysOES(1, &m_VAO);
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}
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for (int i = 0; i < EGL_MAX_PLANES; i++) {
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if (m_Textures[i] != 0) {
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glDeleteTextures(1, &m_Textures[i]);
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}
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}
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for (int i = 0; i < Overlay::OverlayMax; i++) {
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if (m_OverlayTextures[i] != 0) {
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glDeleteTextures(1, &m_OverlayTextures[i]);
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}
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if (m_OverlayVbos[i] != 0) {
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glDeleteBuffers(1, &m_OverlayVbos[i]);
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}
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}
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SDL_GL_DeleteContext(m_Context);
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}
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@ -123,9 +149,17 @@ bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
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return true;
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}
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void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType)
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void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
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{
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// TODO: FIXME
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// We handle uploading the updated overlay texture in renderOverlay().
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// notifyOverlayUpdated() is called on an arbitrary thread, which may
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// not be have the OpenGL context current on it.
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if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
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// If the overlay has been disabled, mark the data as invalid/stale.
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SDL_AtomicSet(&m_OverlayHasValidData[type], 0);
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return;
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}
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}
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bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
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@ -140,6 +174,85 @@ bool EGLRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
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}
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}
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void EGLRenderer::renderOverlay(Overlay::OverlayType type)
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{
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// Do nothing if this overlay is disabled
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if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
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return;
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}
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// Upload a new overlay texture if needed
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SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
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if (newSurface != nullptr) {
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SDL_assert(!SDL_MUSTLOCK(newSurface));
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glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSurface->w, newSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, newSurface->pixels);
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SDL_FRect overlayRect;
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// These overlay positions differ from the other renderers because OpenGL
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// places the origin in the lower-left corner instead of the upper-left.
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if (type == Overlay::OverlayStatusUpdate) {
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// Bottom Left
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overlayRect.x = 0;
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overlayRect.y = 0;
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}
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else if (type == Overlay::OverlayDebug) {
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// Top left
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overlayRect.x = 0;
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overlayRect.y = m_ViewportHeight - newSurface->h;
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}
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overlayRect.w = newSurface->w;
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overlayRect.h = newSurface->h;
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SDL_FreeSurface(newSurface);
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// Convert screen space to normalized device coordinates
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overlayRect.x /= m_ViewportWidth / 2;
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overlayRect.w /= m_ViewportWidth / 2;
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overlayRect.y /= m_ViewportHeight / 2;
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overlayRect.h /= m_ViewportHeight / 2;
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overlayRect.x -= 1.0f;
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overlayRect.y -= 1.0f;
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OVERLAY_VERTEX verts[] =
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{
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{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f},
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{overlayRect.x, overlayRect.y + overlayRect.h, 0.0f, 0.0f},
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{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
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{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
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{overlayRect.x + overlayRect.w, overlayRect.y, 1.0f, 1.0f},
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{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f}
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};
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glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
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glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
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SDL_AtomicSet(&m_OverlayHasValidData[type], 1);
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}
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if (!SDL_AtomicGet(&m_OverlayHasValidData[type])) {
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// If the overlay is not populated yet or is stale, don't render it.
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return;
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}
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glUseProgram(m_OverlayShaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, x));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, u));
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glEnableVertexAttribArray(1);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
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glUniform1i(m_OverlayShaderProgramParams[PARAM_TEXTURE], 0);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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int EGLRenderer::loadAndBuildShader(int shaderType,
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const char *file) {
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GLuint shader = glCreateShader(shaderType);
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@ -214,49 +327,70 @@ bool EGLRenderer::openDisplay(unsigned int platform, void* nativeDisplay)
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return m_EGLDisplay != EGL_NO_DISPLAY;
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}
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bool EGLRenderer::compileShader() {
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SDL_assert(!m_ShaderProgram);
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SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
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unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc) {
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unsigned shader = 0;
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// XXX: TODO: other formats
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SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
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bool ret = false;
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GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, "egl.vert");
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GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc);
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if (!vertexShader)
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return false;
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GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, "egl.frag");
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GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
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if (!fragmentShader)
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goto fragError;
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m_ShaderProgram = glCreateProgram();
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if (!m_ShaderProgram) {
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shader = glCreateProgram();
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if (!shader) {
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EGL_LOG(Error, "Cannot create shader program");
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goto progFailCreate;
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}
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glAttachShader(m_ShaderProgram, vertexShader);
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glAttachShader(m_ShaderProgram, fragmentShader);
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glLinkProgram(m_ShaderProgram);
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glAttachShader(shader, vertexShader);
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glAttachShader(shader, fragmentShader);
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glLinkProgram(shader);
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int status;
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glGetProgramiv(m_ShaderProgram, GL_LINK_STATUS, &status);
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if (status) {
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ret = true;
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} else {
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glGetProgramiv(shader, GL_LINK_STATUS, &status);
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if (!status) {
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char shader_log[512];
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glGetProgramInfoLog(m_ShaderProgram, sizeof (shader_log), nullptr, shader_log);
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glGetProgramInfoLog(shader, sizeof (shader_log), nullptr, shader_log);
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EGL_LOG(Error, "Cannot link shader program: %s", shader_log);
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glDeleteProgram(m_ShaderProgram);
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m_ShaderProgram = 0;
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glDeleteProgram(shader);
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shader = 0;
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}
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progFailCreate:
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glDeleteShader(fragmentShader);
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fragError:
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glDeleteShader(vertexShader);
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return ret;
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return shader;
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}
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bool EGLRenderer::compileShaders() {
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SDL_assert(!m_ShaderProgram);
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SDL_assert(!m_OverlayShaderProgram);
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SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
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// XXX: TODO: other formats
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SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NV12);
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m_ShaderProgram = compileShader("egl.vert", "egl.frag");
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if (!m_ShaderProgram) {
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return false;
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}
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m_ShaderProgramParams[PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
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m_ShaderProgramParams[PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
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m_ShaderProgramParams[PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
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m_ShaderProgramParams[PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
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m_OverlayShaderProgram = compileShader("egl_overlay.vert", "egl_overlay.frag");
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if (!m_OverlayShaderProgram) {
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return false;
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}
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m_OverlayShaderProgramParams[PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
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return true;
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}
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bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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@ -409,6 +543,9 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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glViewport(dst.x, dst.y, dst.w, dst.h);
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m_ViewportWidth = dst.w;
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m_ViewportHeight = dst.h;
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -430,6 +567,19 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glGenBuffers(Overlay::OverlayMax, m_OverlayVbos);
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glGenTextures(Overlay::OverlayMax, m_OverlayTextures);
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for (size_t i = 0; i < Overlay::OverlayMax; ++i) {
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glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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EGL_LOG(Error, "OpenGL error: %d", err);
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@ -440,6 +590,13 @@ bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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return err == GL_NO_ERROR;
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}
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const float *EGLRenderer::getColorOffsets() {
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static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
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static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
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return m_ColorFull ? fullOffsets : limitedOffsets;
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}
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const float *EGLRenderer::getColorMatrix() {
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/* The conversion matrices are shamelessly stolen from linux:
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* drivers/media/platform/imx-pxp.c:pxp_setup_csc
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@ -478,18 +635,16 @@ const float *EGLRenderer::getColorMatrix() {
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switch (m_ColorSpace) {
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case AVCOL_SPC_SMPTE170M:
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case AVCOL_SPC_BT470BG:
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EGL_LOG(Info, "BT-601 pixels");
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return m_ColorFull ? bt601Full : bt601Lim;
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case AVCOL_SPC_BT709:
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EGL_LOG(Info, "BT-709 pixels");
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return m_ColorFull ? bt709Full : bt709Lim;
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case AVCOL_SPC_BT2020_NCL:
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case AVCOL_SPC_BT2020_CL:
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EGL_LOG(Info, "BT-2020 pixels");
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return m_ColorFull ? bt2020Full : bt2020Lim;
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default:
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SDL_assert(false);
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};
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EGL_LOG(Warn, "unknown color space: %d, falling back to BT-601",
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m_ColorSpace);
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return bt601Lim;
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}
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@ -499,7 +654,7 @@ bool EGLRenderer::specialize() {
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// Attach our GL context to the render thread
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SDL_GL_MakeCurrent(m_Window, m_Context);
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if (!compileShader())
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if (!compileShaders())
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return false;
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// The viewport should have the aspect ratio of the video stream
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@ -539,20 +694,6 @@ bool EGLRenderer::specialize() {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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m_glBindVertexArrayOES(0);
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int yuvmatLocation = glGetUniformLocation(m_ShaderProgram, "yuvmat");
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glUniformMatrix3fv(yuvmatLocation, 1, GL_FALSE, getColorMatrix());
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static const float limitedOffsets[] = { 16.0f / 255.0f, 128.0f / 255.0f, 128.0f / 255.0f };
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static const float fullOffsets[] = { 0.0f, 128.0f / 255.0f, 128.0f / 255.0f };
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int offLocation = glGetUniformLocation(m_ShaderProgram, "offset");
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glUniform3fv(offLocation, 1, m_ColorFull ? fullOffsets : limitedOffsets);
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int colorPlane = glGetUniformLocation(m_ShaderProgram, "plane1");
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glUniform1i(colorPlane, 0);
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colorPlane = glGetUniformLocation(m_ShaderProgram, "plane2");
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glUniform1i(colorPlane, 1);
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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@ -612,8 +753,20 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(m_ShaderProgram);
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m_glBindVertexArrayOES(m_VAO);
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glUniformMatrix3fv(m_ShaderProgramParams[PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
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glUniform3fv(m_ShaderProgramParams[PARAM_OFFSET], 1, getColorOffsets());
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE1], 0);
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE2], 1);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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m_glBindVertexArrayOES(0);
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for (int i = 0; i < Overlay::OverlayMax; i++) {
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renderOverlay((Overlay::OverlayType)i);
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}
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SDL_GL_SwapWindow(m_Window);
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if (m_BlockingSwapBuffers) {
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@ -17,16 +17,26 @@ public:
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private:
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bool compileShader();
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void renderOverlay(Overlay::OverlayType type);
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unsigned compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc);
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bool compileShaders();
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bool specialize();
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const float *getColorOffsets();
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const float *getColorMatrix();
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static int loadAndBuildShader(int shaderType, const char *filename);
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bool openDisplay(unsigned int platform, void* nativeDisplay);
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int m_ViewportWidth;
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int m_ViewportHeight;
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int m_SwPixelFormat;
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void *m_EGLDisplay;
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unsigned m_Textures[EGL_MAX_PLANES];
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unsigned m_OverlayTextures[Overlay::OverlayMax];
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unsigned m_OverlayVbos[Overlay::OverlayMax];
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SDL_atomic_t m_OverlayHasValidData[Overlay::OverlayMax];
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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;
|
||||
|
|
Loading…
Reference in a new issue