#include "sdlvid.h" #include "streaming/session.h" #include "path.h" #include #include SdlRenderer::SdlRenderer() : m_Renderer(nullptr), m_Texture(nullptr), m_FontData(Path::readDataFile("ModeSeven.ttf")) { SDL_assert(TTF_WasInit() == 0); if (TTF_Init() != 0) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "TTF_Init() failed: %s", TTF_GetError()); return; } SDL_zero(m_OverlayFonts); SDL_zero(m_OverlaySurfaces); SDL_zero(m_OverlayTextures); } SdlRenderer::~SdlRenderer() { for (int i = 0; i < Overlay::OverlayMax; i++) { if (m_OverlayFonts[i] != nullptr) { TTF_CloseFont(m_OverlayFonts[i]); } } TTF_Quit(); SDL_assert(TTF_WasInit() == 0); for (int i = 0; i < Overlay::OverlayMax; i++) { if (m_OverlayTextures[i] != nullptr) { SDL_DestroyTexture(m_OverlayTextures[i]); } } for (int i = 0; i < Overlay::OverlayMax; i++) { if (m_OverlaySurfaces[i] != nullptr) { SDL_FreeSurface(m_OverlaySurfaces[i]); } } if (m_Texture != nullptr) { SDL_DestroyTexture(m_Texture); } if (m_Renderer != nullptr) { SDL_DestroyRenderer(m_Renderer); } } bool SdlRenderer::prepareDecoderContext(AVCodecContext*) { /* Nothing to do */ SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Using SDL renderer"); return true; } int SdlRenderer::getDecoderCapabilities() { // The FFmpeg CPU decoder can handle reference frame invalidation, // but only for H.264. return CAPABILITY_REFERENCE_FRAME_INVALIDATION_AVC; } void SdlRenderer::notifyOverlayUpdated(Overlay::OverlayType type) { // Construct the required font to render the overlay if (m_OverlayFonts[type] == nullptr) { if (m_FontData.isEmpty()) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL overlay font failed to load"); return; } // m_FontData must stay around until the font is closed m_OverlayFonts[type] = TTF_OpenFontRW(SDL_RWFromConstMem(m_FontData.constData(), m_FontData.size()), 1, Session::get()->getOverlayManager().getOverlayFontSize(type)); if (m_OverlayFonts[type] == nullptr) { SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "TTF_OpenFont() failed: %s", TTF_GetError()); // Can't proceed without a font return; } } SDL_Surface* oldSurface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]); // Free the old surface if (oldSurface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], oldSurface, nullptr)) { SDL_FreeSurface(oldSurface); } if (Session::get()->getOverlayManager().isOverlayEnabled(type)) { // The _Wrapped variant is required for line breaks to work SDL_Surface* surface = TTF_RenderText_Blended_Wrapped(m_OverlayFonts[type], Session::get()->getOverlayManager().getOverlayText(type), Session::get()->getOverlayManager().getOverlayColor(type), 1000); SDL_AtomicSetPtr((void**)&m_OverlaySurfaces[type], surface); } } 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::initialize(PDECODER_PARAMETERS params) { Uint32 rendererFlags = SDL_RENDERER_ACCELERATED; 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); if (!m_Renderer) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateRenderer() failed: %s", SDL_GetError()); return false; } // The window may be smaller than the stream size, so ensure our // logical rendering surface size is equal to the stream size SDL_RenderSetLogicalSize(m_Renderer, params->width, params->height); // 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); m_Texture = SDL_CreateTexture(m_Renderer, SDL_PIXELFORMAT_YV12, SDL_TEXTUREACCESS_STREAMING, params->width, params->height); if (!m_Texture) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_CreateRenderer() failed: %s", SDL_GetError()); return false; } #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 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* surface = (SDL_Surface*)SDL_AtomicGetPtr((void**)&m_OverlaySurfaces[type]); if (surface != nullptr && SDL_AtomicCASPtr((void**)&m_OverlaySurfaces[type], surface, nullptr)) { if (m_OverlayTextures[type] != nullptr) { SDL_DestroyTexture(m_OverlayTextures[type]); } if (type == Overlay::OverlayStatusUpdate) { // Bottom Left int unused; SDL_RenderGetLogicalSize(m_Renderer, &unused, &m_OverlayRects[type].y); m_OverlayRects[type].x = 0; m_OverlayRects[type].y -= surface->h; } else if (type == Overlay::OverlayDebug) { // Top left m_OverlayRects[type].x = 0; m_OverlayRects[type].y = 0; } m_OverlayRects[type].w = surface->w; m_OverlayRects[type].h = surface->h; m_OverlayTextures[type] = SDL_CreateTextureFromSurface(m_Renderer, surface); SDL_FreeSurface(surface); } // 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) { int err; AVFrame* swFrame = nullptr; 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. swFrame = av_frame_alloc(); if (swFrame == nullptr) { return; } swFrame->width = frame->width; swFrame->height = frame->height; swFrame->format = AV_PIX_FMT_YUV420P; err = av_hwframe_transfer_data(swFrame, frame, 0); if (err != 0) { av_frame_free(&swFrame); return; } frame = swFrame; } SDL_UpdateYUVTexture(m_Texture, nullptr, frame->data[0], frame->linesize[0], frame->data[1], frame->linesize[1], frame->data[2], frame->linesize[2]); SDL_RenderClear(m_Renderer); // Draw the video content itself SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr); // Draw the overlays for (int i = 0; i < Overlay::OverlayMax; i++) { renderOverlay((Overlay::OverlayType)i); } SDL_RenderPresent(m_Renderer); if (swFrame != nullptr) { av_frame_free(&swFrame); } }