// vim: noai:ts=4:sw=4:softtabstop=4:expandtab #include "eglvid.h" #include "path.h" #include "streaming/session.h" #include "streaming/streamutils.h" #include #include #include #include #include #include #include // These are EGL extensions, so some platform headers may not provide them #ifndef EGL_PLATFORM_WAYLAND_KHR #define EGL_PLATFORM_WAYLAND_KHR 0x31D8 #endif #ifndef EGL_PLATFORM_X11_KHR #define EGL_PLATFORM_X11_KHR 0x31D5 #endif #ifndef EGL_PLATFORM_GBM_KHR #define EGL_PLATFORM_GBM_KHR 0x31D7 #endif typedef struct _OVERLAY_VERTEX { float x, y; float u, v; } OVERLAY_VERTEX, *POVERLAY_VERTEX; /* TODO: * - handle more pixel formats * - handle software decoding */ /* DOC/misc: * - https://kernel-recipes.org/en/2016/talks/video-and-colorspaces/ * - http://www.brucelindbloom.com/ * - https://learnopengl.com/Getting-started/Shaders * - https://github.com/stunpix/yuvit * - https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion * - https://www.renesas.com/eu/en/www/doc/application-note/an9717.pdf * - https://www.xilinx.com/support/documentation/application_notes/xapp283.pdf * - https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf * - https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt * - https://gist.github.com/rexguo/6696123 * - https://wiki.libsdl.org/CategoryVideo */ #define EGL_LOG(Category, ...) SDL_Log ## Category(\ SDL_LOG_CATEGORY_APPLICATION, \ "EGLRenderer: " __VA_ARGS__) SDL_Window* EGLRenderer::s_LastFailedWindow = nullptr; EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer) : m_EGLImagePixelFormat(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), m_VAO(0), m_ColorSpace(AVCOL_SPC_NB), m_ColorFull(false), m_BlockingSwapBuffers(false), m_glEGLImageTargetTexture2DOES(nullptr), m_glGenVertexArraysOES(nullptr), m_glBindVertexArrayOES(nullptr), m_glDeleteVertexArraysOES(nullptr), m_DummyRenderer(nullptr) { SDL_assert(backendRenderer); SDL_assert(backendRenderer->canExportEGL()); // Save these global parameters so we can restore them in our destructor SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &m_OldContextProfileMask); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_OldContextMajorVersion); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_OldContextMinorVersion); } EGLRenderer::~EGLRenderer() { if (m_Context) { // Reattach the GL context to the main thread for destruction SDL_GL_MakeCurrent(m_Window, m_Context); 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); } if (m_DummyRenderer) { SDL_DestroyRenderer(m_DummyRenderer); } // Reset the global properties back to what they were before SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0"); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_OldContextProfileMask); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_OldContextMajorVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_OldContextMinorVersion); } bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**) { /* Nothing to do */ EGL_LOG(Info, "Using EGL renderer"); return true; } void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type) { // 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 videoFormat, AVPixelFormat pixelFormat) { // Pixel format support should be determined by the backend renderer return m_Backend->isPixelFormatSupported(videoFormat, pixelFormat); } AVPixelFormat EGLRenderer::getPreferredPixelFormat(int videoFormat) { // Pixel format preference should be determined by the backend renderer return m_Backend->getPreferredPixelFormat(videoFormat); } 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 wasn't added until 2.0.10 struct { float x; float y; float w; float h; } 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; } else { SDL_assert(false); } 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); if (!shader || shader == GL_INVALID_ENUM) { EGL_LOG(Error, "Can't create shader: %d", glGetError()); return 0; } auto sourceData = Path::readDataFile(file); GLint len = sourceData.size(); const char *buf = sourceData.data(); glShaderSource(shader, 1, &buf, &len); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (!status) { char shaderLog[512]; glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog); EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog); return 0; } return shader; } bool EGLRenderer::openDisplay(unsigned int platform, void* nativeDisplay) { PFNEGLGETPLATFORMDISPLAYPROC eglGetPlatformDisplayProc; PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXTProc; m_EGLDisplay = EGL_NO_DISPLAY; // NB: eglGetPlatformDisplay() and eglGetPlatformDisplayEXT() have slightly different definitions eglGetPlatformDisplayProc = (typeof(eglGetPlatformDisplayProc))eglGetProcAddress("eglGetPlatformDisplay"); eglGetPlatformDisplayEXTProc = (typeof(eglGetPlatformDisplayEXTProc))eglGetProcAddress("eglGetPlatformDisplayEXT"); if (m_EGLDisplay == EGL_NO_DISPLAY) { // eglGetPlatformDisplay() is part of the EGL 1.5 core specification if (eglGetPlatformDisplayProc != nullptr) { m_EGLDisplay = eglGetPlatformDisplayProc(platform, nativeDisplay, nullptr); if (m_EGLDisplay == EGL_NO_DISPLAY) { EGL_LOG(Warn, "eglGetPlatformDisplay() failed: %d", eglGetError()); } } } if (m_EGLDisplay == EGL_NO_DISPLAY) { // eglGetPlatformDisplayEXT() is an extension for EGL 1.4 const EGLExtensions eglExtensions(EGL_NO_DISPLAY); if (eglExtensions.isSupported("EGL_EXT_platform_base")) { if (eglGetPlatformDisplayEXTProc != nullptr) { m_EGLDisplay = eglGetPlatformDisplayEXTProc(platform, nativeDisplay, nullptr); if (m_EGLDisplay == EGL_NO_DISPLAY) { EGL_LOG(Warn, "eglGetPlatformDisplayEXT() failed: %d", eglGetError()); } } else { EGL_LOG(Warn, "EGL_EXT_platform_base supported but no eglGetPlatformDisplayEXT() export!"); } } } if (m_EGLDisplay == EGL_NO_DISPLAY) { // Finally, if all else fails, use eglGetDisplay() m_EGLDisplay = eglGetDisplay((EGLNativeDisplayType)nativeDisplay); if (m_EGLDisplay == EGL_NO_DISPLAY) { EGL_LOG(Error, "eglGetDisplay() failed: %d", eglGetError()); } } return m_EGLDisplay != EGL_NO_DISPLAY; } unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc) { unsigned shader = 0; GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc); if (!vertexShader) return false; GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc); if (!fragmentShader) goto fragError; shader = glCreateProgram(); if (!shader) { EGL_LOG(Error, "Cannot create shader program"); goto progFailCreate; } glAttachShader(shader, vertexShader); glAttachShader(shader, fragmentShader); glLinkProgram(shader); int status; glGetProgramiv(shader, GL_LINK_STATUS, &status); if (!status) { char shader_log[512]; glGetProgramInfoLog(shader, sizeof (shader_log), nullptr, shader_log); EGL_LOG(Error, "Cannot link shader program: %s", shader_log); glDeleteProgram(shader); shader = 0; } progFailCreate: glDeleteShader(fragmentShader); fragError: glDeleteShader(vertexShader); return shader; } bool EGLRenderer::compileShaders() { SDL_assert(!m_ShaderProgram); SDL_assert(!m_OverlayShaderProgram); SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE); // XXX: TODO: other formats SDL_assert(m_EGLImagePixelFormat == 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) { m_Window = params->window; if (params->videoFormat == VIDEO_FORMAT_H265_MAIN10) { // EGL doesn't support rendering YUV 10-bit textures yet return false; } // It's not safe to attempt to opportunistically create a GLES2 // renderer prior to 2.0.10. If GLES2 isn't available, SDL will // attempt to dereference a null pointer and crash Moonlight. // https://bugzilla.libsdl.org/show_bug.cgi?id=4350 // https://hg.libsdl.org/SDL/rev/84618d571795 if (!SDL_VERSION_ATLEAST(2, 0, 10)) { EGL_LOG(Error, "Not supported until SDL 2.0.10"); return false; } // HACK: Work around bug where renderer will repeatedly fail with: // SDL_CreateRenderer() failed: Could not create GLES window surface if (m_Window == s_LastFailedWindow) { EGL_LOG(Error, "SDL_CreateRenderer() already failed on this window!"); return false; } /* * Create a dummy renderer in order to craft an accelerated SDL Window. * Request opengl ES 3.0 context, otherwise it will SIGSEGV * https://gitlab.freedesktop.org/mesa/mesa/issues/1011 */ SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1"); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); int renderIndex; int maxRenderers = SDL_GetNumRenderDrivers(); SDL_assert(maxRenderers >= 0); SDL_RendererInfo renderInfo; for (renderIndex = 0; renderIndex < maxRenderers; ++renderIndex) { if (SDL_GetRenderDriverInfo(renderIndex, &renderInfo)) continue; if (!strcmp(renderInfo.name, "opengles2")) { SDL_assert(renderInfo.flags & SDL_RENDERER_ACCELERATED); break; } } if (renderIndex == maxRenderers) { EGL_LOG(Error, "Could not find a suitable SDL_Renderer"); return false; } if (!(m_DummyRenderer = SDL_CreateRenderer(m_Window, renderIndex, SDL_RENDERER_ACCELERATED))) { EGL_LOG(Error, "SDL_CreateRenderer() failed: %s", SDL_GetError()); s_LastFailedWindow = m_Window; return false; } SDL_SysWMinfo info; SDL_VERSION(&info.version); if (!SDL_GetWindowWMInfo(params->window, &info)) { EGL_LOG(Error, "SDL_GetWindowWMInfo() failed: %s", SDL_GetError()); return false; } switch (info.subsystem) { #ifdef SDL_VIDEO_DRIVER_WAYLAND case SDL_SYSWM_WAYLAND: if (!openDisplay(EGL_PLATFORM_WAYLAND_KHR, info.info.wl.display)) { return false; } break; #endif #ifdef SDL_VIDEO_DRIVER_X11 case SDL_SYSWM_X11: if (!openDisplay(EGL_PLATFORM_X11_KHR, info.info.x11.display)) { return false; } break; #endif #if SDL_VERSION_ATLEAST(2, 0, 15) && defined(SDL_VIDEO_DRIVER_KMSDRM) case SDL_SYSWM_KMSDRM: if (!openDisplay(EGL_PLATFORM_GBM_KHR, info.info.kmsdrm.gbm_dev)) { return false; } break; #endif default: EGL_LOG(Error, "not compatible with SYSWM"); return false; } if (m_EGLDisplay == EGL_NO_DISPLAY) { EGL_LOG(Error, "Cannot get EGL display: %d", eglGetError()); return false; } if (!(m_Context = SDL_GL_CreateContext(params->window))) { EGL_LOG(Error, "Cannot create OpenGL context: %s", SDL_GetError()); return false; } if (SDL_GL_MakeCurrent(params->window, m_Context)) { EGL_LOG(Error, "Cannot use created EGL context: %s", SDL_GetError()); return false; } const EGLExtensions eglExtensions(m_EGLDisplay); if (!eglExtensions.isSupported("EGL_KHR_image_base") && !eglExtensions.isSupported("EGL_KHR_image")) { EGL_LOG(Error, "EGL_KHR_image unsupported"); return false; } else if (!SDL_GL_ExtensionSupported("GL_OES_EGL_image")) { EGL_LOG(Error, "GL_OES_EGL_image unsupported"); return false; } if (!m_Backend->initializeEGL(m_EGLDisplay, eglExtensions)) return false; if (!(m_glEGLImageTargetTexture2DOES = (typeof(m_glEGLImageTargetTexture2DOES))eglGetProcAddress("glEGLImageTargetTexture2DOES"))) { EGL_LOG(Error, "EGL: cannot retrieve `glEGLImageTargetTexture2DOES` address"); return false; } // Vertex arrays are an extension on OpenGL ES 2.0 if (SDL_GL_ExtensionSupported("GL_OES_vertex_array_object")) { m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArraysOES"); m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArrayOES"); m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArraysOES"); } else { // They are included in OpenGL ES 3.0 as part of the standard m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArrays"); m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArray"); m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArrays"); } if (!m_glGenVertexArraysOES || !m_glBindVertexArrayOES || !m_glDeleteVertexArraysOES) { EGL_LOG(Error, "Failed to find VAO functions"); return false; } /* Compute the video region size in order to keep the aspect ratio of the * video stream. */ SDL_Rect src, dst; src.x = src.y = dst.x = dst.y = 0; src.w = params->width; src.h = params->height; SDL_GL_GetDrawableSize(m_Window, &dst.w, &dst.h); StreamUtils::scaleSourceToDestinationSurface(&src, &dst); 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); if (params->enableVsync) { SDL_GL_SetSwapInterval(1); #if SDL_VERSION_ATLEAST(2, 0, 15) && defined(SDL_VIDEO_DRIVER_KMSDRM) // The SDL KMSDRM backend already enforces double buffering (due to // SDL_HINT_VIDEO_DOUBLE_BUFFER=1), so calling glFinish() after // SDL_GL_SwapWindow() will block an extra frame and lock rendering // at 1/2 the display refresh rate. if (info.subsystem != SDL_SYSWM_KMSDRM) #endif { m_BlockingSwapBuffers = true; } } else { SDL_GL_SetSwapInterval(0); } SDL_GL_SwapWindow(params->window); glGenTextures(EGL_MAX_PLANES, m_Textures); for (size_t i = 0; i < EGL_MAX_PLANES; ++i) { glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]); glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 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); // Detach the context from this thread, so the render thread can attach it SDL_GL_MakeCurrent(m_Window, nullptr); 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 */ static const float bt601Lim[] = { 1.1644f, 1.1644f, 1.1644f, 0.0f, -0.3917f, 2.0172f, 1.5960f, -0.8129f, 0.0f }; static const float bt601Full[] = { 1.0f, 1.0f, 1.0f, 0.0f, -0.3441f, 1.7720f, 1.4020f, -0.7141f, 0.0f }; static const float bt709Lim[] = { 1.1644f, 1.1644f, 1.1644f, 0.0f, -0.2132f, 2.1124f, 1.7927f, -0.5329f, 0.0f }; static const float bt709Full[] = { 1.0f, 1.0f, 1.0f, 0.0f, -0.1873f, 1.8556f, 1.5748f, -0.4681f, 0.0f }; static const float bt2020Lim[] = { 1.1644f, 1.1644f, 1.1644f, 0.0f, -0.1874f, 2.1418f, 1.6781f, -0.6505f, 0.0f }; static const float bt2020Full[] = { 1.0f, 1.0f, 1.0f, 0.0f, -0.1646f, 1.8814f, 1.4746f, -0.5714f, 0.0f }; switch (m_ColorSpace) { case AVCOL_SPC_SMPTE170M: case AVCOL_SPC_BT470BG: return m_ColorFull ? bt601Full : bt601Lim; case AVCOL_SPC_BT709: return m_ColorFull ? bt709Full : bt709Lim; case AVCOL_SPC_BT2020_NCL: case AVCOL_SPC_BT2020_CL: return m_ColorFull ? bt2020Full : bt2020Lim; default: // Some backends don't populate this, so we'll assume // the host gave us what we asked for by default. switch (getDecoderColorspace()) { case COLORSPACE_REC_601: return m_ColorFull ? bt601Full : bt601Lim; case COLORSPACE_REC_709: return m_ColorFull ? bt709Full : bt709Lim; case COLORSPACE_REC_2020: return m_ColorFull ? bt2020Full : bt2020Lim; default: SDL_assert(false); } }; return bt601Lim; } bool EGLRenderer::specialize() { SDL_assert(!m_VAO); // Attach our GL context to the render thread SDL_GL_MakeCurrent(m_Window, m_Context); if (!compileShaders()) return false; // The viewport should have the aspect ratio of the video stream static const float vertices[] = { // pos .... // tex coords 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, }; static const unsigned int indices[] = { 0, 1, 3, 1, 2, 3, }; glUseProgram(m_ShaderProgram); unsigned int VBO, EBO; m_glGenVertexArraysOES(1, &m_VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); m_glBindVertexArrayOES(m_VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof (float))); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, 0); m_glBindVertexArrayOES(0); glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &EBO); GLenum err = glGetError(); if (err != GL_NO_ERROR) { EGL_LOG(Error, "OpenGL error: %d", err); } return err == GL_NO_ERROR; } void EGLRenderer::renderFrame(AVFrame* frame) { EGLImage imgs[EGL_MAX_PLANES]; if (frame == nullptr) { // End of stream - unbind the GL context SDL_GL_MakeCurrent(m_Window, nullptr); return; } // Find the native read-back format and load the shaders if (m_EGLImagePixelFormat == AV_PIX_FMT_NONE) { m_EGLImagePixelFormat = m_Backend->getEGLImagePixelFormat(); EGL_LOG(Info, "EGLImage pixel format: %d", m_EGLImagePixelFormat); SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE); m_ColorSpace = frame->colorspace; // This handles the case where the color range is unknown, // so that we use Limited color range which is the default // behavior for Moonlight. m_ColorFull = frame->color_range == AVCOL_RANGE_JPEG; if (!specialize()) { m_EGLImagePixelFormat = AV_PIX_FMT_NONE; return; } } ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs); if (plane_count < 0) return; for (ssize_t i = 0; i < plane_count; ++i) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]); m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]); } 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) { // This glClear() forces us to block until the buffer swap is // complete to continue rendering. Mesa won't actually wait // for the swap with just glFinish() alone. Waiting here keeps us // in lock step with the display refresh rate. If we don't wait // here, we'll stall on the first GL call next frame. Doing the // wait here instead allows more time for a newer frame to arrive // for next renderFrame() call. glClear(GL_COLOR_BUFFER_BIT); glFinish(); } m_Backend->freeEGLImages(m_EGLDisplay, imgs); }