mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2025-01-10 18:28:47 +00:00
482 lines
16 KiB
C++
482 lines
16 KiB
C++
#include "sdlvid.h"
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#include "streaming/session.h"
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#include "streaming/streamutils.h"
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#include <Limelight.h>
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#include <SDL_syswm.h>
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SdlRenderer::SdlRenderer()
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: m_VideoFormat(0),
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m_Renderer(nullptr),
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m_Texture(nullptr),
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m_ColorSpace(-1),
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m_SwFrameMapper(this)
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{
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SDL_zero(m_OverlayTextures);
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#ifdef HAVE_CUDA
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m_CudaGLHelper = nullptr;
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#endif
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}
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SdlRenderer::~SdlRenderer()
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{
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#ifdef HAVE_CUDA
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if (m_CudaGLHelper != nullptr) {
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delete m_CudaGLHelper;
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}
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#endif
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for (int i = 0; i < Overlay::OverlayMax; i++) {
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if (m_OverlayTextures[i] != nullptr) {
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SDL_DestroyTexture(m_OverlayTextures[i]);
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}
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}
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if (m_Texture != nullptr) {
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SDL_DestroyTexture(m_Texture);
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}
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if (m_Renderer != nullptr) {
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SDL_DestroyRenderer(m_Renderer);
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}
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}
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bool SdlRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
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{
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/* Nothing to do */
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Using SDL renderer");
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return true;
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}
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bool SdlRenderer::isRenderThreadSupported()
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{
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SDL_RendererInfo info;
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SDL_GetRendererInfo(m_Renderer, &info);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"SDL renderer backend: %s",
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info.name);
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if (info.name != QString("direct3d") && info.name != QString("metal")) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"SDL renderer backend requires main thread rendering");
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return false;
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}
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return true;
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}
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bool SdlRenderer::isPixelFormatSupported(int, AVPixelFormat pixelFormat)
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{
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// Remember to keep this in sync with SdlRenderer::renderFrame()!
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switch (pixelFormat)
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{
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case AV_PIX_FMT_YUV420P:
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case AV_PIX_FMT_YUVJ420P:
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case AV_PIX_FMT_NV12:
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case AV_PIX_FMT_NV21:
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return true;
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default:
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return false;
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}
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}
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bool SdlRenderer::initialize(PDECODER_PARAMETERS params)
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{
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Uint32 rendererFlags = SDL_RENDERER_ACCELERATED;
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m_VideoFormat = params->videoFormat;
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m_SwFrameMapper.setVideoFormat(m_VideoFormat);
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if (params->videoFormat & VIDEO_FORMAT_MASK_10BIT) {
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// SDL doesn't support rendering YUV 10-bit textures yet
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return false;
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}
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (!SDL_GetWindowWMInfo(params->window, &info)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_GetWindowWMInfo() failed: %s",
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SDL_GetError());
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return false;
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}
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// Only set SDL_RENDERER_PRESENTVSYNC if we know we'll get tearing otherwise.
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// Since we don't use V-Sync to pace our frame rate, we want non-blocking
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// presents to reduce video latency.
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switch (info.subsystem) {
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case SDL_SYSWM_WINDOWS:
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// DWM is always tear-free except in full-screen exclusive mode
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if ((SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
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if (params->enableVsync) {
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rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
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}
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}
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break;
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case SDL_SYSWM_WAYLAND:
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// Wayland is always tear-free in all modes
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break;
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default:
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// For other subsystems, just set SDL_RENDERER_PRESENTVSYNC if asked
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if (params->enableVsync) {
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rendererFlags |= SDL_RENDERER_PRESENTVSYNC;
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}
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break;
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}
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#ifdef Q_OS_WIN32
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// We render on a different thread than the main thread which is handling window
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// messages. Without D3DCREATE_MULTITHREADED, this can cause a deadlock by blocking
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// on a window message being processed while the main thread is blocked waiting for
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// the render thread to finish.
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, "1", SDL_HINT_OVERRIDE);
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#endif
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m_Renderer = SDL_CreateRenderer(params->window, -1, rendererFlags);
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if (!m_Renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_CreateRenderer() failed: %s",
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SDL_GetError());
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return false;
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}
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// SDL_CreateRenderer() can end up having to recreate our window (SDL_RecreateWindow())
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// to ensure it's compatible with the renderer's OpenGL context. If that happens, we
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// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
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// renderer. This can lead to an infinite to renderer recreation, so discard all
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// SDL_WINDOWEVENT events after SDL_CreateRenderer().
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Session* session = Session::get();
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if (session != nullptr) {
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// If we get here during a session, we need to synchronize with the event loop
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// to ensure we don't drop any important events.
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session->flushWindowEvents();
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}
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else {
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// If we get here prior to the start of a session, just pump and flush ourselves.
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SDL_PumpEvents();
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SDL_FlushEvent(SDL_WINDOWEVENT);
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}
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// Calculate the video region size, scaling to fill the output size while
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// preserving the aspect ratio of the video stream.
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SDL_Rect src, dst;
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src.x = src.y = 0;
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src.w = params->width;
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src.h = params->height;
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dst.x = dst.y = 0;
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SDL_GetRendererOutputSize(m_Renderer, &dst.w, &dst.h);
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StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
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// Ensure the viewport is set to the desired video region
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SDL_RenderSetViewport(m_Renderer, &dst);
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if (!params->testOnly) {
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// Draw a black frame until the video stream starts rendering
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SDL_SetRenderDrawColor(m_Renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(m_Renderer);
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SDL_RenderPresent(m_Renderer);
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}
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#ifdef Q_OS_WIN32
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// For some reason, using Direct3D9Ex breaks this with multi-monitor setups.
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// When focus is lost, the window is minimized then immediately restored without
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// input focus. This glitches out the renderer and a bunch of other stuff.
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// Direct3D9Ex itself seems to have this minimize on focus loss behavior on its
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// own, so just disable SDL's handling of the focus loss event.
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SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE);
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#endif
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return true;
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}
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void SdlRenderer::renderOverlay(Overlay::OverlayType type)
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{
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if (Session::get()->getOverlayManager().isOverlayEnabled(type)) {
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// If a new surface has been created for updated overlay data, convert it into a texture.
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// NB: We have to do this conversion at render-time because we can only interact
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// with the renderer on a single thread.
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SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
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if (newSurface != nullptr) {
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if (m_OverlayTextures[type] != nullptr) {
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SDL_DestroyTexture(m_OverlayTextures[type]);
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}
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if (type == Overlay::OverlayStatusUpdate) {
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// Bottom Left
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SDL_Rect viewportRect;
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SDL_RenderGetViewport(m_Renderer, &viewportRect);
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m_OverlayRects[type].x = 0;
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m_OverlayRects[type].y = viewportRect.h - newSurface->h;
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}
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else if (type == Overlay::OverlayDebug) {
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// Top left
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m_OverlayRects[type].x = 0;
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m_OverlayRects[type].y = 0;
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}
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m_OverlayRects[type].w = newSurface->w;
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m_OverlayRects[type].h = newSurface->h;
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m_OverlayTextures[type] = SDL_CreateTextureFromSurface(m_Renderer, newSurface);
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SDL_FreeSurface(newSurface);
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}
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// If we have an overlay texture, render it too
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if (m_OverlayTextures[type] != nullptr) {
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SDL_RenderCopy(m_Renderer, m_OverlayTextures[type], nullptr, &m_OverlayRects[type]);
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}
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}
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}
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void SdlRenderer::renderFrame(AVFrame* frame)
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{
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int err;
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AVFrame* swFrame = nullptr;
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if (frame->hw_frames_ctx != nullptr && frame->format != AV_PIX_FMT_CUDA) {
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#ifdef HAVE_CUDA
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ReadbackRetry:
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#endif
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// If we are acting as the frontend for a hardware
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// accelerated decoder, we'll need to read the frame
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// back to render it.
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// Map or copy this hwframe to a swframe that we can work with
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frame = swFrame = m_SwFrameMapper.getSwFrameFromHwFrame(frame);
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if (swFrame == nullptr) {
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return;
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}
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}
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// Because the specific YUV color conversion shader is established at
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// texture creation for most SDL render backends, we need to recreate
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// the texture when the colorspace changes.
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int colorspace = getFrameColorspace(frame);
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if (colorspace != m_ColorSpace) {
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#ifdef HAVE_CUDA
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if (m_CudaGLHelper != nullptr) {
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delete m_CudaGLHelper;
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m_CudaGLHelper = nullptr;
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}
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#endif
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if (m_Texture != nullptr) {
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SDL_DestroyTexture(m_Texture);
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m_Texture = nullptr;
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}
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m_ColorSpace = colorspace;
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}
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if (m_Texture == nullptr) {
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Uint32 sdlFormat;
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// Remember to keep this in sync with SdlRenderer::isPixelFormatSupported()!
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switch (frame->format)
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{
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case AV_PIX_FMT_YUV420P:
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case AV_PIX_FMT_YUVJ420P:
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sdlFormat = SDL_PIXELFORMAT_YV12;
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break;
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case AV_PIX_FMT_CUDA:
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case AV_PIX_FMT_NV12:
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sdlFormat = SDL_PIXELFORMAT_NV12;
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break;
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case AV_PIX_FMT_NV21:
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sdlFormat = SDL_PIXELFORMAT_NV21;
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break;
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default:
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SDL_assert(false);
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goto Exit;
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}
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switch (colorspace)
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{
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case COLORSPACE_REC_709:
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SDL_assert(!isFrameFullRange(frame));
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SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT709);
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break;
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case COLORSPACE_REC_601:
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if (isFrameFullRange(frame)) {
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// SDL's JPEG mode is Rec 601 Full Range
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SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_JPEG);
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}
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else {
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SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT601);
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}
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break;
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default:
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break;
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}
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m_Texture = SDL_CreateTexture(m_Renderer,
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sdlFormat,
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SDL_TEXTUREACCESS_STREAMING,
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frame->width,
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frame->height);
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if (!m_Texture) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_CreateTexture() failed: %s",
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SDL_GetError());
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goto Exit;
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}
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#ifdef HAVE_CUDA
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if (frame->format == AV_PIX_FMT_CUDA) {
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SDL_assert(m_CudaGLHelper == nullptr);
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m_CudaGLHelper = new CUDAGLInteropHelper(((AVHWFramesContext*)frame->hw_frames_ctx->data)->device_ctx);
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SDL_GL_BindTexture(m_Texture, nullptr, nullptr);
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if (!m_CudaGLHelper->registerBoundTextures()) {
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// If we can't register textures, fall back to normal read-back rendering
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delete m_CudaGLHelper;
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m_CudaGLHelper = nullptr;
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}
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SDL_GL_UnbindTexture(m_Texture);
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}
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#endif
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}
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if (frame->format == AV_PIX_FMT_CUDA) {
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#ifdef HAVE_CUDA
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if (m_CudaGLHelper == nullptr || !m_CudaGLHelper->copyCudaFrameToTextures(frame)) {
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goto ReadbackRetry;
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}
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#else
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Got CUDA frame, but not built with CUDA support!");
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goto Exit;
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#endif
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}
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else if (frame->format == AV_PIX_FMT_YUV420P || frame->format == AV_PIX_FMT_YUVJ420P) {
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SDL_UpdateYUVTexture(m_Texture, nullptr,
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frame->data[0],
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frame->linesize[0],
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frame->data[1],
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frame->linesize[1],
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frame->data[2],
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frame->linesize[2]);
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}
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else {
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#if SDL_VERSION_ATLEAST(2, 0, 15)
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// SDL_UpdateNVTexture is not supported on all renderer backends,
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// (notably not DX9), so we must have a fallback in case it's not
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// supported and for earlier versions of SDL.
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if (SDL_UpdateNVTexture(m_Texture,
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nullptr,
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frame->data[0],
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frame->linesize[0],
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frame->data[1],
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frame->linesize[1]) != 0)
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#endif
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{
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char* pixels;
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int texturePitch;
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err = SDL_LockTexture(m_Texture, nullptr, (void**)&pixels, &texturePitch);
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if (err < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_LockTexture() failed: %s",
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SDL_GetError());
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goto Exit;
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}
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// If the planar pitches match, we can use a single memcpy() to transfer
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// the data. If not, we'll need to do separate memcpy() calls for each
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// line to ensure the pitch doesn't get screwed up.
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if (frame->linesize[0] == texturePitch) {
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memcpy(pixels,
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frame->data[0],
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frame->linesize[0] * frame->height);
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}
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else {
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int pitch = SDL_min(frame->linesize[0], texturePitch);
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for (int i = 0; i < frame->height; i++) {
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memcpy(pixels + (texturePitch * i),
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frame->data[0] + (frame->linesize[0] * i),
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pitch);
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}
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}
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if (frame->linesize[1] == texturePitch) {
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memcpy(pixels + (texturePitch * frame->height),
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frame->data[1],
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frame->linesize[1] * frame->height / 2);
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}
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else {
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int pitch = SDL_min(frame->linesize[1], texturePitch);
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for (int i = 0; i < frame->height / 2; i++) {
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memcpy(pixels + (texturePitch * (frame->height + i)),
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frame->data[1] + (frame->linesize[1] * i),
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pitch);
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}
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}
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SDL_UnlockTexture(m_Texture);
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}
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}
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SDL_RenderClear(m_Renderer);
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// Draw the video content itself
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SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
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// Draw the overlays
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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_RenderPresent(m_Renderer);
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Exit:
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if (swFrame != nullptr) {
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av_frame_free(&swFrame);
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}
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}
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bool SdlRenderer::testRenderFrame(AVFrame* frame)
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{
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// If we are acting as the frontend for a hardware
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// accelerated decoder, we'll need to read the frame
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// back to render it. Test that this can be done
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// for the given frame successfully.
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if (frame->hw_frames_ctx != nullptr) {
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#ifdef HAVE_MMAL
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// FFmpeg for Raspberry Pi has NEON-optimized routines that allow
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// us to use av_hwframe_transfer_data() to convert from SAND frames
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// to standard fully-planar YUV. Unfortunately, the combination of
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// doing this conversion on the CPU and the slow GL texture upload
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// performance on the Pi make the performance of this approach
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// unacceptable. Don't use this copyback path on the Pi by default
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// to ensure we fall back to H.264 (with the MMAL renderer) in X11
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// rather than using HEVC+copyback and getting terrible performance.
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if (qgetenv("RPI_ALLOW_COPYBACK_RENDER") != "1") {
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return false;
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}
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#endif
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AVFrame* swFrame = m_SwFrameMapper.getSwFrameFromHwFrame(frame);
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if (swFrame == nullptr) {
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return false;
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}
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av_frame_free(&swFrame);
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}
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else if (!isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)frame->format)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Swframe pixel format unsupported: %d",
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frame->format);
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return false;
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}
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return true;
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}
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