mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-24 18:13:18 +00:00
1028 lines
38 KiB
C++
1028 lines
38 KiB
C++
// vim: noai:ts=4:sw=4:softtabstop=4:expandtab
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#include "eglvid.h"
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#include "path.h"
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#include "streaming/session.h"
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#include "streaming/streamutils.h"
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#include <QDir>
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#include <Limelight.h>
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#include <unistd.h>
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#include <SDL_egl.h>
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#include <SDL_opengles2.h>
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#include <SDL_render.h>
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#include <SDL_syswm.h>
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// These are extensions, so some platform headers may not provide them
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#ifndef EGL_PLATFORM_WAYLAND_KHR
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#define EGL_PLATFORM_WAYLAND_KHR 0x31D8
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#endif
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#ifndef EGL_PLATFORM_X11_KHR
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#define EGL_PLATFORM_X11_KHR 0x31D5
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#endif
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#ifndef EGL_PLATFORM_GBM_KHR
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#define EGL_PLATFORM_GBM_KHR 0x31D7
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#endif
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#ifndef GL_UNPACK_ROW_LENGTH_EXT
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#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2
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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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*/
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/* DOC/misc:
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* - https://kernel-recipes.org/en/2016/talks/video-and-colorspaces/
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* - http://www.brucelindbloom.com/
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* - https://learnopengl.com/Getting-started/Shaders
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* - https://github.com/stunpix/yuvit
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* - https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion
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* - https://www.renesas.com/eu/en/www/doc/application-note/an9717.pdf
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* - https://www.xilinx.com/support/documentation/application_notes/xapp283.pdf
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* - https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf
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* - https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
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* - https://gist.github.com/rexguo/6696123
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* - https://wiki.libsdl.org/CategoryVideo
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*/
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#define EGL_LOG(Category, ...) SDL_Log ## Category(\
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SDL_LOG_CATEGORY_APPLICATION, \
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"EGLRenderer: " __VA_ARGS__)
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SDL_Window* EGLRenderer::s_LastFailedWindow = nullptr;
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int EGLRenderer::s_LastFailedVideoFormat = 0;
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EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
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:
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m_EGLImagePixelFormat(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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m_VAO(0),
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m_BlockingSwapBuffers(false),
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m_LastRenderSync(EGL_NO_SYNC),
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m_LastFrame(av_frame_alloc()),
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m_glEGLImageTargetTexture2DOES(nullptr),
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m_glGenVertexArraysOES(nullptr),
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m_glBindVertexArrayOES(nullptr),
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m_glDeleteVertexArraysOES(nullptr),
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m_eglCreateSync(nullptr),
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m_eglCreateSyncKHR(nullptr),
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m_eglDestroySync(nullptr),
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m_eglClientWaitSync(nullptr),
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m_GlesMajorVersion(0),
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m_GlesMinorVersion(0),
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m_HasExtUnpackSubimage(false),
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m_DummyRenderer(nullptr)
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{
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SDL_assert(backendRenderer);
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SDL_assert(backendRenderer->canExportEGL());
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// Save these global parameters so we can restore them in our destructor
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &m_OldContextProfileMask);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_OldContextMajorVersion);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_OldContextMinorVersion);
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}
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EGLRenderer::~EGLRenderer()
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{
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if (m_Context) {
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// Reattach the GL context to the main thread for destruction
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SDL_GL_MakeCurrent(m_Window, m_Context);
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if (m_LastRenderSync != EGL_NO_SYNC) {
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SDL_assert(m_eglDestroySync != nullptr);
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m_eglDestroySync(m_EGLDisplay, m_LastRenderSync);
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}
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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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if (m_DummyRenderer) {
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SDL_DestroyRenderer(m_DummyRenderer);
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}
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av_frame_free(&m_LastFrame);
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// Reset the global properties back to what they were before
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SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0");
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_OldContextProfileMask);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_OldContextMajorVersion);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_OldContextMinorVersion);
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}
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bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
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{
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/* Nothing to do */
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EGL_LOG(Info, "Using EGL renderer");
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return true;
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}
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void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
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{
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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 videoFormat, AVPixelFormat pixelFormat)
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{
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// Pixel format support should be determined by the backend renderer
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return m_Backend->isPixelFormatSupported(videoFormat, pixelFormat);
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}
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AVPixelFormat EGLRenderer::getPreferredPixelFormat(int videoFormat)
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{
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// Pixel format preference should be determined by the backend renderer
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return m_Backend->getPreferredPixelFormat(videoFormat);
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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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SDL_assert(newSurface->format->format == SDL_PIXELFORMAT_ARGB8888);
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glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
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void* packedPixelData = nullptr;
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if (m_GlesMajorVersion >= 3 || m_HasExtUnpackSubimage) {
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// If we are GLES 3.0+ or have GL_EXT_unpack_subimage, GL can handle any pitch
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SDL_assert(newSurface->pitch % newSurface->format->BytesPerPixel == 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, newSurface->pitch / newSurface->format->BytesPerPixel);
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}
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else if (newSurface->pitch != newSurface->w * newSurface->format->BytesPerPixel) {
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// If we can't use GL_UNPACK_ROW_LENGTH and the surface isn't tightly packed,
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// we must allocate a tightly packed buffer and copy our pixels there.
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packedPixelData = malloc(newSurface->w * newSurface->h * newSurface->format->BytesPerPixel);
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if (!packedPixelData) {
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SDL_FreeSurface(newSurface);
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return;
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}
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SDL_ConvertPixels(newSurface->w, newSurface->h,
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newSurface->format->format, newSurface->pixels, newSurface->pitch,
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newSurface->format->format, packedPixelData, newSurface->w * newSurface->format->BytesPerPixel);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSurface->w, newSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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packedPixelData ? packedPixelData : newSurface->pixels);
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if (packedPixelData) {
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free(packedPixelData);
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}
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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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} else {
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SDL_assert(false);
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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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StreamUtils::screenSpaceToNormalizedDeviceCoords(&overlayRect, m_ViewportWidth, m_ViewportHeight);
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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[OVERLAY_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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if (!shader || shader == GL_INVALID_ENUM) {
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EGL_LOG(Error, "Can't create shader: %d", glGetError());
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return 0;
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}
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auto sourceData = Path::readDataFile(file);
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GLint len = sourceData.size();
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const char *buf = sourceData.data();
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glShaderSource(shader, 1, &buf, &len);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status) {
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char shaderLog[512];
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glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog);
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EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog);
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return 0;
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}
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return shader;
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}
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bool EGLRenderer::openDisplay(unsigned int platform, void* nativeDisplay)
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{
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PFNEGLGETPLATFORMDISPLAYPROC eglGetPlatformDisplayProc;
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXTProc;
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m_EGLDisplay = EGL_NO_DISPLAY;
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// NB: eglGetPlatformDisplay() and eglGetPlatformDisplayEXT() have slightly different definitions
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eglGetPlatformDisplayProc = (typeof(eglGetPlatformDisplayProc))eglGetProcAddress("eglGetPlatformDisplay");
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eglGetPlatformDisplayEXTProc = (typeof(eglGetPlatformDisplayEXTProc))eglGetProcAddress("eglGetPlatformDisplayEXT");
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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// eglGetPlatformDisplay() is part of the EGL 1.5 core specification
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if (eglGetPlatformDisplayProc != nullptr) {
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m_EGLDisplay = eglGetPlatformDisplayProc(platform, nativeDisplay, nullptr);
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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EGL_LOG(Warn, "eglGetPlatformDisplay() failed: %d", eglGetError());
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}
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}
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}
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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// eglGetPlatformDisplayEXT() is an extension for EGL 1.4
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const EGLExtensions eglExtensions(EGL_NO_DISPLAY);
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if (eglExtensions.isSupported("EGL_EXT_platform_base")) {
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if (eglGetPlatformDisplayEXTProc != nullptr) {
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m_EGLDisplay = eglGetPlatformDisplayEXTProc(platform, nativeDisplay, nullptr);
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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EGL_LOG(Warn, "eglGetPlatformDisplayEXT() failed: %d", eglGetError());
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}
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}
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else {
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EGL_LOG(Warn, "EGL_EXT_platform_base supported but no eglGetPlatformDisplayEXT() export!");
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}
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}
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}
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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// Finally, if all else fails, use eglGetDisplay()
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m_EGLDisplay = eglGetDisplay((EGLNativeDisplayType)nativeDisplay);
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if (m_EGLDisplay == EGL_NO_DISPLAY) {
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EGL_LOG(Error, "eglGetDisplay() failed: %d", eglGetError());
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}
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}
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return m_EGLDisplay != EGL_NO_DISPLAY;
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}
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unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc) {
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unsigned shader = 0;
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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, fragmentShaderSrc);
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if (!fragmentShader)
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goto fragError;
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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(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(shader, GL_LINK_STATUS, &status);
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if (!status) {
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char shader_log[512];
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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(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 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_EGLImagePixelFormat != AV_PIX_FMT_NONE);
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// XXX: TODO: other formats
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if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12 || m_EGLImagePixelFormat == AV_PIX_FMT_P010) {
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m_ShaderProgram = compileShader("egl_nv12.vert", "egl_nv12.frag");
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if (!m_ShaderProgram) {
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return false;
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}
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m_ShaderProgramParams[NV12_PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
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m_ShaderProgramParams[NV12_PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
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m_ShaderProgramParams[NV12_PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
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m_ShaderProgramParams[NV12_PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
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}
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else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
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m_ShaderProgram = compileShader("egl_opaque.vert", "egl_opaque.frag");
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if (!m_ShaderProgram) {
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return false;
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}
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m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE] = glGetUniformLocation(m_ShaderProgram, "uTexture");
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}
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else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unsupported EGL pixel format: %d",
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m_EGLImagePixelFormat);
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SDL_assert(false);
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return false;
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}
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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[OVERLAY_PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
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|
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return true;
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}
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|
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bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
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{
|
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m_Window = params->window;
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|
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// It's not safe to attempt to opportunistically create a GLES2
|
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// renderer prior to 2.0.10. If GLES2 isn't available, SDL will
|
|
// attempt to dereference a null pointer and crash Moonlight.
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// https://bugzilla.libsdl.org/show_bug.cgi?id=4350
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// https://hg.libsdl.org/SDL/rev/84618d571795
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if (!SDL_VERSION_ATLEAST(2, 0, 10)) {
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EGL_LOG(Error, "Not supported until SDL 2.0.10");
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return false;
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}
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|
|
// HACK: Work around bug where renderer will repeatedly fail with:
|
|
// SDL_CreateRenderer() failed: Could not create GLES window surface
|
|
// Don't retry if we've already failed to create a renderer for this
|
|
// window *unless* the format has changed from 10-bit to 8-bit.
|
|
if (m_Window == s_LastFailedWindow &&
|
|
!!(params->videoFormat & VIDEO_FORMAT_MASK_10BIT) ==
|
|
!!(s_LastFailedVideoFormat & VIDEO_FORMAT_MASK_10BIT)) {
|
|
EGL_LOG(Error, "SDL_CreateRenderer() already failed on this window!");
|
|
return false;
|
|
}
|
|
|
|
// This hint will ensure we use EGL to retreive our GL context,
|
|
// even on X11 where that is not the default. EGL is required
|
|
// to avoid a crash in Mesa.
|
|
// 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;
|
|
}
|
|
|
|
m_DummyRenderer = SDL_CreateRenderer(m_Window, renderIndex, SDL_RENDERER_ACCELERATED);
|
|
if (!m_DummyRenderer) {
|
|
// Print the error here (before it gets clobbered), but ensure that we flush window
|
|
// events just in case SDL re-created the window before eventually failing.
|
|
EGL_LOG(Error, "SDL_CreateRenderer() failed: %s", SDL_GetError());
|
|
}
|
|
|
|
// SDL_CreateRenderer() can end up having to recreate our window (SDL_RecreateWindow())
|
|
// to ensure it's compatible with the renderer's OpenGL context. If that happens, we
|
|
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
|
|
// renderer. This can lead to an infinite to renderer recreation, so discard all
|
|
// SDL_WINDOWEVENT events after SDL_CreateRenderer().
|
|
Session* session = Session::get();
|
|
if (session != nullptr) {
|
|
// If we get here during a session, we need to synchronize with the event loop
|
|
// to ensure we don't drop any important events.
|
|
session->flushWindowEvents();
|
|
}
|
|
else {
|
|
// If we get here prior to the start of a session, just pump and flush ourselves.
|
|
SDL_PumpEvents();
|
|
SDL_FlushEvent(SDL_WINDOWEVENT);
|
|
}
|
|
|
|
// Now we finally bail if we failed during SDL_CreateRenderer() above.
|
|
if (!m_DummyRenderer) {
|
|
s_LastFailedWindow = m_Window;
|
|
s_LastFailedVideoFormat = params->videoFormat;
|
|
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;
|
|
}
|
|
|
|
{
|
|
int r, g, b, a;
|
|
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
|
|
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
|
|
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
|
|
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
|
|
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Color buffer is: R%dG%dB%dA%d",
|
|
r, g, b, a);
|
|
}
|
|
|
|
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_GlesMajorVersion);
|
|
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_GlesMinorVersion);
|
|
|
|
// We can use GL_UNPACK_ROW_LENGTH for a more optimized upload of non-tightly-packed textures
|
|
m_HasExtUnpackSubimage = SDL_GL_ExtensionSupported("GL_EXT_unpack_subimage");
|
|
|
|
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;
|
|
}
|
|
|
|
// EGL_KHR_fence_sync is an extension for EGL 1.1+
|
|
if (eglExtensions.isSupported("EGL_KHR_fence_sync")) {
|
|
// eglCreateSyncKHR() has a slightly different prototype to eglCreateSync()
|
|
m_eglCreateSyncKHR = (typeof(m_eglCreateSyncKHR))eglGetProcAddress("eglCreateSyncKHR");
|
|
m_eglDestroySync = (typeof(m_eglDestroySync))eglGetProcAddress("eglDestroySyncKHR");
|
|
m_eglClientWaitSync = (typeof(m_eglClientWaitSync))eglGetProcAddress("eglClientWaitSyncKHR");
|
|
}
|
|
else {
|
|
// EGL 1.5 introduced sync support to the core specification
|
|
m_eglCreateSync = (typeof(m_eglCreateSync))eglGetProcAddress("eglCreateSync");
|
|
m_eglDestroySync = (typeof(m_eglDestroySync))eglGetProcAddress("eglDestroySync");
|
|
m_eglClientWaitSync = (typeof(m_eglClientWaitSync))eglGetProcAddress("eglClientWaitSync");
|
|
}
|
|
|
|
if (!(m_eglCreateSync || m_eglCreateSyncKHR) || !m_eglDestroySync || !m_eglClientWaitSync) {
|
|
EGL_LOG(Warn, "Failed to find sync functions");
|
|
|
|
// Sub-optimal, but not fatal
|
|
m_eglCreateSync = nullptr;
|
|
m_eglCreateSyncKHR = nullptr;
|
|
m_eglDestroySync = nullptr;
|
|
m_eglClientWaitSync = nullptr;
|
|
}
|
|
|
|
/* 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;
|
|
|
|
// SDL always uses swap interval 0 under the hood on Wayland systems,
|
|
// because the compositor guarantees tear-free rendering. In this
|
|
// situation, swap interval > 0 behaves as a frame pacing option
|
|
// rather than a way to eliminate tearing as SDL will block in
|
|
// SwapBuffers until the compositor consumes the frame. This will
|
|
// needlessly increases latency, so we should avoid it unless asked.
|
|
//
|
|
// HACK: In SDL 2.0.22+ on GNOME systems with fractional DPI scaling,
|
|
// the Wayland viewport can be stale when using Super+Left/Right/Up
|
|
// to resize the window. This seems to happen significantly more often
|
|
// with vsync enabled, so this also mitigates that problem too.
|
|
if (params->enableVsync
|
|
#ifdef SDL_VIDEO_DRIVER_WAYLAND
|
|
&& (info.subsystem != SDL_SYSWM_WAYLAND || params->enableFramePacing)
|
|
#endif
|
|
) {
|
|
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);
|
|
}
|
|
|
|
if (!params->testOnly) {
|
|
// Draw a black frame until the video stream starts rendering
|
|
glClearColor(0, 0, 0, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
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(const AVFrame* frame) {
|
|
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 };
|
|
|
|
// This handles the case where the color range is unknown,
|
|
// so that we use Limited color range which is the default
|
|
// behavior for Moonlight.
|
|
return (frame->color_range == AVCOL_RANGE_JPEG) ? fullOffsets : limitedOffsets;
|
|
}
|
|
|
|
const float *EGLRenderer::getColorMatrix(const AVFrame* frame) {
|
|
/* 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
|
|
};
|
|
|
|
// This handles the case where the color range is unknown,
|
|
// so that we use Limited color range which is the default
|
|
// behavior for Moonlight.
|
|
bool fullRange = (frame->color_range == AVCOL_RANGE_JPEG);
|
|
switch (frame->colorspace) {
|
|
case AVCOL_SPC_SMPTE170M:
|
|
case AVCOL_SPC_BT470BG:
|
|
return fullRange ? bt601Full : bt601Lim;
|
|
case AVCOL_SPC_BT709:
|
|
return fullRange ? bt709Full : bt709Lim;
|
|
case AVCOL_SPC_BT2020_NCL:
|
|
case AVCOL_SPC_BT2020_CL:
|
|
return fullRange ? 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 fullRange ? bt601Full : bt601Lim;
|
|
case COLORSPACE_REC_709:
|
|
return fullRange ? bt709Full : bt709Lim;
|
|
case COLORSPACE_REC_2020:
|
|
return fullRange ? bt2020Full : bt2020Lim;
|
|
default:
|
|
SDL_assert(false);
|
|
}
|
|
};
|
|
|
|
return bt601Lim;
|
|
}
|
|
|
|
bool EGLRenderer::specialize() {
|
|
SDL_assert(!m_VAO);
|
|
|
|
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::cleanupRenderContext()
|
|
{
|
|
// Detach the context from the render thread so the destructor can attach it
|
|
SDL_GL_MakeCurrent(m_Window, nullptr);
|
|
}
|
|
|
|
void EGLRenderer::waitToRender()
|
|
{
|
|
// Ensure our GL context is active on this thread
|
|
// See comment in renderFrame() for more details.
|
|
SDL_GL_MakeCurrent(m_Window, m_Context);
|
|
|
|
// Wait for the previous buffer swap to finish before picking the next frame to render.
|
|
// This way we'll get the latest available frame and render it without blocking.
|
|
if (m_BlockingSwapBuffers) {
|
|
// Try to use eglClientWaitSync() if the driver supports it
|
|
if (m_LastRenderSync != EGL_NO_SYNC) {
|
|
SDL_assert(m_eglClientWaitSync != nullptr);
|
|
m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
|
|
}
|
|
else {
|
|
// Use glFinish() if fences aren't available
|
|
glFinish();
|
|
}
|
|
}
|
|
}
|
|
|
|
void EGLRenderer::renderFrame(AVFrame* frame)
|
|
{
|
|
EGLImage imgs[EGL_MAX_PLANES];
|
|
|
|
// Attach our GL context to the render thread
|
|
// NB: It should already be current, unless the SDL render event watcher
|
|
// performs a rendering operation (like a viewport update on resize) on
|
|
// our fake SDL_Renderer. If it's already current, this is a no-op.
|
|
SDL_GL_MakeCurrent(m_Window, m_Context);
|
|
|
|
// 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);
|
|
|
|
if (!specialize()) {
|
|
m_EGLImagePixelFormat = AV_PIX_FMT_NONE;
|
|
|
|
// Failure to specialize is fatal. We must reset the renderer
|
|
// to recover successfully.
|
|
//
|
|
// Note: This seems to be easy to trigger when transitioning from
|
|
// maximized mode by dragging the window down on GNOME 42 using
|
|
// XWayland. Other strategies like calling glGetError() don't seem
|
|
// to be able to detect this situation for some reason.
|
|
SDL_Event event;
|
|
event.type = SDL_RENDER_TARGETS_RESET;
|
|
SDL_PushEvent(&event);
|
|
|
|
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);
|
|
|
|
// Bind parameters for the shaders
|
|
if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12 || m_EGLImagePixelFormat == AV_PIX_FMT_P010) {
|
|
glUniformMatrix3fv(m_ShaderProgramParams[NV12_PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix(frame));
|
|
glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, getColorOffsets(frame));
|
|
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE1], 0);
|
|
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE2], 1);
|
|
}
|
|
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
|
|
glUniform1i(m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE], 0);
|
|
}
|
|
|
|
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() requires the new back buffer to complete. This ensures
|
|
// our eglClientWaitSync() or glFinish() call in waitToRender() will not
|
|
// return before the new buffer is actually ready for rendering.
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// If we this EGL implementation supports fences, use those to delay
|
|
// rendering the next frame until this one is completed. If not, we'll
|
|
// have to just use glFinish().
|
|
if (m_eglClientWaitSync != nullptr) {
|
|
// Delete the sync object from last render
|
|
if (m_LastRenderSync != EGL_NO_SYNC) {
|
|
m_eglDestroySync(m_EGLDisplay, m_LastRenderSync);
|
|
}
|
|
|
|
// Create a new sync object that will be signalled when the buffer swap is completed
|
|
if (m_eglCreateSync != nullptr) {
|
|
m_LastRenderSync = m_eglCreateSync(m_EGLDisplay, EGL_SYNC_FENCE, nullptr);
|
|
}
|
|
else {
|
|
SDL_assert(m_eglCreateSyncKHR != nullptr);
|
|
m_LastRenderSync = m_eglCreateSyncKHR(m_EGLDisplay, EGL_SYNC_FENCE, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
|
|
|
|
// Free the DMA-BUF backing the last frame now that it is definitely
|
|
// no longer being used anymore. While the PRIME FD stays around until
|
|
// EGL is done with it, the memory backing it may be reused by FFmpeg
|
|
// before the GPU has read it. This is particularly noticeable on the
|
|
// RK3288-based TinkerBoard when V-Sync is disabled.
|
|
av_frame_unref(m_LastFrame);
|
|
av_frame_move_ref(m_LastFrame, frame);
|
|
}
|
|
|
|
bool EGLRenderer::testRenderFrame(AVFrame* frame)
|
|
{
|
|
EGLImage imgs[EGL_MAX_PLANES];
|
|
|
|
#ifdef HAVE_MMAL
|
|
// EGL rendering is so slow on the Raspberry Pi that we should basically
|
|
// never use it. It is suitable for 1080p 30 FPS on a good day, and much
|
|
// much less than that if you decide to do something crazy like stream
|
|
// in full-screen. It's nice that it at least works now on Bullseye, but
|
|
// it's so slow that we actually wish it didn't.
|
|
if (qgetenv("RPI_ALLOW_EGL_RENDER") != "1") {
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// Make sure we can get working EGLImages from the backend renderer.
|
|
// Some devices (Raspberry Pi) will happily decode into DRM formats that
|
|
// its own GL implementation won't accept in eglCreateImage().
|
|
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
|
|
if (plane_count <= 0) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Backend failed to export EGL image for test frame");
|
|
return false;
|
|
}
|
|
|
|
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
|
|
return true;
|
|
}
|