mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-24 18:13:18 +00:00
591 lines
20 KiB
C++
591 lines
20 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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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_SwPixelFormat(AV_PIX_FMT_NONE),
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m_ColorSpace(AVCOL_SPC_UNSPECIFIED),
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m_MapFrame(false)
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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")) {
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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_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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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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if ((SDL_GetWindowFlags(params->window) & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN) {
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// In full-screen exclusive mode, we enable V-sync if requested. For other modes, Windows and Mac
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// have compositors that make rendering tear-free. Linux compositor varies by distro and user
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// configuration but doesn't seem feasible to detect here.
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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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#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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bool SdlRenderer::initializeReadBackFormat(AVBufferRef* hwFrameCtxRef, AVFrame* testFrame)
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{
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auto hwFrameCtx = (AVHWFramesContext*)hwFrameCtxRef->data;
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int err;
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enum AVPixelFormat *formats;
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AVFrame* outputFrame;
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// This function must only be called once per instance
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SDL_assert(m_SwPixelFormat == AV_PIX_FMT_NONE);
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SDL_assert(!m_MapFrame);
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// Try direct mapping before resorting to copying the frame
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outputFrame = av_frame_alloc();
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if (outputFrame != nullptr) {
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err = av_hwframe_map(outputFrame, testFrame, AV_HWFRAME_MAP_READ);
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if (err == 0) {
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if (isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)outputFrame->format)) {
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m_SwPixelFormat = (AVPixelFormat)outputFrame->format;
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m_MapFrame = true;
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goto Exit;
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}
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else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Skipping unsupported hwframe mapping format: %d",
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outputFrame->format);
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}
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}
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else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"av_hwframe_map() is unsupported (error: %d)",
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err);
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SDL_assert(err == AVERROR(ENOSYS));
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}
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}
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// Direct mapping didn't work, so let's see what transfer formats we have
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err = av_hwframe_transfer_get_formats(hwFrameCtxRef, AV_HWFRAME_TRANSFER_DIRECTION_FROM, &formats, 0);
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if (err < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"av_hwframe_transfer_get_formats() failed: %d",
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err);
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goto Exit;
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}
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// NB: In this algorithm, we prefer to get a preferred hardware readback format
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// and non-preferred rendering format rather than the other way around. This is
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// why we loop through the readback format list in order, rather than searching
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// for the format from getPreferredPixelFormat() in the list.
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for (int i = 0; formats[i] != AV_PIX_FMT_NONE; i++) {
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SDL_assert(m_VideoFormat != 0);
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if (!isPixelFormatSupported(m_VideoFormat, formats[i])) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Skipping unsupported hwframe transfer format %d",
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formats[i]);
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continue;
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}
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m_SwPixelFormat = formats[i];
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break;
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}
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av_freep(&formats);
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Exit:
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av_frame_free(&outputFrame);
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// If we didn't find any supported formats, try hwFrameCtx->sw_format.
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if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
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if (isPixelFormatSupported(m_VideoFormat, hwFrameCtx->sw_format)) {
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m_SwPixelFormat = hwFrameCtx->sw_format;
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}
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else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to find compatible hwframe transfer format (sw_format = %d)",
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hwFrameCtx->sw_format);
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return false;
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}
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Selected hwframe->swframe format: %d (mapping: %s)",
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m_SwPixelFormat,
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m_MapFrame ? "yes" : "no");
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return true;
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}
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AVFrame* SdlRenderer::getSwFrameFromHwFrame(AVFrame* hwFrame)
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{
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int err;
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SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
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AVFrame* swFrame = av_frame_alloc();
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if (swFrame == nullptr) {
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return nullptr;
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}
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swFrame->format = m_SwPixelFormat;
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if (m_MapFrame) {
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// We don't use AV_HWFRAME_MAP_DIRECT here because it can cause huge
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// performance penalties on Intel hardware with VAAPI due to mappings
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// being uncached memory.
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err = av_hwframe_map(swFrame, hwFrame, AV_HWFRAME_MAP_READ);
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if (err < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"av_hwframe_map() failed: %d",
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err);
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av_frame_free(&swFrame);
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return nullptr;
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}
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}
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else {
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err = av_hwframe_transfer_data(swFrame, hwFrame, 0);
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if (err < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"av_hwframe_transfer_data() failed: %d",
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err);
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av_frame_free(&swFrame);
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return nullptr;
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}
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// av_hwframe_transfer_data() doesn't transfer metadata
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// (and can even nuke existing metadata in dst), so we
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// will propagate metadata manually afterwards.
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av_frame_copy_props(swFrame, hwFrame);
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}
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return swFrame;
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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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// Find the native read-back format
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if (m_SwPixelFormat == AV_PIX_FMT_NONE) {
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initializeReadBackFormat(frame->hw_frames_ctx, frame);
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// If we don't support any of the hw transfer formats, we should
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// have failed inside testRenderFrame() and not made it here.
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SDL_assert(m_SwPixelFormat != AV_PIX_FMT_NONE);
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}
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// Map or copy this hwframe to a swframe that we can work with
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frame = swFrame = 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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if (frame->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 = frame->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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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 (frame->colorspace)
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{
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case AVCOL_SPC_BT709:
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SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT709);
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break;
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case AVCOL_SPC_BT470BG:
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case AVCOL_SPC_SMPTE170M:
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default:
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SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_BT601);
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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) {
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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);
|
|
for (int i = 0; i < frame->height; i++) {
|
|
memcpy(pixels + (texturePitch * i),
|
|
frame->data[0] + (frame->linesize[0] * i),
|
|
pitch);
|
|
}
|
|
}
|
|
|
|
if (frame->linesize[1] == texturePitch) {
|
|
memcpy(pixels + (texturePitch * frame->height),
|
|
frame->data[1],
|
|
frame->linesize[1] * frame->height / 2);
|
|
}
|
|
else {
|
|
int pitch = SDL_min(frame->linesize[1], texturePitch);
|
|
for (int i = 0; i < frame->height / 2; i++) {
|
|
memcpy(pixels + (texturePitch * (frame->height + i)),
|
|
frame->data[1] + (frame->linesize[1] * i),
|
|
pitch);
|
|
}
|
|
}
|
|
|
|
SDL_UnlockTexture(m_Texture);
|
|
}
|
|
}
|
|
|
|
SDL_RenderClear(m_Renderer);
|
|
|
|
// Draw the video content itself
|
|
SDL_RenderCopy(m_Renderer, m_Texture, nullptr, nullptr);
|
|
|
|
// Draw the overlays
|
|
for (int i = 0; i < Overlay::OverlayMax; i++) {
|
|
renderOverlay((Overlay::OverlayType)i);
|
|
}
|
|
|
|
SDL_RenderPresent(m_Renderer);
|
|
|
|
Exit:
|
|
if (swFrame != nullptr) {
|
|
av_frame_free(&swFrame);
|
|
}
|
|
}
|
|
|
|
bool SdlRenderer::testRenderFrame(AVFrame* frame)
|
|
{
|
|
// If we are acting as the frontend for a hardware
|
|
// accelerated decoder, we'll need to read the frame
|
|
// back to render it. Test that this can be done
|
|
// for the given frame successfully.
|
|
if (frame->hw_frames_ctx != nullptr) {
|
|
#ifdef HAVE_MMAL
|
|
// FFmpeg for Raspberry Pi has NEON-optimized routines that allow
|
|
// us to use av_hwframe_transfer_data() to convert from SAND frames
|
|
// to standard fully-planar YUV. Unfortunately, the combination of
|
|
// doing this conversion on the CPU and the slow GL texture upload
|
|
// performance on the Pi make the performance of this approach
|
|
// unacceptable. Don't use this copyback path on the Pi by default
|
|
// to ensure we fall back to H.264 (with the MMAL renderer) in X11
|
|
// rather than using HEVC+copyback and getting terrible performance.
|
|
if (qgetenv("RPI_ALLOW_COPYBACK_RENDER") != "1") {
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
if (!initializeReadBackFormat(frame->hw_frames_ctx, frame)) {
|
|
return false;
|
|
}
|
|
|
|
AVFrame* swFrame = getSwFrameFromHwFrame(frame);
|
|
if (swFrame == nullptr) {
|
|
return false;
|
|
}
|
|
|
|
av_frame_free(&swFrame);
|
|
}
|
|
else if (!isPixelFormatSupported(m_VideoFormat, (AVPixelFormat)frame->format)) {
|
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
|
|
"Swframe pixel format unsupported: %d",
|
|
frame->format);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|