[client] initial vaapi h264 decode support (unfinished)

This commit is contained in:
Geoffrey McRae
2017-12-31 00:27:26 +11:00
parent a6d2fe73ae
commit fbf08b94aa
5 changed files with 1095 additions and 196 deletions

View File

@@ -36,10 +36,9 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#define BUFFER_COUNT 2
#define FRAME_TEXTURE 0
#define FPS_TEXTURE 1
#define MOUSE_TEXTURE 2
#define TEXTURE_COUNT 3
#define FPS_TEXTURE 0
#define MOUSE_TEXTURE 1
#define TEXTURE_COUNT 2
static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
@@ -82,16 +81,18 @@ struct Inst
uint64_t drawStart;
bool hasBuffers;
GLuint vboID[1];
GLuint vboID[BUFFER_COUNT];
uint8_t * texPixels[BUFFER_COUNT];
LG_Lock syncLock;
int texIndex, wTexIndex;
int texIndex;
int texList;
int fpsList;
int mouseList;
LG_RendererRect destRect;
bool hasTextures;
bool hasTextures, hasFrames;
GLuint frames[BUFFER_COUNT];
void * decoderFrames[BUFFER_COUNT];
GLuint textures[TEXTURE_COUNT];
uint gpuFrameCount;
@@ -283,15 +284,8 @@ bool opengl_on_frame_event(void * opaque, const LG_RendererFormat format, const
}
LG_UNLOCK(this->formatLock);
// lock, perform the update, then unlock
LG_LOCK(this->syncLock);
if (!this->decoder->decode(
this->decoderData,
this->texPixels[this->wTexIndex],
this->texSize,
data,
this->format.pitch
))
if (!this->decoder->decode(this->decoderData, data, format.pitch))
{
DEBUG_ERROR("decode returned failure");
LG_UNLOCK(this->syncLock);
@@ -430,7 +424,7 @@ bool opengl_render(void * opaque, SDL_Window * window)
glXGetVideoSyncSGI(&before);
SDL_GL_SwapWindow(window);
// wait for the swap to happen to ensure we dont buffer frames //
// wait for the swap to happen to ensure we dont buffer frames
glXGetVideoSyncSGI(&after);
if (before == after)
glXWaitVideoSyncSGI(1, 0, &before);
@@ -588,8 +582,8 @@ static bool configure(struct Inst * this, SDL_Window *window)
if (!this->decoder->initialize(
this->decoderData,
this->format
))
this->format,
window))
{
DEBUG_ERROR("Failed to initialize decoder");
return false;
@@ -602,6 +596,12 @@ static bool configure(struct Inst * this, SDL_Window *window)
this->vboFormat = GL_BGRA;
break;
case LG_OUTPUT_YUV420:
// fixme
this->intFormat = GL_RGBA8;
this->vboFormat = GL_BGRA;
break;
default:
DEBUG_ERROR("Format not supported");
LG_UNLOCK(this->formatLock);
@@ -618,54 +618,57 @@ static bool configure(struct Inst * this, SDL_Window *window)
this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
// generate the pixel unpack buffers
glGenBuffers(1, this->vboID);
if (check_gl_error("glGenBuffers"))
// generate the pixel unpack buffers if the decoder isn't going to do it for us
if (!this->decoder->has_gl)
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasBuffers = true;
glGenBuffers(BUFFER_COUNT, this->vboID);
if (check_gl_error("glGenBuffers"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasBuffers = true;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0]);
if (check_gl_error("glBindBuffer"))
{
LG_UNLOCK(this->formatLock);
return false;
for(int i = 0; i < BUFFER_COUNT; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
if (check_gl_error("glBindBuffer"))
{
LG_UNLOCK(this->formatLock);
return false;
}
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
this->texSize,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
);
if (check_gl_error("glBufferStorage"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->texPixels[i] = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
this->texSize,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT
);
if (check_gl_error("glMapBufferRange"))
{
LG_UNLOCK(this->formatLock);
return false;
}
}
}
glBufferStorage(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * BUFFER_COUNT,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
);
if (check_gl_error("glBufferStorage"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->texPixels[0] = glMapBufferRange(
GL_PIXEL_UNPACK_BUFFER,
0,
this->texSize * BUFFER_COUNT,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT
);
if (check_gl_error("glMapBufferRange"))
{
LG_UNLOCK(this->formatLock);
return false;
}
for(int i = 1; i < BUFFER_COUNT; ++i)
this->texPixels[i] = this->texPixels[i-1] + this->texSize;
// create the textures
// create the overlay textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
@@ -674,51 +677,72 @@ static bool configure(struct Inst * this, SDL_Window *window)
}
this->hasTextures = true;
// create the frame texture
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
if (check_gl_error("glBindTexture"))
// create the frame textures
glGenTextures(BUFFER_COUNT, this->frames);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasFrames = true;
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
this->format.width,
this->format.height * BUFFER_COUNT,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (check_gl_error("glTexImage2D"))
for(int i = 0; i < BUFFER_COUNT; ++i)
{
LG_UNLOCK(this->formatLock);
return false;
}
// bind and create the new texture
glBindTexture(GL_TEXTURE_2D, this->frames[i]);
if (check_gl_error("glBindTexture"))
{
LG_UNLOCK(this->formatLock);
return false;
}
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(
GL_TEXTURE_2D,
0,
this->intFormat,
this->format.width,
this->format.height,
0,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (check_gl_error("glTexImage2D"))
{
LG_UNLOCK(this->formatLock);
return false;
}
for (int i = 0; i < BUFFER_COUNT; ++i)
{
const float ts = (1.0f / BUFFER_COUNT) * i;
const float te = (1.0f / BUFFER_COUNT) + ts;
if (this->decoder->has_gl)
{
if (!this->decoder->init_gl_texture(
this->decoderData,
GL_TEXTURE_2D,
this->frames[i],
&this->decoderFrames[i]))
{
LG_UNLOCK(this->formatLock);
return false;
}
}
else
{
// configure the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// create the display lists
glNewList(this->texList + i, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, this->textures[FRAME_TEXTURE]);
glBindTexture(GL_TEXTURE_2D, this->frames[i]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, ts); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, ts); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, te); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, te); glVertex2i(this->format.width, this->format.height);
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
glEnd();
glEndList();
}
@@ -753,9 +777,28 @@ static void deconfigure(struct Inst * this)
this->hasTextures = false;
}
if (this->hasFrames)
{
if (this->decoder->has_gl)
{
for(int i = 0; i < BUFFER_COUNT; ++i)
{
if (this->decoderFrames[i])
this->decoder->free_gl_texture(
this->decoderData,
this->decoderFrames[i]
);
this->decoderFrames[i] = NULL;
}
}
glDeleteTextures(BUFFER_COUNT, this->frames);
this->hasFrames = false;
}
if (this->hasBuffers)
{
glDeleteBuffers(1, this->vboID);
glDeleteBuffers(BUFFER_COUNT, this->vboID);
this->hasBuffers = false;
}
@@ -765,7 +808,7 @@ static void deconfigure(struct Inst * this)
this->glContext = NULL;
}
if (this->decoder)
if (this->decoderData)
{
this->decoder->destroy(this->decoderData);
this->decoderData = NULL;
@@ -918,51 +961,76 @@ static bool draw_frame(struct Inst * this)
return true;
}
this->texIndex = this->wTexIndex;
if (++this->wTexIndex == BUFFER_COUNT)
this->wTexIndex = 0;
if (++this->texIndex == BUFFER_COUNT)
this->texIndex = 0;
this->frameUpdate = false;
LG_UNLOCK(this->syncLock);
LG_LOCK(this->formatLock);
if (this->decoder->has_gl)
{
if (!this->decoder->update_gl_texture(
this->decoderData,
this->decoderFrames[this->texIndex]
))
{
LG_UNLOCK(this->formatLock);
DEBUG_ERROR("Failed to update the texture from the decoder");
return false;
}
}
else
{
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , this->textures[FRAME_TEXTURE]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[0] );
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.stride );
// copy the buffer to the texture
glFlushMappedBufferRange(
GL_PIXEL_UNPACK_BUFFER,
this->texSize * this->texIndex,
this->texSize
);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
this->texIndex * this->format.height,
this->format.width ,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)(this->texIndex * this->texSize)
);
if (check_gl_error("glTexSubImage2D"))
DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
glPixelStorei(GL_UNPACK_ALIGNMENT , 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH ,
this->decoder->get_frame_stride(this->decoderData)
);
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
if (!this->decoder->get_buffer(
this->decoderData,
this->texPixels[this->texIndex],
this->texSize
))
{
LG_UNLOCK(this->formatLock);
DEBUG_ERROR("Failed to get the buffer from the decoder");
return false;
}
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
0,
0,
0,
this->format.width ,
this->format.height,
this->vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
if (check_gl_error("glTexSubImage2D"))
{
DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
);
}
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
const bool mipmap = this->opt.mipmap && (
(this->format.width > this->destRect.w) ||
(this->format.height > this->destRect.h));
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
if (mipmap)
{
glGenerateMipmap(GL_TEXTURE_2D);
@@ -974,8 +1042,8 @@ static bool draw_frame(struct Inst * this)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
LG_UNLOCK(this->formatLock);
return true;
}