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mirror of https://github.com/jojo61/vdr-plugin-softhdcuvid.git synced 2023-10-10 13:37:41 +02:00

Vaapi changed to egl

This commit is contained in:
jojo61 2019-10-04 10:37:57 +02:00
parent cdac2bcc3d
commit 4d2735a971
7 changed files with 1895 additions and 1504 deletions

View File

@ -7,9 +7,9 @@
# This name will be used in the '-P...' option of VDR to load the plugin.
# By default the main source file also carries this name.
PLUGIN = softhdcuvid
### Configuration (edit this for your needs)
# comment out if not needed
# what kind of driver do we make -
# if VAAPI is enabled the drivername is softhdvaapi
@ -17,18 +17,30 @@ PLUGIN = softhdcuvid
#VAAPI=1
CUVID=1
# use libplacebo - available for both drivers
#LIBPLACEBO=1
# use YADIF deint - only available with cuvid
#YADIF=1
# support OPENGLOSD - only configurable with cuvid
OPENGLOSD=1
# use Libplacebo - only configurable with cuvid
LIBPLACEBO=1
# use YADIF deint - only configurable with cuvid
YADIF=0
#--------------------- no more config needed past this point--------------------------------
# support alsa audio output module
PLUGIN = softhdcuvid
# support OPENGLOSD always needed
OPENGLOSD=1
# support alsa audio output module
ALSA ?= $(shell pkg-config --exists alsa && echo 1)
# support OSS audio output module
OSS ?= 1
@ -48,7 +60,7 @@ SWRESAMPLE = 1
#AVRESAMPLE = 1
#endif
CONFIG := -DDEBUG #-DOSD_DEBUG # enable debug output+functions
CONFIG := #-DDEBUG #-DOSD_DEBUG # enable debug output+functions
CONFIG += -DHAVE_GL # needed for mpv libs
#CONFIG += -DSTILL_DEBUG=2 # still picture debug verbose level
CONFIG += -DAV_INFO -DAV_INFO_TIME=3000 # info/debug a/v sync
@ -114,8 +126,8 @@ CONFIG += -DUSE_OSS
endif
ifeq ($(OPENGL),1)
_CFLAGS += $(shell pkg-config --cflags libva-glx)
LIBS += $(shell pkg-config --libs libva-glx)
#_CFLAGS += $(shell pkg-config --cflags libva-glx)
#LIBS += $(shell pkg-config --libs libva-glx)
endif
ifeq ($(OPENGLOSD),1)
@ -125,17 +137,16 @@ endif
ifeq ($(OPENGL),1)
CONFIG += -DUSE_GLX
_CFLAGS += $(shell pkg-config --cflags gl glu glew)
LIBS += $(shell pkg-config --libs gl glu glew)
_CFLAGS += $(shell pkg-config --cflags glew)
LIBS += $(shell pkg-config --libs glew)
#LIBS += $(shell pkg-config --libs glu glew)
_CFLAGS += $(shell pkg-config --cflags freetype2)
LIBS += $(shell pkg-config --libs freetype2)
endif
ifeq ($(VAAPI),1)
CONFIG += -DVAAPI -DUSE_OPENGLOSD
LIBPLACEBO=1
CONFIG += -DVAAPI
#LIBPLACEBO=1
PLUGIN = softhdvaapi
LIBS += -lEGL -lEGL_mesa
endif
ifeq ($(LIBPLACEBO),1)
@ -144,6 +155,7 @@ endif
ifeq ($(CUVID),1)
CONFIG += -DCUVID # enable CUVID decoder
LIBS += -lEGL -lGL
ifeq ($(YADIF),1)
CONFIG += -DYADIF # Yadif only with CUVID
endif
@ -235,10 +247,10 @@ LIBS += -lplacebo -lglut
endif
ifeq ($(CUVID),1)
LIBS += -lcuda -L/usr/local/cuda/targets/x86_64-linux/lib -lcudart -lnvcuvid
LIBS += -lcuda -L/usr/local/cuda/targets/x86_64-linux/lib -lcudart -lnvcuvid
endif
LIBS += -lGLEW -lGLX -ldl
LIBS += -lGLEW -lGLU -ldl
### Includes and Defines (add further entries here):
INCLUDES +=

1222
audio.c

File diff suppressed because it is too large Load Diff

290
codec.c
View File

@ -315,7 +315,7 @@ void CodecVideoOpen(VideoDecoder * decoder, int codec_id)
decoder->VideoCtx->pkt_timebase.den = 90000;
decoder->VideoCtx->framerate.num = 50;
decoder->VideoCtx->framerate.den = 1;
decoder->VideoCtx->extra_hw_frames = 8; // VIDEO_SURFACES_MAX +1
pthread_mutex_lock(&CodecLockMutex);
// open codec
@ -323,6 +323,7 @@ void CodecVideoOpen(VideoDecoder * decoder, int codec_id)
deint = 2;
#endif
#ifdef VAAPI
decoder->VideoCtx->extra_hw_frames = 8; // VIDEO_SURFACES_MAX +1
if (video_codec->capabilities & (AV_CODEC_CAP_AUTO_THREADS)) {
Debug(3,"codec: auto threads enabled");
decoder->VideoCtx->thread_count = 0;
@ -1220,23 +1221,23 @@ static void CodecAudioSetClock(AudioDecoder * audio_decoder, int64_t pts)
delay = AudioGetDelay();
if (!delay) {
return;
return;
}
clock_gettime(CLOCK_MONOTONIC, &nowtime);
if (!audio_decoder->LastDelay) {
audio_decoder->LastTime = nowtime;
audio_decoder->LastPTS = pts;
audio_decoder->LastDelay = delay;
audio_decoder->Drift = 0;
audio_decoder->DriftFrac = 0;
Debug(3, "codec/audio: inital drift delay %" PRId64 "ms\n",
delay / 90);
return;
audio_decoder->LastTime = nowtime;
audio_decoder->LastPTS = pts;
audio_decoder->LastDelay = delay;
audio_decoder->Drift = 0;
audio_decoder->DriftFrac = 0;
Debug(3, "codec/audio: inital drift delay %" PRId64 "ms\n",
delay / 90);
return;
}
// collect over some time
pts_diff = pts - audio_decoder->LastPTS;
if (pts_diff < 10 * 1000 * 90) {
return;
return;
}
tim_diff = (nowtime.tv_sec - audio_decoder->LastTime.tv_sec)
@ -1262,51 +1263,51 @@ static void CodecAudioSetClock(AudioDecoder * audio_decoder, int64_t pts)
// underruns and av_resample have the same time :(((
if (abs(drift) > 10 * 90) {
// drift too big, pts changed?
Debug(3, "codec/audio: drift(%6d) %3dms reset\n",
audio_decoder->DriftCorr, drift / 90);
audio_decoder->LastDelay = 0;
Debug(3, "codec/audio: drift(%6d) %3dms reset\n",
audio_decoder->DriftCorr, drift / 90);
audio_decoder->LastDelay = 0;
#ifdef DEBUG
corr = 0; // keep gcc happy
corr = 0; // keep gcc happy
#endif
} else {
drift += audio_decoder->Drift;
audio_decoder->Drift = drift;
corr = (10 * audio_decoder->HwSampleRate * drift) / (90 * 1000);
// SPDIF/HDMI passthrough
if ((CodecAudioDrift & CORRECT_AC3) && (!(CodecPassthrough & CodecAC3)
|| audio_decoder->AudioCtx->codec_id != AV_CODEC_ID_AC3)
&& (!(CodecPassthrough & CodecEAC3)
|| audio_decoder->AudioCtx->codec_id != AV_CODEC_ID_EAC3)) {
audio_decoder->DriftCorr = -corr;
}
drift += audio_decoder->Drift;
audio_decoder->Drift = drift;
corr = (10 * audio_decoder->HwSampleRate * drift) / (90 * 1000);
// SPDIF/HDMI passthrough
if ((CodecAudioDrift & CORRECT_AC3) && (!(CodecPassthrough & CodecAC3)
|| audio_decoder->AudioCtx->codec_id != AV_CODEC_ID_AC3)
&& (!(CodecPassthrough & CodecEAC3)
|| audio_decoder->AudioCtx->codec_id != AV_CODEC_ID_EAC3)) {
audio_decoder->DriftCorr = -corr;
}
if (audio_decoder->DriftCorr < -20000) { // limit correction
audio_decoder->DriftCorr = -20000;
} else if (audio_decoder->DriftCorr > 20000) {
audio_decoder->DriftCorr = 20000;
}
if (audio_decoder->DriftCorr < -20000) { // limit correction
audio_decoder->DriftCorr = -20000;
} else if (audio_decoder->DriftCorr > 20000) {
audio_decoder->DriftCorr = 20000;
}
}
// FIXME: this works with libav 0.8, and only with >10ms with ffmpeg 0.10
if (audio_decoder->AvResample && audio_decoder->DriftCorr) {
int distance;
int distance;
// try workaround for buggy ffmpeg 0.10
if (abs(audio_decoder->DriftCorr) < 2000) {
distance = (pts_diff * audio_decoder->HwSampleRate) / (900 * 1000);
} else {
distance = (pts_diff * audio_decoder->HwSampleRate) / (90 * 1000);
}
av_resample_compensate(audio_decoder->AvResample,
audio_decoder->DriftCorr / 10, distance);
// try workaround for buggy ffmpeg 0.10
if (abs(audio_decoder->DriftCorr) < 2000) {
distance = (pts_diff * audio_decoder->HwSampleRate) / (900 * 1000);
} else {
distance = (pts_diff * audio_decoder->HwSampleRate) / (90 * 1000);
}
av_resample_compensate(audio_decoder->AvResample,
audio_decoder->DriftCorr / 10, distance);
}
if (1) {
static int c;
static int c;
if (!(c++ % 10)) {
Debug(3, "codec/audio: drift(%6d) %8dus %5d\n",
audio_decoder->DriftCorr, drift * 1000 / 90, corr);
}
if (!(c++ % 10)) {
Debug(3, "codec/audio: drift(%6d) %8dus %5d\n",
audio_decoder->DriftCorr, drift * 1000 / 90, corr);
}
}
}
@ -1324,64 +1325,64 @@ static void CodecAudioUpdateFormat(AudioDecoder * audio_decoder)
int err;
if (audio_decoder->ReSample) {
audio_resample_close(audio_decoder->ReSample);
audio_decoder->ReSample = NULL;
audio_resample_close(audio_decoder->ReSample);
audio_decoder->ReSample = NULL;
}
if (audio_decoder->AvResample) {
av_resample_close(audio_decoder->AvResample);
audio_decoder->AvResample = NULL;
audio_decoder->RemainCount = 0;
av_resample_close(audio_decoder->AvResample);
audio_decoder->AvResample = NULL;
audio_decoder->RemainCount = 0;
}
audio_ctx = audio_decoder->AudioCtx;
if ((err = CodecAudioUpdateHelper(audio_decoder, &passthrough))) {
Debug(3, "codec/audio: resample %dHz *%d -> %dHz *%d err %d\n",
audio_ctx->sample_rate, audio_ctx->channels,
audio_decoder->HwSampleRate, audio_decoder->HwChannels,err);
Debug(3, "codec/audio: resample %dHz *%d -> %dHz *%d err %d\n",
audio_ctx->sample_rate, audio_ctx->channels,
audio_decoder->HwSampleRate, audio_decoder->HwChannels,err);
if (err == 1) {
audio_decoder->ReSample =
av_audio_resample_init(audio_decoder->HwChannels,
audio_ctx->channels, audio_decoder->HwSampleRate,
audio_ctx->sample_rate, audio_ctx->sample_fmt,
audio_ctx->sample_fmt, 16, 10, 0, 0.8);
// libav-0.8_pre didn't support 6 -> 2 channels
if (!audio_decoder->ReSample) {
Error(_("codec/audio: resample setup error\n"));
if (err == 1) {
audio_decoder->ReSample =
av_audio_resample_init(audio_decoder->HwChannels,
audio_ctx->channels, audio_decoder->HwSampleRate,
audio_ctx->sample_rate, audio_ctx->sample_fmt,
audio_ctx->sample_fmt, 16, 10, 0, 0.8);
// libav-0.8_pre didn't support 6 -> 2 channels
if (!audio_decoder->ReSample) {
Error(_("codec/audio: resample setup error\n"));
audio_decoder->HwChannels = 0;
audio_decoder->HwSampleRate = 0;
}
return;
}
Debug(3, "codec/audio: audio setup error\n");
// FIXME: handle errors
audio_decoder->HwChannels = 0;
audio_decoder->HwSampleRate = 0;
}
return;
}
Debug(3, "codec/audio: audio setup error\n");
// FIXME: handle errors
audio_decoder->HwChannels = 0;
audio_decoder->HwSampleRate = 0;
return;
return;
}
if (passthrough) { // pass-through no conversion allowed
return;
return;
}
// prepare audio drift resample
#ifdef USE_AUDIO_DRIFT_CORRECTION
if (CodecAudioDrift & CORRECT_PCM) {
if (audio_decoder->AvResample) {
Error(_("codec/audio: overwrite resample\n"));
}
audio_decoder->AvResample =
av_resample_init(audio_decoder->HwSampleRate,
audio_decoder->HwSampleRate, 16, 10, 0, 0.8);
if (!audio_decoder->AvResample) {
Error(_("codec/audio: AvResample setup error\n"));
} else {
// reset drift to some default value
audio_decoder->DriftCorr /= 2;
audio_decoder->DriftFrac = 0;
av_resample_compensate(audio_decoder->AvResample,
audio_decoder->DriftCorr / 10,
10 * audio_decoder->HwSampleRate);
}
if (audio_decoder->AvResample) {
Error(_("codec/audio: overwrite resample\n"));
}
audio_decoder->AvResample =
av_resample_init(audio_decoder->HwSampleRate,
audio_decoder->HwSampleRate, 16, 10, 0, 0.8);
if (!audio_decoder->AvResample) {
Error(_("codec/audio: AvResample setup error\n"));
} else {
// reset drift to some default value
audio_decoder->DriftCorr /= 2;
audio_decoder->DriftFrac = 0;
av_resample_compensate(audio_decoder->AvResample,
audio_decoder->DriftCorr / 10,
10 * audio_decoder->HwSampleRate);
}
}
#endif
}
@ -1718,22 +1719,22 @@ static void CodecAudioSetClock(AudioDecoder * audio_decoder, int64_t pts)
#endif
#ifdef USE_AVRESAMPLE
if (audio_decoder->Resample && audio_decoder->DriftCorr) {
int distance;
int distance;
distance = (pts_diff * audio_decoder->HwSampleRate) / (900 * 1000);
if (avresample_set_compensation(audio_decoder->Resample,
audio_decoder->DriftCorr / 10, distance)) {
Debug(3, "codec/audio: swr_set_compensation failed\n");
}
distance = (pts_diff * audio_decoder->HwSampleRate) / (900 * 1000);
if (avresample_set_compensation(audio_decoder->Resample,
audio_decoder->DriftCorr / 10, distance)) {
Debug(3, "codec/audio: swr_set_compensation failed\n");
}
}
#endif
if (1) {
static int c;
static int c;
if (!(c++ % 10)) {
Debug(3, "codec/audio: drift(%6d) %8dus %5d\n",
audio_decoder->DriftCorr, drift * 1000 / 90, corr);
}
if (!(c++ % 10)) {
Debug(3, "codec/audio: drift(%6d) %8dus %5d\n",
audio_decoder->DriftCorr, drift * 1000 / 90, corr);
}
}
#else
AudioSetClock(pts);
@ -1825,55 +1826,56 @@ void CodecAudioDecode(AudioDecoder * audio_decoder, const AVPacket * avpkt)
AVCodecContext *audio_ctx = audio_decoder->AudioCtx;
if (audio_ctx->codec_type == AVMEDIA_TYPE_AUDIO) {
int ret;
AVPacket pkt[1];
AVFrame *frame = audio_decoder->Frame;
int ret;
AVPacket pkt[1];
AVFrame *frame = audio_decoder->Frame;
av_frame_unref(frame);
*pkt = *avpkt; // use copy
ret = avcodec_send_packet(audio_ctx, pkt);
if (ret < 0) {
Debug(3, "codec: sending audio packet failed");
return;
}
ret = avcodec_receive_frame(audio_ctx, frame);
if (ret < 0 && ret != AVERROR(EAGAIN) && ret != AVERROR_EOF) {
Debug(3, "codec: receiving audio frame failed");
return;
}
if (ret >= 0) {
// update audio clock
if (avpkt->pts != (int64_t) AV_NOPTS_VALUE) {
CodecAudioSetClock(audio_decoder, avpkt->pts);
}
// format change
if (audio_decoder->Passthrough != CodecPassthrough || audio_decoder->SampleRate != audio_ctx->sample_rate
|| audio_decoder->Channels != audio_ctx->channels) {
CodecAudioUpdateFormat(audio_decoder);
}
if (!audio_decoder->HwSampleRate || !audio_decoder->HwChannels) {
return; // unsupported sample format
}
if (CodecAudioPassthroughHelper(audio_decoder, avpkt)) {
return;
}
if (audio_decoder->Resample) {
uint8_t outbuf[8192 * 2 * 8];
uint8_t *out[1];
out[0] = outbuf;
ret = swr_convert(audio_decoder->Resample, out, sizeof(outbuf) / (2 * audio_decoder->HwChannels),
(const uint8_t **)frame->extended_data, frame->nb_samples);
if (ret > 0) {
if (!(audio_decoder->Passthrough & CodecPCM)) {
CodecReorderAudioFrame((int16_t *) outbuf, ret * 2 * audio_decoder->HwChannels,
audio_decoder->HwChannels);
}
AudioEnqueue(outbuf, ret * 2 * audio_decoder->HwChannels);
av_frame_unref(frame);
*pkt = *avpkt; // use copy
ret = avcodec_send_packet(audio_ctx, pkt);
if (ret < 0) {
Debug(3, "codec: sending audio packet failed");
return;
}
ret = avcodec_receive_frame(audio_ctx, frame);
if (ret < 0 && ret != AVERROR(EAGAIN) && ret != AVERROR_EOF) {
Debug(3, "codec: receiving audio frame failed");
return;
}
if (ret >= 0) {
// update audio clock
if (avpkt->pts != (int64_t) AV_NOPTS_VALUE) {
CodecAudioSetClock(audio_decoder, avpkt->pts);
}
// format change
if (audio_decoder->Passthrough != CodecPassthrough || audio_decoder->SampleRate != audio_ctx->sample_rate
|| audio_decoder->Channels != audio_ctx->channels) {
CodecAudioUpdateFormat(audio_decoder);
}
if (!audio_decoder->HwSampleRate || !audio_decoder->HwChannels) {
return; // unsupported sample format
}
if (CodecAudioPassthroughHelper(audio_decoder, avpkt)) {
return;
}
if (audio_decoder->Resample) {
uint8_t outbuf[8192 * 2 * 8];
uint8_t *out[1];
out[0] = outbuf;
ret = swr_convert(audio_decoder->Resample, out, sizeof(outbuf) / (2 * audio_decoder->HwChannels),
(const uint8_t **)frame->extended_data, frame->nb_samples);
if (ret > 0) {
if (!(audio_decoder->Passthrough & CodecPCM)) {
CodecReorderAudioFrame((int16_t *) outbuf, ret * 2 * audio_decoder->HwChannels,
audio_decoder->HwChannels);
}
AudioEnqueue(outbuf, ret * 2 * audio_decoder->HwChannels);
}
return;
}
}
return;
}
}
}
}

View File

@ -14,6 +14,10 @@ void ConvertColor(const GLint &colARGB, glm::vec4 &col) {
col.b = ((colARGB & 0x000000FF) ) / 255.0;
}
extern "C" void OSD_get_context();
extern "C" void OSD_get_shared_context();
extern "C" void OSD_release_context();
/****************************************************************************************
* cShader
****************************************************************************************/
@ -119,7 +123,7 @@ void main() \
#else
const char *rectVertexShader =
"\n\
"\n \
\
layout (location = 0) in vec2 position; \
out vec4 rectCol; \
@ -134,8 +138,9 @@ void main() \
";
const char *rectFragmentShader =
"\n\
"\n \
\
precision mediump float; \
in vec4 rectCol; \
out vec4 color; \
\
@ -146,7 +151,7 @@ void main() \
";
const char *textureVertexShader =
"\n\
"\n \
\
layout (location = 0) in vec2 position; \
layout (location = 1) in vec2 texCoords; \
@ -166,7 +171,8 @@ void main() \
";
const char *textureFragmentShader =
"\n\
"\n \
precision mediump float; \
in vec2 TexCoords; \
in vec4 alphaValue; \
out vec4 color; \
@ -180,7 +186,7 @@ void main() \
";
const char *textVertexShader =
"\n\
"\n \
\
layout (location = 0) in vec2 position; \
layout (location = 1) in vec2 texCoords; \
@ -200,7 +206,8 @@ void main() \
";
const char *textFragmentShader =
"\n\
"\n \
precision mediump float; \
in vec2 TexCoords; \
in vec4 textColor; \
\
@ -287,12 +294,14 @@ bool cShader::Compile(const char *vertexCode, const char *fragmentCode) {
sVertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sVertex, 1, &vertexCode, NULL);
glCompileShader(sVertex);
// esyslog("[softhddev]:SHADER:VERTEX %s\n",vertexCode);
if (!CheckCompileErrors(sVertex))
return false;
// Fragment Shader
sFragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sFragment, 1, &fragmentCode, NULL);
glCompileShader(sFragment);
// esyslog("[softhddev]:SHADER:FRAGMENT %s\n",fragmentCode);
if (!CheckCompileErrors(sFragment))
return false;
// link Program
@ -315,14 +324,14 @@ bool cShader::CheckCompileErrors(GLuint object, bool program) {
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(object, 1024, NULL, infoLog);
esyslog("[softhddev]:SHADER: Compile-time error: Type: %d - %s", type, infoLog);
esyslog("[softhddev]:SHADER: Compile-time error: Type: %d - \n%s\n", type, infoLog);
return false;
}
} else {
glGetProgramiv(object, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(object, 1024, NULL, infoLog);
esyslog("[softhddev]:SHADER: Link-time error: Type: %d", type);
esyslog("[softhddev]:SHADER: Link-time error: Type: %d - \n%s\n", type, infoLog);
return false;
}
}
@ -365,6 +374,10 @@ void cOglGlyph::BindTexture(void) {
void cOglGlyph::LoadTexture(FT_BitmapGlyph ftGlyph) {
// Disable byte-alignment restriction
#ifdef VAAPI
OSD_release_context();
OSD_get_shared_context();
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
@ -386,6 +399,11 @@ void cOglGlyph::LoadTexture(FT_BitmapGlyph ftGlyph) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifdef VAAPI
OSD_release_context();
OSD_get_context();
#endif
}
@ -550,6 +568,10 @@ cOglFb::~cOglFb(void) {
bool cOglFb::Init(void) {
initiated = true;
#ifdef VAAPI
OSD_release_context();
OSD_get_shared_context();
#endif
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -562,10 +584,19 @@ bool cOglFb::Init(void) {
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
esyslog("[softhddev]ERROR: Framebuffer is not complete!\n");
esyslog("[softhddev]ERROR: %d Framebuffer is not complete!\n",__LINE__);
#ifdef VAAPI
OSD_release_context();
OSD_get_context();
#endif
return false;
}
#ifdef VAAPI
OSD_release_context();
OSD_get_context();
#endif
return true;
}
@ -619,6 +650,7 @@ cOglOutputFb::~cOglOutputFb(void) {
bool cOglOutputFb::Init(void) {
initiated = true;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -634,19 +666,16 @@ bool cOglOutputFb::Init(void) {
esyslog("[softhddev]ERROR::cOglOutputFb: Framebuffer is not complete!");
return false;
}
return true;
}
void cOglOutputFb::BindWrite(void) {
// glVDPAUMapSurfacesNV(1, &surface);
if (!initiated)
Init();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
}
void cOglOutputFb::Unbind(void) {
// glVDPAUUnmapSurfacesNV(1, &surface);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@ -882,6 +911,8 @@ extern unsigned char *posd;
//}
#endif
bool cOglCmdCopyBufferToOutputFb::Execute(void) {
int i;
pthread_mutex_lock(&OSDMutex);
@ -896,6 +927,7 @@ bool cOglCmdCopyBufferToOutputFb::Execute(void) {
glReadPixels(0, 0 ,fb->Width(), fb->Height(),GL_BGRA,GL_UNSIGNED_BYTE,posd);
#else
fb->Blit(x, y + fb->Height(), x + fb->Width(), y);
glFlush();
#endif
ActivateOsd(oFb->texture,x, y, fb->Width() ,fb->Height());
@ -1323,6 +1355,10 @@ cOglCmdDrawImage::~cOglCmdDrawImage(void) {
bool cOglCmdDrawImage::Execute(void) {
GLuint texture;
#ifdef VAAPI
OSD_release_context();
OSD_get_shared_context();
#endif
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
@ -1341,7 +1377,11 @@ bool cOglCmdDrawImage::Execute(void) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
#ifdef VAAPI
OSD_release_context();
OSD_get_context();
#endif
GLfloat x1 = x; //left
GLfloat y1 = y; //top
GLfloat x2 = x + width; //right
@ -1430,6 +1470,10 @@ cOglCmdStoreImage::~cOglCmdStoreImage(void) {
}
bool cOglCmdStoreImage::Execute(void) {
#ifdef VAAPI
OSD_release_context();
OSD_get_shared_context();
#endif
glGenTextures(1, &imageRef->texture);
glBindTexture(GL_TEXTURE_2D, imageRef->texture);
glTexImage2D(
@ -1448,6 +1492,10 @@ bool cOglCmdStoreImage::Execute(void) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
#ifdef VAAPI
OSD_release_context();
OSD_get_context();
#endif
return true;
}
@ -2041,11 +2089,17 @@ cOglOsd::cOglOsd(int Left, int Top, uint Level, std::shared_ptr<cOglThread> oglT
posd = MALLOC(unsigned char, osdWidth * osdHeight * 4);
#endif
//create output framebuffer
#ifdef VAAPI
OSD_release_context();
OSD_get_shared_context();
#endif
if (!oFb) {
oFb = new cOglOutputFb(osdWidth, osdHeight);
oglThread->DoCmd(new cOglCmdInitOutputFb(oFb));
}
#ifdef VAAPI
OSD_release_context();
#endif
}
cOglOsd::~cOglOsd() {

196
shaders.h
View File

@ -1,54 +1,54 @@
// shader
#ifdef CUVID
char vertex_osd[] = {"\
#version 330\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
}\n"};
char fragment_osd[] = {"\
#version 330\n\
#define texture1D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
uniform sampler2D texture0;\n\
void main() {\n\
vec4 color; \n\
color = vec4(texture(texture0, texcoord0));\n\
out_color = color;\n\
}\n"};
char vertex[] = {"\
#version 330\n\
#version 310 es\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
in vec2 vertex_texcoord2;\n\
out vec2 texcoord2;\n\
in vec2 vertex_texcoord3;\n\
out vec2 texcoord3;\n\
in vec2 vertex_texcoord4;\n\
out vec2 texcoord4;\n\
in vec2 vertex_texcoord5;\n\
out vec2 texcoord5;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
texcoord2 = vertex_texcoord2;\n\
texcoord3 = vertex_texcoord3;\n\
texcoord4 = vertex_texcoord4;\n\
texcoord5 = vertex_texcoord5;\n\
}\n"};
char fragment[] = {"\
#version 330\n\
#version 310 es\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
in vec2 texcoord3;\n\
in vec2 texcoord4;\n\
in vec2 texcoord5;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
//uniform vec2 texture_size0;\n\
//uniform mat2 texture_rot0;\n\
//uniform vec2 pixel_size0;\n\
uniform sampler2D texture1;\n\
//uniform vec2 texture_size1;\n\
//uniform mat2 texture_rot1;\n\
//uniform vec2 pixel_size1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
@ -61,27 +61,18 @@ out_color = color;\n\
}\n"};
char fragment_bt2100[] = {"\
#version 330\n\
#version 310 es\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
in vec2 texcoord2;\n\
in vec2 texcoord3;\n\
in vec2 texcoord4;\n\
in vec2 texcoord5;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
//uniform vec2 texture_size0;\n\
//uniform mat2 texture_rot0;\n\
//uniform vec2 pixel_size0;\n\
uniform sampler2D texture1;\n\
//uniform vec2 texture_size1;\n\
//uniform mat2 texture_rot1;\n\
//uniform vec2 pixel_size1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
@ -99,6 +90,98 @@ color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
out_color = color;\n\
}\n"};
#else
char vertex_osd[] = {"\
\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
}\n"};
char fragment_osd[] = {"\
\n\
#define texture1D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
uniform sampler2D texture0;\n\
void main() {\n\
vec4 color; \n\
color = vec4(texture(texture0, texcoord0));\n\
out_color = color;\n\
}\n"};
char vertex[] = {"\
\n\
in vec2 vertex_position;\n\
in vec2 vertex_texcoord0;\n\
out vec2 texcoord0;\n\
in vec2 vertex_texcoord1;\n\
out vec2 texcoord1;\n\
void main() {\n\
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
texcoord0 = vertex_texcoord0;\n\
texcoord1 = vertex_texcoord1;\n\
}\n"};
char fragment[] = {"\
\n\
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
out_color = color;\n\
}\n"};
char fragment_bt2100[] = {"\
\n \
#define texture1D texture\n\
#define texture3D texture\n\
precision mediump float; \
layout(location = 0) out vec4 out_color;\n\
in vec2 texcoord0;\n\
in vec2 texcoord1;\n\
uniform mat3 colormatrix;\n\
uniform vec3 colormatrix_c;\n\
uniform mat3 cms_matrix;\n\
uniform sampler2D texture0;\n\
uniform sampler2D texture1;\n\
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
void main() {\n\
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
// color conversion\n\
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
color.a = 1.0;\n\
// color mapping\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(2.4));\n\
color.rgb = cms_matrix * color.rgb;\n\
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
out_color = color;\n\
}\n"};
#endif
/* Color conversion matrix: RGB = m * YUV + c
* m is in row-major matrix, with m[row][col], e.g.:
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
@ -113,12 +196,12 @@ out_color = color;\n\
* The matrix might also be used for other conversions and colorspaces.
*/
struct mp_cmat {
float m[3][3]; // colormatrix
float c[3]; //colormatrix_c
GLfloat m[3][3]; // colormatrix
GLfloat c[3]; //colormatrix_c
};
struct mp_mat {
float m[3][3];
GLfloat m[3][3];
};
// YUV input limited range (16-235 for luma, 16-240 for chroma)
@ -185,10 +268,6 @@ static const struct gl_vao_entry vertex_vao[] = {
{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
{"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
{"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
{"texcoord4", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[4])},
{"texcoord5", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[5])},
{0}
};
@ -198,7 +277,8 @@ static void compile_attach_shader(GLuint program,
{
GLuint shader;
GLint status, log_length;
char log[4000];
GLsizei len;
shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
@ -206,9 +286,10 @@ static void compile_attach_shader(GLuint program,
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
log_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
Debug(3,"compile Status %d loglen %d\n",status,log_length);
glGetShaderInfoLog(shader,4000,&len,log);
GlxCheck();
Debug(3,"compile Status %d loglen %d >%s<\n",status,log_length,log);
GlxCheck();
glAttachShader(program, shader);
glDeleteShader(shader);
}
@ -223,10 +304,24 @@ static void link_shader(GLuint program)
log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
Debug(3,"Link Status %d loglen %d\n",status,log_length);
}
static GLuint sc_generate_osd(GLuint gl_prog) {
Debug(3,"vor create osd\n");
gl_prog = glCreateProgram();
Debug(3,"vor compile vertex osd\n");
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd);
Debug(3,"vor compile fragment osd \n");
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd);
glBindAttribLocation(gl_prog,0,"vertex_position");
glBindAttribLocation(gl_prog,1,"vertex_texcoord0");
link_shader(gl_prog);
return gl_prog;
}
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
char vname[80];
@ -284,7 +379,8 @@ static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
if (gl_colormatrix != -1)
glProgramUniformMatrix3fv(gl_prog,gl_colormatrix,1,0,m);
GlxCheck();
//glProgramUniform3fv(gl_prog,gl_colormatrix,3,&yuv_bt709.m[0][0]);
Debug(3,"nach set colormatrix\n");
gl_colormatrix_c = glGetUniformLocation(gl_prog,"colormatrix_c");
Debug(3,"get uniform colormatrix_c %d %f\n",gl_colormatrix_c,*c);
if (gl_colormatrix_c != -1)

View File

@ -107,6 +107,7 @@ static VideoStream *AudioSyncStream; ///< video stream for audio/video sync
#define AUDIO_MIN_BUFFER_FREE (3072 * 8 * 8)
#define AUDIO_BUFFER_SIZE (512 * 1024) ///< audio PES buffer default size
static AVPacket AudioAvPkt[1]; ///< audio a/v packet
int AudioDelay = 0;
//////////////////////////////////////////////////////////////////////////////
// Audio codec parser
@ -579,7 +580,7 @@ static void PesInit(PesDemux * pesdx)
pesdx->Size = PES_MAX_PAYLOAD;
pesdx->Buffer = av_malloc(PES_MAX_PAYLOAD + AV_INPUT_BUFFER_PADDING_SIZE);
if (!pesdx->Buffer) {
Fatal(_("pesdemux: out of memory\n"));
Fatal(_("pesdemux: out of memory\n"));
}
PesReset(pesdx);
}
@ -672,57 +673,56 @@ static void PesParse(PesDemux * pesdx, const uint8_t * data, int size,
// FIXME: simple+faster detection, if codec already known
r = 0;
if (!r && FastMpegCheck(q)) {
r = MpegCheck(q, n);
codec_id = AV_CODEC_ID_MP2;
r = MpegCheck(q, n);
codec_id = AV_CODEC_ID_MP2;
}
if (!r && FastAc3Check(q)) {
r = Ac3Check(q, n);
codec_id = AV_CODEC_ID_AC3;
if (r > 0 && q[5] > (10 << 3)) {
codec_id = AV_CODEC_ID_EAC3;
}
r = Ac3Check(q, n);
codec_id = AV_CODEC_ID_AC3;
if (r > 0 && q[5] > (10 << 3)) {
codec_id = AV_CODEC_ID_EAC3;
}
}
if (!r && FastLatmCheck(q)) {
r = LatmCheck(q, n);
codec_id = AV_CODEC_ID_AAC_LATM;
r = LatmCheck(q, n);
codec_id = AV_CODEC_ID_AAC_LATM;
}
if (!r && FastAdtsCheck(q)) {
r = AdtsCheck(q, n);
codec_id = AV_CODEC_ID_AAC;
r = AdtsCheck(q, n);
codec_id = AV_CODEC_ID_AAC;
}
if (r < 0) { // need more bytes
break;
break;
}
if (r > 0) {
AVPacket avpkt[1];
AVPacket avpkt[1];
// new codec id, close and open new
if (AudioCodecID != codec_id) {
Debug(3, "pesdemux: new codec %#06x -> %#06x\n",
AudioCodecID, codec_id);
CodecAudioClose(MyAudioDecoder);
CodecAudioOpen(MyAudioDecoder, codec_id);
AudioCodecID = codec_id;
}
av_init_packet(avpkt);
avpkt->data = (void *)q;
avpkt->size = r;
avpkt->pts = pesdx->PTS;
avpkt->dts = pesdx->DTS;
// FIXME: not aligned for ffmpeg
CodecAudioDecode(MyAudioDecoder, avpkt);
pesdx->PTS = AV_NOPTS_VALUE;
pesdx->DTS = AV_NOPTS_VALUE;
pesdx->Skip += r;
// FIXME: switch to decoder state
//pesdx->State = PES_MPEG_DECODE;
break;
// new codec id, close and open new
if (AudioCodecID != codec_id) {
Debug(3, "pesdemux: new codec %#06x -> %#06x\n",
AudioCodecID, codec_id);
CodecAudioClose(MyAudioDecoder);
CodecAudioOpen(MyAudioDecoder, codec_id);
AudioCodecID = codec_id;
}
av_init_packet(avpkt);
avpkt->data = (void *)q;
avpkt->size = r;
avpkt->pts = pesdx->PTS;
avpkt->dts = pesdx->DTS;
// FIXME: not aligned for ffmpeg
CodecAudioDecode(MyAudioDecoder, avpkt);
pesdx->PTS = AV_NOPTS_VALUE;
pesdx->DTS = AV_NOPTS_VALUE;
pesdx->Skip += r;
// FIXME: switch to decoder state
//pesdx->State = PES_MPEG_DECODE;
break;
}
if (AudioCodecID != AV_CODEC_ID_NONE) {
// shouldn't happen after we have a vaild codec
// detected
Debug(4, "pesdemux: skip @%d %02x\n", pesdx->Skip,
q[0]);
// shouldn't happen after we have a vaild codec
// detected
Debug(4, "pesdemux: skip @%d %02x\n", pesdx->Skip,q[0]);
}
// try next byte
++pesdx->Skip;
@ -1024,9 +1024,15 @@ int PlayAudio(const uint8_t * data, int size, uint8_t id)
if (SkipAudio || !MyAudioDecoder) { // skip audio
return size;
}
if (StreamFreezed) { // stream freezed
if (StreamFreezed ) { // stream freezed
return 0;
}
if (AudioDelay) {
Debug(3,"AudioDelay %dms\n",AudioDelay);
usleep(AudioDelay/90);
AudioDelay = 0;
return 0;
}
if (NewAudioStream) {
// this clears the audio ringbuffer indirect, open and setup does it
CodecAudioClose(MyAudioDecoder);
@ -1205,9 +1211,9 @@ int PlayAudio(const uint8_t * data, int size, uint8_t id)
// new codec id, close and open new
if (AudioCodecID != codec_id) {
CodecAudioClose(MyAudioDecoder);
CodecAudioOpen(MyAudioDecoder, codec_id);
AudioCodecID = codec_id;
CodecAudioClose(MyAudioDecoder);
CodecAudioOpen(MyAudioDecoder, codec_id);
AudioCodecID = codec_id;
}
av_init_packet(avpkt);
avpkt->data = (void *)p;
@ -1257,6 +1263,7 @@ int PlayTsAudio(const uint8_t * data, int size)
if (StreamFreezed) { // stream freezed
return 0;
}
if (NewAudioStream) {
// this clears the audio ringbuffer indirect, open and setup does it
CodecAudioClose(MyAudioDecoder);
@ -1279,7 +1286,13 @@ int PlayTsAudio(const uint8_t * data, int size)
return 0;
}
#endif
if (AudioDelay) {
Debug(3,"AudioDelay %dms\n",AudioDelay);
usleep(AudioDelay*1000);
AudioDelay = 0;
// TsDemuxer(tsdx, data, size); // insert dummy audio
}
return TsDemuxer(tsdx, data, size);
}
@ -2498,27 +2511,27 @@ int SetPlayMode(int play_mode)
case 0: // audio/video from decoder
// tell video parser we get new stream
if (MyVideoStream->Decoder && !MyVideoStream->SkipStream) {
// clear buffers on close configured always or replay only
if (ConfigVideoClearOnSwitch || MyVideoStream->ClearClose) {
Clear(); // flush all buffers
MyVideoStream->ClearClose = 0;
}
if (MyVideoStream->CodecID != AV_CODEC_ID_NONE) {
MyVideoStream->NewStream = 1;
MyVideoStream->InvalidPesCounter = 0;
// tell hw decoder we are closing stream
VideoSetClosing(MyVideoStream->HwDecoder);
VideoResetStart(MyVideoStream->HwDecoder);
// clear buffers on close configured always or replay only
if (ConfigVideoClearOnSwitch || MyVideoStream->ClearClose) {
Clear(); // flush all buffers
MyVideoStream->ClearClose = 0;
}
if (MyVideoStream->CodecID != AV_CODEC_ID_NONE) {
MyVideoStream->NewStream = 1;
MyVideoStream->InvalidPesCounter = 0;
// tell hw decoder we are closing stream
VideoSetClosing(MyVideoStream->HwDecoder);
VideoResetStart(MyVideoStream->HwDecoder);
#ifdef DEBUG
VideoSwitch = GetMsTicks();
Debug(3, "video: new stream start\n");
VideoSwitch = GetMsTicks();
Debug(3, "video: new stream start\n");
#endif
}
}
}
if (MyAudioDecoder) { // tell audio parser we have new stream
if (AudioCodecID != AV_CODEC_ID_NONE) {
NewAudioStream = 1;
}
if (AudioCodecID != AV_CODEC_ID_NONE) {
NewAudioStream = 1;
}
}
break;
case 1: // audio/video from player

1426
video.c

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