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 ($(YADIF),1)
CONFIG += -DYADIF # Yadif only with CUVID
endif
@ -238,7 +250,7 @@ ifeq ($(CUVID),1)
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 +=

48
audio.c
View File

@ -143,6 +143,7 @@ static volatile char AudioRunning; ///< thread running / stopped
static volatile char AudioPaused; ///< audio paused
static volatile char AudioVideoIsReady; ///< video ready start early
static int AudioSkip; ///< skip audio to sync to video
int AudioDelay; /// delay audio to sync to video
static const int AudioBytesProSample = 2; ///< number of bytes per sample
@ -705,6 +706,7 @@ static int AudioRingAdd(unsigned sample_rate, int channels, int passthrough)
// tell thread, that there is something todo
AudioRunning = 1;
pthread_cond_signal(&AudioStartCond);
Debug(3,"Start on AudioRingAdd\n");
}
#endif
@ -894,8 +896,9 @@ static int AlsaPlayRingbuffer(void)
}
RingBufferReadAdvance(AudioRing[AudioRingRead].RingBuffer, avail);
first = 0;
}
}
return 0;
}
@ -1008,8 +1011,7 @@ static snd_pcm_t *AlsaOpenPCM(int passthrough)
device = "default";
}
if (!AudioDoingInit) { // reduce blabla during init
Info(_("audio/alsa: using %sdevice '%s'\n"),
passthrough ? "pass-through " : "", device);
Info(_("audio/alsa: using %sdevice '%s'\n"), passthrough ? "pass-through " : "", device);
}
//
// for AC3 pass-through try to set the non-audio bit, use AES0=6
@ -1035,8 +1037,7 @@ static snd_pcm_t *AlsaOpenPCM(int passthrough)
if ((err =
snd_pcm_open(&handle, device, SND_PCM_STREAM_PLAYBACK,
SND_PCM_NONBLOCK)) < 0) {
Error(_("audio/alsa: playback open '%s' error: %s\n"), device,
snd_strerror(err));
Error(_("audio/alsa: playback open '%s' error: %s\n"), device, snd_strerror(err));
return NULL;
}
@ -1064,8 +1065,7 @@ static void AlsaInitPCM(void)
snd_pcm_hw_params_alloca(&hw_params);
// choose all parameters
if ((err = snd_pcm_hw_params_any(handle, hw_params)) < 0) {
Error(_
("audio: snd_pcm_hw_params_any: no configurations available: %s\n"),
Error(_("audio: snd_pcm_hw_params_any: no configurations available: %s\n"),
snd_strerror(err));
}
AlsaCanPause = snd_pcm_hw_params_can_pause(hw_params);
@ -1185,8 +1185,7 @@ static int64_t AlsaGetDelay(void)
delay = 0L;
}
pts =
((int64_t) delay * 90 * 1000) / AudioRing[AudioRingRead].HwSampleRate;
pts = ((int64_t) delay * 90 * 1000) / AudioRing[AudioRingRead].HwSampleRate;
return pts;
}
@ -1319,8 +1318,7 @@ static int AlsaSetup(int *freq, int *channels, int passthrough)
}
if (AudioStartThreshold <
(*freq * *channels * AudioBytesProSample * delay) / 1000U) {
AudioStartThreshold =
(*freq * *channels * AudioBytesProSample * delay) / 1000U;
AudioStartThreshold = (*freq * *channels * AudioBytesProSample * delay) / 1000U;
}
// no bigger, than 1/3 the buffer
if (AudioStartThreshold > AudioRingBufferSize / 3) {
@ -2116,7 +2114,7 @@ static void *AudioPlayHandlerThread(void *dummy)
AudioUsedModule->FlushBuffers();
atomic_sub(flush, &AudioRingFilled);
if (AudioNextRing()) {
Debug(3, "audio: break after flush\n");
Debug(3, "audio: HandlerThread break after flush\n");
break;
}
Debug(3, "audio: continue after flush\n");
@ -2137,6 +2135,7 @@ static void *AudioPlayHandlerThread(void *dummy)
// underrun, and no new ring buffer, goto sleep.
if (!atomic_read(&AudioRingFilled)) {
Debug(3,"audio: HandlerThread Underrun with no new data\n");
break;
}
@ -2159,6 +2158,7 @@ static void *AudioPlayHandlerThread(void *dummy)
|| old_channels != channels) {
// FIXME: wait for buffer drain
if (AudioNextRing()) {
Debug(3,"audio: HandlerThread break on nextring");
break;
}
} else {
@ -2168,6 +2168,7 @@ static void *AudioPlayHandlerThread(void *dummy)
}
// FIXME: check AudioPaused ...Thread()
if (AudioPaused) {
Debug(3,"audio: HandlerThread break on paused");
break;
}
} while (AudioRing[AudioRingRead].HwSampleRate);
@ -2333,12 +2334,14 @@ void AudioEnqueue(const void *samples, int count)
}
// forced start or enough video + audio buffered
// for some exotic channels * 4 too small
if (AudioStartThreshold * 4 < n || (AudioVideoIsReady
// if (AudioStartThreshold * 4 < n || (AudioVideoIsReady
if ((AudioVideoIsReady
&& AudioStartThreshold < n)) {
// restart play-back
// no lock needed, can wakeup next time
AudioRunning = 1;
pthread_cond_signal(&AudioStartCond);
Debug(3,"Start on AudioEnque\n");
}
}
// Update audio clock (stupid gcc developers thinks INT64_C is unsigned)
@ -2380,29 +2383,27 @@ void AudioVideoReady(int64_t pts)
(used * 90 * 1000) / (AudioRing[AudioRingWrite].HwSampleRate *
AudioRing[AudioRingWrite].HwChannels * AudioBytesProSample);
Debug(3, "audio: a/v sync buf(%d,%4zdms) %s|%s = %dms %s\n",
Debug(3, "audio: a/v sync buf(%d,%4zdms) %s | %s = %dms %s\n",
atomic_read(&AudioRingFilled),
(used * 1000) / (AudioRing[AudioRingWrite].HwSampleRate *
AudioRing[AudioRingWrite].HwChannels * AudioBytesProSample),
Timestamp2String(pts), Timestamp2String(audio_pts),
(int)(pts - audio_pts) / 90, AudioRunning ? "running" : "ready");
if (!AudioRunning) {
if (!AudioRunning || 1) {
int skip;
// buffer ~15 video frames
// FIXME: HDTV can use smaller video buffer
skip =
pts - 15 * 20 * 90 - AudioBufferTime * 90 - audio_pts +
VideoAudioDelay;
pts - 15 * 20 * 90 - AudioBufferTime * 90 - audio_pts + VideoAudioDelay;
#ifdef DEBUG
fprintf(stderr, "%dms %dms %dms\n", (int)(pts - audio_pts) / 90,
VideoAudioDelay / 90, skip / 90);
#endif
// guard against old PTS
if (skip > 0 && skip < 2000 * 90) {
skip = (((int64_t) skip * AudioRing[AudioRingWrite].HwSampleRate)
/ (1000 * 90))
if (skip > 0 && skip < 4000 * 90) {
skip = (((int64_t) skip * AudioRing[AudioRingWrite].HwSampleRate) / (1000 * 90))
* AudioRing[AudioRingWrite].HwChannels * AudioBytesProSample;
// FIXME: round to packet size
if ((unsigned)skip > used) {
@ -2417,12 +2418,18 @@ void AudioVideoReady(int64_t pts)
used = RingBufferUsedBytes(AudioRing[AudioRingWrite].RingBuffer);
}
else {
Debug(3,"No audio skip -> should skip %d\n",skip/90);
AudioRunning = 0;
usleep(abs(skip/90)*1000);
}
// FIXME: skip<0 we need bigger audio buffer
// enough video + audio buffered
if (AudioStartThreshold < used) {
AudioRunning = 1;
pthread_cond_signal(&AudioStartCond);
Debug(3,"Start on AudioVideoReady\n");
}
}
@ -2515,6 +2522,7 @@ void AudioFlushBuffers(void)
if (!AudioRunning) { // wakeup thread to flush buffers
AudioRunning = 1;
pthread_cond_signal(&AudioStartCond);
Debug(3,"Start on Flush\n");
}
// FIXME: waiting on zero isn't correct, but currently works
if (!atomic_read(&AudioRingFilled)) {

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;
@ -1841,6 +1842,7 @@ void CodecAudioDecode(AudioDecoder * audio_decoder, const AVPacket * avpkt)
Debug(3, "codec: receiving audio frame failed");
return;
}
if (ret >= 0) {
// update audio clock
if (avpkt->pts != (int64_t) AV_NOPTS_VALUE) {

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(
@ -1341,6 +1377,10 @@ 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
@ -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);
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
@ -721,8 +722,7 @@ static void PesParse(PesDemux * pesdx, const uint8_t * data, int size,
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]);
Debug(4, "pesdemux: skip @%d %02x\n", pesdx->Skip,q[0]);
}
// try next byte
++pesdx->Skip;
@ -1024,7 +1024,13 @@ 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) {
@ -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);
}

1370
video.c

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