Extract frame transfer callbacks
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#include "OpenGLDeckLinkBridge.h"
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#include "DeckLinkFrameTransfer.h"
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#include "DeckLinkSession.h"
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#include "OpenGLRenderer.h"
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#include "RuntimeHost.h"
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#include "VideoFrameTransfer.h"
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#include <atlbase.h>
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#include <chrono>
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#include <gl/gl.h>
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OpenGLDeckLinkBridge::OpenGLDeckLinkBridge(
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DeckLinkSession& deckLink,
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OpenGLRenderer& renderer,
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RuntimeHost& runtimeHost,
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CRITICAL_SECTION& mutex,
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HDC hdc,
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HGLRC hglrc,
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RenderEffectCallback renderEffect,
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PaintCallback paint) :
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mDeckLink(deckLink),
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mRenderer(renderer),
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mRuntimeHost(runtimeHost),
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mMutex(mutex),
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mHdc(hdc),
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mHglrc(hglrc),
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mRenderEffect(renderEffect),
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mPaint(paint)
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{
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}
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void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
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{
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mDeckLink.hasNoInputSource = hasNoInputSource;
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mRuntimeHost.SetSignalStatus(!hasNoInputSource, mDeckLink.inputFrameWidth, mDeckLink.inputFrameHeight, mDeckLink.inputDisplayModeName);
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if (mDeckLink.hasNoInputSource)
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return; // don't transfer texture when there's no input
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long textureSize = inputFrame->GetRowBytes() * inputFrame->GetHeight();
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IDeckLinkVideoBuffer* inputFrameBuffer = NULL;
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void* videoPixels;
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if (inputFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&inputFrameBuffer) != S_OK)
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return;
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if (inputFrameBuffer->StartAccess(bmdBufferAccessRead) != S_OK)
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{
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inputFrameBuffer->Release();
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return;
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}
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inputFrameBuffer->GetBytes(&videoPixels);
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc); // make OpenGL context current in this thread
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if (mRenderer.FastTransferAvailable())
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{
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CComQIPtr<PinnedMemoryAllocator, &IID_PinnedMemoryAllocator> allocator(inputFrameBuffer);
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if (!allocator || !allocator->transferFrame(videoPixels, mRenderer.CaptureTexture()))
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OutputDebugStringA("Capture: transferFrame() failed\n");
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allocator->waitForTransferComplete(videoPixels);
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}
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else
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{
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// Use a straightforward texture buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.UnpinnedTextureBuffer());
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glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
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// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink.inputFrameWidth / 2, mDeckLink.inputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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inputFrameBuffer->EndAccess(bmdBufferAccessRead);
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inputFrameBuffer->Release();
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}
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void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
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{
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(void)completedFrame;
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EnterCriticalSection(&mMutex);
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// Get the first frame from the queue
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IDeckLinkMutableVideoFrame* outputVideoFrame = mDeckLink.outputVideoFrameQueue.front();
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mDeckLink.outputVideoFrameQueue.push_back(outputVideoFrame);
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mDeckLink.outputVideoFrameQueue.pop_front();
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// make GL context current in this thread
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wglMakeCurrent(mHdc, mHglrc);
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// Draw the effect output to the off-screen framebuffer.
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const auto renderStartTime = std::chrono::steady_clock::now();
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if (mRenderer.FastTransferAvailable())
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VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::GPUtoCPU);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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mRenderEffect();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glBlitFramebuffer(0, 0, mDeckLink.inputFrameWidth, mDeckLink.inputFrameHeight, 0, 0, mDeckLink.outputFrameWidth, mDeckLink.outputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glFlush();
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if (mRenderer.FastTransferAvailable())
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::GPUtoCPU);
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const auto renderEndTime = std::chrono::steady_clock::now();
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const double frameBudgetMilliseconds = mDeckLink.frameTimescale != 0
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? (static_cast<double>(mDeckLink.frameDuration) * 1000.0) / static_cast<double>(mDeckLink.frameTimescale)
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: 0.0;
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const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
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mRuntimeHost.SetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
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mRuntimeHost.AdvanceFrame();
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IDeckLinkVideoBuffer* outputVideoFrameBuffer;
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if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
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{
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LeaveCriticalSection(&mMutex);
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return;
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}
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if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
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{
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outputVideoFrameBuffer->Release();
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LeaveCriticalSection(&mMutex);
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return;
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}
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void* pFrame;
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outputVideoFrameBuffer->GetBytes(&pFrame);
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if (mRenderer.FastTransferAvailable())
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{
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// Finished sampling the capture texture for this frame.
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if (!mDeckLink.hasNoInputSource)
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
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if (!mDeckLink.playoutAllocator->transferFrame(pFrame, mRenderer.OutputTexture()))
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OutputDebugStringA("Playback: transferFrame() failed\n");
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mPaint();
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// Wait for transfer to system memory to complete
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mDeckLink.playoutAllocator->waitForTransferComplete(pFrame);
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glReadPixels(0, 0, mDeckLink.outputFrameWidth, mDeckLink.outputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
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mPaint();
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}
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outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
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outputVideoFrameBuffer->Release();
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// If the last completed frame was late or dropped, bump the scheduled time further into the future
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if (completionResult == bmdOutputFrameDisplayedLate || completionResult == bmdOutputFrameDropped)
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mDeckLink.totalPlayoutFrames += 2;
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// Schedule the next frame for playout
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HRESULT hr = mDeckLink.output->ScheduleVideoFrame(outputVideoFrame, (mDeckLink.totalPlayoutFrames * mDeckLink.frameDuration), mDeckLink.frameDuration, mDeckLink.frameTimescale);
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if (SUCCEEDED(hr))
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mDeckLink.totalPlayoutFrames++;
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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}
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