Extract frame transfer callbacks
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This commit is contained in:
2026-05-06 10:53:53 +10:00
parent 5fd24b3f06
commit 1b67777c4a
5 changed files with 235 additions and 149 deletions

View File

@@ -58,6 +58,8 @@ set(APP_SOURCES
"${APP_DIR}/gl/OpenGLComposite.cpp"
"${APP_DIR}/gl/OpenGLComposite.h"
"${APP_DIR}/gl/OpenGLCompositeRuntimeControls.cpp"
"${APP_DIR}/gl/OpenGLDeckLinkBridge.cpp"
"${APP_DIR}/gl/OpenGLDeckLinkBridge.h"
"${APP_DIR}/gl/OpenGLRenderPass.cpp"
"${APP_DIR}/gl/OpenGLRenderPass.h"
"${APP_DIR}/gl/OpenGLRenderer.cpp"

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@@ -45,6 +45,7 @@
#include "OpenGLComposite.h"
#include "GLExtensions.h"
#include "GlRenderConstants.h"
#include "OpenGLDeckLinkBridge.h"
#include "OpenGLRenderPass.h"
#include "OpenGLShaderPrograms.h"
#include "OscServer.h"
@@ -61,6 +62,15 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
{
InitializeCriticalSection(&pMutex);
mRuntimeHost = std::make_unique<RuntimeHost>();
mDeckLinkBridge = std::make_unique<OpenGLDeckLinkBridge>(
*mDeckLink,
*mRenderer,
*mRuntimeHost,
pMutex,
hGLDC,
hGLRC,
[this]() { renderEffect(); },
[this]() { paintGL(); });
mRenderPass = std::make_unique<OpenGLRenderPass>(*mRenderer);
mShaderPrograms = std::make_unique<OpenGLShaderPrograms>(*mRenderer, *mRuntimeHost);
mControlServer = std::make_unique<ControlServer>();
@@ -277,158 +287,15 @@ bool OpenGLComposite::InitOpenGLState()
return true;
}
//
// Update the captured video frame texture
//
// DeckLink delegates still target OpenGLComposite; the bridge owns the per-frame work.
void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mDeckLink->hasNoInputSource = hasNoInputSource;
if (mRuntimeHost)
mRuntimeHost->SetSignalStatus(!hasNoInputSource, mDeckLink->inputFrameWidth, mDeckLink->inputFrameHeight, mDeckLink->inputDisplayModeName);
if (mDeckLink->hasNoInputSource)
return; // don't transfer texture when there's no input
long textureSize = inputFrame->GetRowBytes() * inputFrame->GetHeight();
IDeckLinkVideoBuffer* inputFrameBuffer = NULL;
void* videoPixels;
if (inputFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&inputFrameBuffer) != S_OK)
return;
if (inputFrameBuffer->StartAccess(bmdBufferAccessRead) != S_OK)
{
inputFrameBuffer->Release();
return;
}
inputFrameBuffer->GetBytes(&videoPixels);
EnterCriticalSection(&pMutex);
wglMakeCurrent( hGLDC, hGLRC ); // make OpenGL context current in this thread
if (mRenderer->FastTransferAvailable())
{
CComQIPtr<PinnedMemoryAllocator, &IID_PinnedMemoryAllocator> allocator(inputFrameBuffer);
if (!allocator || !allocator->transferFrame(videoPixels, mRenderer->CaptureTexture()))
OutputDebugStringA("Capture: transferFrame() failed\n");
allocator->waitForTransferComplete(videoPixels);
}
else
{
// Use a straightforward texture buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer->UnpinnedTextureBuffer());
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mRenderer->CaptureTexture());
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink->inputFrameWidth / 2, mDeckLink->inputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
wglMakeCurrent( NULL, NULL );
LeaveCriticalSection(&pMutex);
inputFrameBuffer->EndAccess(bmdBufferAccessRead);
inputFrameBuffer->Release();
mDeckLinkBridge->VideoFrameArrived(inputFrame, hasNoInputSource);
}
// Render the live video texture through the runtime shader into the off-screen framebuffer.
// Read the result back from the frame buffer and schedule it for playout.
void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{
EnterCriticalSection(&pMutex);
// Get the first frame from the queue
IDeckLinkMutableVideoFrame* outputVideoFrame = mDeckLink->outputVideoFrameQueue.front();
mDeckLink->outputVideoFrameQueue.push_back(outputVideoFrame);
mDeckLink->outputVideoFrameQueue.pop_front();
// make GL context current in this thread
wglMakeCurrent( hGLDC, hGLRC );
// Draw the effect output to the off-screen framebuffer.
const auto renderStartTime = std::chrono::steady_clock::now();
if (mRenderer->FastTransferAvailable())
VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::GPUtoCPU);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->CompositeFramebuffer());
renderEffect();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->CompositeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer->OutputFramebuffer());
glBlitFramebuffer(0, 0, mDeckLink->inputFrameWidth, mDeckLink->inputFrameHeight, 0, 0, mDeckLink->outputFrameWidth, mDeckLink->outputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->OutputFramebuffer());
glFlush();
if (mRenderer->FastTransferAvailable())
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::GPUtoCPU);
const auto renderEndTime = std::chrono::steady_clock::now();
if (mRuntimeHost)
{
const double frameBudgetMilliseconds = mDeckLink->frameTimescale != 0
? (static_cast<double>(mDeckLink->frameDuration) * 1000.0) / static_cast<double>(mDeckLink->frameTimescale)
: 0.0;
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost->SetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
}
if (mRuntimeHost)
mRuntimeHost->AdvanceFrame();
IDeckLinkVideoBuffer* outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{
LeaveCriticalSection(&pMutex);
return;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
outputVideoFrameBuffer->Release();
LeaveCriticalSection(&pMutex);
return;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes(&pFrame);
if (mRenderer->FastTransferAvailable())
{
// Finished sampling the capture texture for this frame.
if (!mDeckLink->hasNoInputSource)
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
if (! mDeckLink->playoutAllocator->transferFrame(pFrame, mRenderer->OutputTexture()))
OutputDebugStringA("Playback: transferFrame() failed\n");
paintGL();
// Wait for transfer to system memory to complete
mDeckLink->playoutAllocator->waitForTransferComplete(pFrame);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->OutputFramebuffer());
glReadPixels(0, 0, mDeckLink->outputFrameWidth, mDeckLink->outputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
paintGL();
}
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
outputVideoFrameBuffer->Release();
// If the last completed frame was late or dropped, bump the scheduled time further into the future
if (completionResult == bmdOutputFrameDisplayedLate || completionResult == bmdOutputFrameDropped)
mDeckLink->totalPlayoutFrames += 2;
// Schedule the next frame for playout
HRESULT hr = mDeckLink->output->ScheduleVideoFrame(outputVideoFrame, (mDeckLink->totalPlayoutFrames * mDeckLink->frameDuration), mDeckLink->frameDuration, mDeckLink->frameTimescale);
if (SUCCEEDED(hr))
mDeckLink->totalPlayoutFrames++;
wglMakeCurrent( NULL, NULL );
LeaveCriticalSection(&pMutex);
mDeckLinkBridge->PlayoutFrameCompleted(completedFrame, completionResult);
}
bool OpenGLComposite::Start()

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@@ -63,12 +63,10 @@
#include <vector>
#include <deque>
class PlayoutDelegate;
class CaptureDelegate;
class PinnedMemoryAllocator;
class ControlServer;
class DeckLinkSession;
class OscServer;
class OpenGLDeckLinkBridge;
class OpenGLRenderPass;
class OpenGLShaderPrograms;
@@ -116,6 +114,7 @@ private:
std::unique_ptr<DeckLinkSession> mDeckLink;
std::unique_ptr<OpenGLRenderer> mRenderer;
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<OpenGLDeckLinkBridge> mDeckLinkBridge;
std::unique_ptr<OpenGLRenderPass> mRenderPass;
std::unique_ptr<OpenGLShaderPrograms> mShaderPrograms;
std::unique_ptr<ControlServer> mControlServer;

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@@ -0,0 +1,177 @@
#include "OpenGLDeckLinkBridge.h"
#include "DeckLinkFrameTransfer.h"
#include "DeckLinkSession.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "VideoFrameTransfer.h"
#include <atlbase.h>
#include <chrono>
#include <gl/gl.h>
OpenGLDeckLinkBridge::OpenGLDeckLinkBridge(
DeckLinkSession& deckLink,
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
PaintCallback paint) :
mDeckLink(deckLink),
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc),
mRenderEffect(renderEffect),
mPaint(paint)
{
}
void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mDeckLink.hasNoInputSource = hasNoInputSource;
mRuntimeHost.SetSignalStatus(!hasNoInputSource, mDeckLink.inputFrameWidth, mDeckLink.inputFrameHeight, mDeckLink.inputDisplayModeName);
if (mDeckLink.hasNoInputSource)
return; // don't transfer texture when there's no input
long textureSize = inputFrame->GetRowBytes() * inputFrame->GetHeight();
IDeckLinkVideoBuffer* inputFrameBuffer = NULL;
void* videoPixels;
if (inputFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&inputFrameBuffer) != S_OK)
return;
if (inputFrameBuffer->StartAccess(bmdBufferAccessRead) != S_OK)
{
inputFrameBuffer->Release();
return;
}
inputFrameBuffer->GetBytes(&videoPixels);
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc); // make OpenGL context current in this thread
if (mRenderer.FastTransferAvailable())
{
CComQIPtr<PinnedMemoryAllocator, &IID_PinnedMemoryAllocator> allocator(inputFrameBuffer);
if (!allocator || !allocator->transferFrame(videoPixels, mRenderer.CaptureTexture()))
OutputDebugStringA("Capture: transferFrame() failed\n");
allocator->waitForTransferComplete(videoPixels);
}
else
{
// Use a straightforward texture buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.UnpinnedTextureBuffer());
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink.inputFrameWidth / 2, mDeckLink.inputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
inputFrameBuffer->EndAccess(bmdBufferAccessRead);
inputFrameBuffer->Release();
}
void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{
(void)completedFrame;
EnterCriticalSection(&mMutex);
// Get the first frame from the queue
IDeckLinkMutableVideoFrame* outputVideoFrame = mDeckLink.outputVideoFrameQueue.front();
mDeckLink.outputVideoFrameQueue.push_back(outputVideoFrame);
mDeckLink.outputVideoFrameQueue.pop_front();
// make GL context current in this thread
wglMakeCurrent(mHdc, mHglrc);
// Draw the effect output to the off-screen framebuffer.
const auto renderStartTime = std::chrono::steady_clock::now();
if (mRenderer.FastTransferAvailable())
VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::GPUtoCPU);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
mRenderEffect();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glBlitFramebuffer(0, 0, mDeckLink.inputFrameWidth, mDeckLink.inputFrameHeight, 0, 0, mDeckLink.outputFrameWidth, mDeckLink.outputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glFlush();
if (mRenderer.FastTransferAvailable())
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::GPUtoCPU);
const auto renderEndTime = std::chrono::steady_clock::now();
const double frameBudgetMilliseconds = mDeckLink.frameTimescale != 0
? (static_cast<double>(mDeckLink.frameDuration) * 1000.0) / static_cast<double>(mDeckLink.frameTimescale)
: 0.0;
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost.SetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
mRuntimeHost.AdvanceFrame();
IDeckLinkVideoBuffer* outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{
LeaveCriticalSection(&mMutex);
return;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
outputVideoFrameBuffer->Release();
LeaveCriticalSection(&mMutex);
return;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes(&pFrame);
if (mRenderer.FastTransferAvailable())
{
// Finished sampling the capture texture for this frame.
if (!mDeckLink.hasNoInputSource)
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
if (!mDeckLink.playoutAllocator->transferFrame(pFrame, mRenderer.OutputTexture()))
OutputDebugStringA("Playback: transferFrame() failed\n");
mPaint();
// Wait for transfer to system memory to complete
mDeckLink.playoutAllocator->waitForTransferComplete(pFrame);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadPixels(0, 0, mDeckLink.outputFrameWidth, mDeckLink.outputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
mPaint();
}
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
outputVideoFrameBuffer->Release();
// If the last completed frame was late or dropped, bump the scheduled time further into the future
if (completionResult == bmdOutputFrameDisplayedLate || completionResult == bmdOutputFrameDropped)
mDeckLink.totalPlayoutFrames += 2;
// Schedule the next frame for playout
HRESULT hr = mDeckLink.output->ScheduleVideoFrame(outputVideoFrame, (mDeckLink.totalPlayoutFrames * mDeckLink.frameDuration), mDeckLink.frameDuration, mDeckLink.frameTimescale);
if (SUCCEEDED(hr))
mDeckLink.totalPlayoutFrames++;
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}

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@@ -0,0 +1,41 @@
#pragma once
#include "DeckLinkAPI_h.h"
#include <windows.h>
#include <functional>
class DeckLinkSession;
class OpenGLRenderer;
class RuntimeHost;
class OpenGLDeckLinkBridge
{
public:
using RenderEffectCallback = std::function<void()>;
using PaintCallback = std::function<void()>;
OpenGLDeckLinkBridge(
DeckLinkSession& deckLink,
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
PaintCallback paint);
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult);
private:
DeckLinkSession& mDeckLink;
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
CRITICAL_SECTION& mMutex;
HDC mHdc;
HGLRC mHglrc;
RenderEffectCallback mRenderEffect;
PaintCallback mPaint;
};