re organisation
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#include "OpenGLVideoIOBridge.h"
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#include "OpenGLRenderer.h"
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#include "RuntimeHost.h"
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#include <chrono>
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#include <gl/gl.h>
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OpenGLVideoIOBridge::OpenGLVideoIOBridge(
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VideoIODevice& videoIO,
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OpenGLRenderer& renderer,
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OpenGLRenderPipeline& renderPipeline,
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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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mVideoIO(videoIO),
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mRenderer(renderer),
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mRenderPipeline(renderPipeline),
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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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{
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}
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void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionResult)
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{
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const auto now = std::chrono::steady_clock::now();
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if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
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{
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mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
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if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
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mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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else
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mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
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if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
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mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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}
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mLastPlayoutCompletionTime = now;
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if (completionResult == VideoIOCompletionResult::DisplayedLate)
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++mLateFrameCount;
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else if (completionResult == VideoIOCompletionResult::Dropped)
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++mDroppedFrameCount;
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else if (completionResult == VideoIOCompletionResult::Flushed)
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++mFlushedFrameCount;
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mRuntimeHost.TrySetFramePacingStats(
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mCompletionIntervalMilliseconds,
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mSmoothedCompletionIntervalMilliseconds,
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mMaxCompletionIntervalMilliseconds,
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mLateFrameCount,
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mDroppedFrameCount,
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mFlushedFrameCount);
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}
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void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
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{
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const VideoIOState& state = mVideoIO.State();
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mRuntimeHost.TrySetSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
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if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
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return; // don't transfer texture when there's no input
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const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
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EnterCriticalSection(&mMutex);
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wglMakeCurrent(mHdc, mHglrc); // make OpenGL context current in this thread
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
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glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, inputFrame.bytes, 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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if (inputFrame.pixelFormat == VideoIOPixelFormat::V210)
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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else
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, 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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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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}
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void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& completion)
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{
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RecordFramePacing(completion.result);
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EnterCriticalSection(&mMutex);
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VideoIOOutputFrame outputFrame;
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if (!mVideoIO.BeginOutputFrame(outputFrame))
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{
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LeaveCriticalSection(&mMutex);
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return;
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}
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const VideoIOState& state = mVideoIO.State();
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RenderPipelineFrameContext frameContext;
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frameContext.videoState = state;
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frameContext.completion = completion;
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// make GL context current in this thread
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wglMakeCurrent(mHdc, mHglrc);
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mRenderPipeline.RenderFrame(frameContext, outputFrame);
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mVideoIO.EndOutputFrame(outputFrame);
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mVideoIO.AccountForCompletionResult(completion.result);
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// Schedule the next frame for playout
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mVideoIO.ScheduleOutputFrame(outputFrame);
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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}
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