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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/OpenGLDeckLinkBridge.cpp
Aiden 2317a80ce5
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stutter fix
2026-05-06 11:23:40 +10:00

201 lines
6.7 KiB
C++

#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::RecordFramePacing(BMDOutputFrameCompletionResult completionResult)
{
const auto now = std::chrono::steady_clock::now();
if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
{
mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
else
mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
}
mLastPlayoutCompletionTime = now;
if (completionResult == bmdOutputFrameDisplayedLate)
++mLateFrameCount;
else if (completionResult == bmdOutputFrameDropped)
++mDroppedFrameCount;
else if (completionResult == bmdOutputFrameFlushed)
++mFlushedFrameCount;
mRuntimeHost.SetFramePacingStats(
mCompletionIntervalMilliseconds,
mSmoothedCompletionIntervalMilliseconds,
mMaxCompletionIntervalMilliseconds,
mLateFrameCount,
mDroppedFrameCount,
mFlushedFrameCount);
}
void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mDeckLink.SetInputSourceMissing(hasNoInputSource);
mRuntimeHost.SetSignalStatus(!hasNoInputSource, mDeckLink.InputFrameWidth(), mDeckLink.InputFrameHeight(), mDeckLink.InputDisplayModeName());
if (!mDeckLink.HasInputSource())
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;
RecordFramePacing(completionResult);
EnterCriticalSection(&mMutex);
// Get the first frame from the queue
IDeckLinkMutableVideoFrame* outputVideoFrame = mDeckLink.RotateOutputFrame();
// 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.FrameBudgetMilliseconds();
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)
{
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
outputVideoFrameBuffer->Release();
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes(&pFrame);
if (mRenderer.FastTransferAvailable())
{
if (!mDeckLink.TransferPlayoutFrame(pFrame, mRenderer.OutputTexture()))
OutputDebugStringA("Playback: transferFrame() failed\n");
mPaint();
// Wait for transfer to system memory to complete
mDeckLink.WaitForPlayoutTransferComplete(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();
mDeckLink.AccountForCompletionResult(completionResult);
// Schedule the next frame for playout
mDeckLink.ScheduleOutputFrame(outputVideoFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}