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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/pipeline/OpenGLVideoIOBridge.cpp
Aiden 4ffbb97abf
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Video backend
2026-05-09 14:15:49 +10:00

136 lines
4.2 KiB
C++

#include "OpenGLVideoIOBridge.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include <chrono>
#include <gl/gl.h>
OpenGLVideoIOBridge::OpenGLVideoIOBridge(
VideoIODevice* videoIO,
OpenGLRenderer& renderer,
OpenGLRenderPipeline& renderPipeline,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc) :
mVideoIO(videoIO),
mRenderer(renderer),
mRenderPipeline(renderPipeline),
mRuntimeHost(runtimeHost),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc)
{
}
void OpenGLVideoIOBridge::SetVideoIODevice(VideoIODevice* videoIO)
{
mVideoIO = videoIO;
}
void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult 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 == VideoIOCompletionResult::DisplayedLate)
++mLateFrameCount;
else if (completionResult == VideoIOCompletionResult::Dropped)
++mDroppedFrameCount;
else if (completionResult == VideoIOCompletionResult::Flushed)
++mFlushedFrameCount;
mRuntimeHost.TrySetFramePacingStats(
mCompletionIntervalMilliseconds,
mSmoothedCompletionIntervalMilliseconds,
mMaxCompletionIntervalMilliseconds,
mLateFrameCount,
mDroppedFrameCount,
mFlushedFrameCount);
}
void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
{
if (mVideoIO == nullptr)
return;
const VideoIOState& state = mVideoIO->State();
mRuntimeHost.TrySetSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
return; // don't transfer texture when there's no input
const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc); // make OpenGL context current in this thread
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, inputFrame.bytes, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data.
if (inputFrame.pixelFormat == VideoIOPixelFormat::V210)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, 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);
}
void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& completion)
{
if (mVideoIO == nullptr)
return;
RecordFramePacing(completion.result);
EnterCriticalSection(&mMutex);
VideoIOOutputFrame outputFrame;
if (!mVideoIO->BeginOutputFrame(outputFrame))
{
LeaveCriticalSection(&mMutex);
return;
}
const VideoIOState& state = mVideoIO->State();
RenderPipelineFrameContext frameContext;
frameContext.videoState = state;
frameContext.completion = completion;
// make GL context current in this thread
wglMakeCurrent(mHdc, mHglrc);
mRenderPipeline.RenderFrame(frameContext, outputFrame);
mVideoIO->EndOutputFrame(outputFrame);
mVideoIO->AccountForCompletionResult(completion.result);
// Schedule the next frame for playout
mVideoIO->ScheduleOutputFrame(outputFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}