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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/OpenGLComposite.cpp
Aiden 7dc4b552a5
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OSC updates and video resolution fixes
2026-05-03 14:33:33 +10:00

2697 lines
88 KiB
C++

/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
#include "ControlServer.h"
#include "OpenGLComposite.h"
#include "GLExtensions.h"
#include "OscServer.h"
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <cctype>
#include <wincodec.h>
#include <set>
#include <sstream>
#include <string>
#include <vector>
#include <initguid.h>
DEFINE_GUID(IID_PinnedMemoryAllocator,
0xddf921a6, 0x279d, 0x4dcd, 0x86, 0x26, 0x75, 0x7f, 0x58, 0xa8, 0xc4, 0x35);
namespace
{
constexpr GLuint kDecodedVideoTextureUnit = 1;
constexpr GLuint kSourceHistoryTextureUnitBase = 2;
constexpr GLuint kPackedVideoTextureUnit = 2;
constexpr GLuint kGlobalParamsBindingPoint = 0;
const char* kVertexShaderSource =
"#version 430 core\n"
"out vec2 vTexCoord;\n"
"void main()\n"
"{\n"
" vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n"
" vec2 texCoords[3] = vec2[3](vec2(0.0, 0.0), vec2(2.0, 0.0), vec2(0.0, 2.0));\n"
" gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);\n"
" vTexCoord = texCoords[gl_VertexID];\n"
"}\n";
const char* kDecodeFragmentShaderSource =
"#version 430 core\n"
"layout(binding = 2) uniform sampler2D uPackedVideoInput;\n"
"uniform vec2 uPackedVideoResolution;\n"
"uniform vec2 uDecodedVideoResolution;\n"
"in vec2 vTexCoord;\n"
"layout(location = 0) out vec4 fragColor;\n"
"vec4 rec709YCbCr2rgba(float Y, float Cb, float Cr, float a)\n"
"{\n"
" Y = (Y * 256.0 - 16.0) / 219.0;\n"
" Cb = (Cb * 256.0 - 16.0) / 224.0 - 0.5;\n"
" Cr = (Cr * 256.0 - 16.0) / 224.0 - 0.5;\n"
" return vec4(Y + 1.5748 * Cr, Y - 0.1873 * Cb - 0.4681 * Cr, Y + 1.8556 * Cb, a);\n"
"}\n"
"void main()\n"
"{\n"
" vec2 correctedUv = vec2(vTexCoord.x, 1.0 - vTexCoord.y);\n"
" ivec2 decodedSize = ivec2(max(uDecodedVideoResolution, vec2(1.0, 1.0)));\n"
" ivec2 outputCoord = clamp(ivec2(correctedUv * vec2(decodedSize)), ivec2(0, 0), decodedSize - ivec2(1, 1));\n"
" ivec2 packedSize = ivec2(max(uPackedVideoResolution, vec2(1.0, 1.0)));\n"
" ivec2 packedCoord = ivec2(clamp(outputCoord.x / 2, 0, packedSize.x - 1), clamp(outputCoord.y, 0, packedSize.y - 1));\n"
" vec4 macroPixel = texelFetch(uPackedVideoInput, packedCoord, 0);\n"
" float ySample = (outputCoord.x & 1) != 0 ? macroPixel.a : macroPixel.g;\n"
" fragColor = rec709YCbCr2rgba(ySample, macroPixel.b, macroPixel.r, 1.0);\n"
"}\n";
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
std::string NormalizeModeToken(const std::string& value)
{
std::string normalized;
for (unsigned char ch : value)
{
if (std::isalnum(ch))
normalized.push_back(static_cast<char>(std::tolower(ch)));
}
return normalized;
}
bool ResolveConfiguredDisplayMode(const std::string& videoFormat, const std::string& frameRate, BMDDisplayMode& displayMode, std::string& displayModeName)
{
const std::string formatToken = NormalizeModeToken(videoFormat);
const std::string frameToken = NormalizeModeToken(frameRate);
const std::string combinedToken = formatToken + frameToken;
struct ModeOption
{
const char* token;
BMDDisplayMode mode;
const char* displayName;
};
static const ModeOption options[] =
{
{ "720p50", bmdModeHD720p50, "720p50" },
{ "hd720p50", bmdModeHD720p50, "720p50" },
{ "720p5994", bmdModeHD720p5994, "720p59.94" },
{ "hd720p5994", bmdModeHD720p5994, "720p59.94" },
{ "720p60", bmdModeHD720p60, "720p60" },
{ "hd720p60", bmdModeHD720p60, "720p60" },
{ "1080i50", bmdModeHD1080i50, "1080i50" },
{ "hd1080i50", bmdModeHD1080i50, "1080i50" },
{ "1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "hd1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "1080i60", bmdModeHD1080i6000, "1080i60" },
{ "hd1080i60", bmdModeHD1080i6000, "1080i60" },
{ "1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "hd1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "1080p24", bmdModeHD1080p24, "1080p24" },
{ "hd1080p24", bmdModeHD1080p24, "1080p24" },
{ "1080p25", bmdModeHD1080p25, "1080p25" },
{ "hd1080p25", bmdModeHD1080p25, "1080p25" },
{ "1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "hd1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "1080p30", bmdModeHD1080p30, "1080p30" },
{ "hd1080p30", bmdModeHD1080p30, "1080p30" },
{ "1080p50", bmdModeHD1080p50, "1080p50" },
{ "hd1080p50", bmdModeHD1080p50, "1080p50" },
{ "1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "hd1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "1080p60", bmdModeHD1080p6000, "1080p60" },
{ "hd1080p60", bmdModeHD1080p6000, "1080p60" },
{ "2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "4k2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "2160p24", bmdMode4K2160p24, "2160p24" },
{ "4k2160p24", bmdMode4K2160p24, "2160p24" },
{ "2160p25", bmdMode4K2160p25, "2160p25" },
{ "4k2160p25", bmdMode4K2160p25, "2160p25" },
{ "2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "4k2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "2160p30", bmdMode4K2160p30, "2160p30" },
{ "4k2160p30", bmdMode4K2160p30, "2160p30" },
{ "2160p50", bmdMode4K2160p50, "2160p50" },
{ "4k2160p50", bmdMode4K2160p50, "2160p50" },
{ "2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "4k2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "2160p60", bmdMode4K2160p60, "2160p60" },
{ "4k2160p60", bmdMode4K2160p60, "2160p60" }
};
for (const ModeOption& option : options)
{
if (combinedToken == option.token || (frameToken.empty() && formatToken == option.token))
{
displayMode = option.mode;
displayModeName = option.displayName;
return true;
}
}
return false;
}
bool FindDeckLinkDisplayMode(IDeckLinkDisplayModeIterator* iterator, BMDDisplayMode targetMode, IDeckLinkDisplayMode** foundMode)
{
if (!iterator || !foundMode)
return false;
*foundMode = NULL;
IDeckLinkDisplayMode* candidate = NULL;
while (iterator->Next(&candidate) == S_OK)
{
if (candidate->GetDisplayMode() == targetMode)
{
*foundMode = candidate;
return true;
}
candidate->Release();
candidate = NULL;
}
return false;
}
class ScopedGlShader
{
public:
explicit ScopedGlShader(GLuint shader = 0) : mShader(shader) {}
~ScopedGlShader() { reset(); }
ScopedGlShader(const ScopedGlShader&) = delete;
ScopedGlShader& operator=(const ScopedGlShader&) = delete;
GLuint get() const { return mShader; }
GLuint release()
{
GLuint shader = mShader;
mShader = 0;
return shader;
}
void reset(GLuint shader = 0)
{
if (mShader != 0)
glDeleteShader(mShader);
mShader = shader;
}
private:
GLuint mShader;
};
class ScopedGlProgram
{
public:
explicit ScopedGlProgram(GLuint program = 0) : mProgram(program) {}
~ScopedGlProgram() { reset(); }
ScopedGlProgram(const ScopedGlProgram&) = delete;
ScopedGlProgram& operator=(const ScopedGlProgram&) = delete;
GLuint get() const { return mProgram; }
GLuint release()
{
GLuint program = mProgram;
mProgram = 0;
return program;
}
void reset(GLuint program = 0)
{
if (mProgram != 0)
glDeleteProgram(mProgram);
mProgram = program;
}
private:
GLuint mProgram;
};
std::size_t AlignStd140(std::size_t offset, std::size_t alignment)
{
const std::size_t mask = alignment - 1;
return (offset + mask) & ~mask;
}
template <typename TValue>
void AppendStd140Value(std::vector<unsigned char>& buffer, std::size_t alignment, const TValue& value)
{
const std::size_t offset = AlignStd140(buffer.size(), alignment);
if (buffer.size() < offset + sizeof(TValue))
buffer.resize(offset + sizeof(TValue), 0);
std::memcpy(buffer.data() + offset, &value, sizeof(TValue));
}
void AppendStd140Float(std::vector<unsigned char>& buffer, float value)
{
AppendStd140Value(buffer, 4, value);
}
void AppendStd140Int(std::vector<unsigned char>& buffer, int value)
{
AppendStd140Value(buffer, 4, value);
}
void AppendStd140Vec2(std::vector<unsigned char>& buffer, float x, float y)
{
const std::size_t offset = AlignStd140(buffer.size(), 8);
if (buffer.size() < offset + sizeof(float) * 2)
buffer.resize(offset + sizeof(float) * 2, 0);
float values[2] = { x, y };
std::memcpy(buffer.data() + offset, values, sizeof(values));
}
void AppendStd140Vec4(std::vector<unsigned char>& buffer, float x, float y, float z, float w)
{
const std::size_t offset = AlignStd140(buffer.size(), 16);
if (buffer.size() < offset + sizeof(float) * 4)
buffer.resize(offset + sizeof(float) * 4, 0);
float values[4] = { x, y, z, w };
std::memcpy(buffer.data() + offset, values, sizeof(values));
}
}
OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
hGLWnd(hWnd), hGLDC(hDC), hGLRC(hRC),
mCaptureDelegate(NULL), mPlayoutDelegate(NULL),
mDLInput(NULL), mDLOutput(NULL), mDLKeyer(NULL),
mPlayoutAllocator(NULL),
mInputFrameWidth(0), mInputFrameHeight(0),
mOutputFrameWidth(0), mOutputFrameHeight(0),
mInputDisplayModeName("1080p59.94"),
mOutputDisplayModeName("1080p59.94"),
mHasNoInputSource(true),
mDeckLinkSupportsInternalKeying(false),
mDeckLinkSupportsExternalKeying(false),
mDeckLinkKeyerInterfaceAvailable(false),
mDeckLinkExternalKeyingActive(false),
mFastTransferExtensionAvailable(false),
mCaptureTexture(0),
mDecodedTexture(0),
mLayerTempTexture(0),
mFBOTexture(0),
mOutputTexture(0),
mUnpinnedTextureBuffer(0),
mDecodeFrameBuf(0),
mLayerTempFrameBuf(0),
mIdFrameBuf(0),
mOutputFrameBuf(0),
mIdColorBuf(0),
mIdDepthBuf(0),
mFullscreenVAO(0),
mGlobalParamsUBO(0),
mDecodeProgram(0),
mDecodeVertexShader(0),
mDecodeFragmentShader(0),
mGlobalParamsUBOSize(0),
mViewWidth(0),
mViewHeight(0),
mTemporalHistoryNeedsReset(true)
{
InitializeCriticalSection(&pMutex);
mRuntimeHost = std::make_unique<RuntimeHost>();
mControlServer = std::make_unique<ControlServer>();
mOscServer = std::make_unique<OscServer>();
}
OpenGLComposite::~OpenGLComposite()
{
// Cleanup for Capture
if (mDLInput != NULL)
{
mDLInput->SetCallback(NULL);
mDLInput->Release();
mDLInput = NULL;
}
if (mCaptureDelegate != NULL)
{
mCaptureDelegate->Release();
mCaptureDelegate = NULL;
}
// Cleanup for Playout
while (!mDLOutputVideoFrameQueue.empty())
{
IDeckLinkMutableVideoFrame* frameToRelease = mDLOutputVideoFrameQueue.front();
if (frameToRelease != NULL)
{
frameToRelease->Release();
frameToRelease = NULL;
}
mDLOutputVideoFrameQueue.pop_front();
}
if (mDLOutput != NULL)
{
if (mDLKeyer != NULL)
{
mDLKeyer->Disable();
mDLKeyer->Release();
mDLKeyer = NULL;
}
mDLOutput->SetScheduledFrameCompletionCallback(NULL);
mDLOutput->Release();
mDLOutput = NULL;
}
if (mPlayoutDelegate != NULL)
{
mPlayoutDelegate->Release();
mPlayoutDelegate = NULL;
}
if (mPlayoutAllocator != NULL)
{
mPlayoutAllocator->Release();
mPlayoutAllocator = NULL;
}
if (mFullscreenVAO != 0)
glDeleteVertexArrays(1, &mFullscreenVAO);
if (mGlobalParamsUBO != 0)
glDeleteBuffers(1, &mGlobalParamsUBO);
if (mDecodeFrameBuf != 0)
glDeleteFramebuffers(1, &mDecodeFrameBuf);
if (mLayerTempFrameBuf != 0)
glDeleteFramebuffers(1, &mLayerTempFrameBuf);
if (mIdFrameBuf != 0)
glDeleteFramebuffers(1, &mIdFrameBuf);
if (mIdColorBuf != 0)
glDeleteRenderbuffers(1, &mIdColorBuf);
if (mIdDepthBuf != 0)
glDeleteRenderbuffers(1, &mIdDepthBuf);
if (mCaptureTexture != 0)
glDeleteTextures(1, &mCaptureTexture);
if (mDecodedTexture != 0)
glDeleteTextures(1, &mDecodedTexture);
if (mLayerTempTexture != 0)
glDeleteTextures(1, &mLayerTempTexture);
if (mFBOTexture != 0)
glDeleteTextures(1, &mFBOTexture);
if (mOutputTexture != 0)
glDeleteTextures(1, &mOutputTexture);
if (mOutputFrameBuf != 0)
glDeleteFramebuffers(1, &mOutputFrameBuf);
if (mUnpinnedTextureBuffer != 0)
glDeleteBuffers(1, &mUnpinnedTextureBuffer);
destroyTemporalHistoryResources();
destroyLayerPrograms();
destroyDecodeShaderProgram();
if (mOscServer)
mOscServer->Stop();
if (mControlServer)
mControlServer->Stop();
DeleteCriticalSection(&pMutex);
}
bool OpenGLComposite::InitDeckLink()
{
bool bSuccess = false;
IDeckLinkIterator* pDLIterator = NULL;
IDeckLink* pDL = NULL;
IDeckLinkProfileAttributes* deckLinkAttributes = NULL;
IDeckLinkDisplayModeIterator* pDLInputDisplayModeIterator = NULL;
IDeckLinkDisplayModeIterator* pDLOutputDisplayModeIterator = NULL;
IDeckLinkDisplayMode* pDLInputDisplayMode = NULL;
IDeckLinkDisplayMode* pDLOutputDisplayMode = NULL;
BMDDisplayMode inputDisplayMode = bmdModeHD1080p5994;
BMDDisplayMode outputDisplayMode = bmdModeHD1080p5994;
std::string inputDisplayModeName = "1080p59.94";
std::string outputDisplayModeName = "1080p59.94";
int outputFrameRowBytes;
HRESULT result;
if (mRuntimeHost && mRuntimeHost->GetRepoRoot().empty())
{
std::string runtimeError;
if (!mRuntimeHost->Initialize(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
}
if (mRuntimeHost)
{
if (!ResolveConfiguredDisplayMode(mRuntimeHost->GetInputVideoFormat(), mRuntimeHost->GetInputFrameRate(), inputDisplayMode, inputDisplayModeName))
{
const std::string error = "Unsupported DeckLink inputVideoFormat/inputFrameRate in config/runtime-host.json: " +
mRuntimeHost->GetInputVideoFormat() + " / " + mRuntimeHost->GetInputFrameRate();
MessageBoxA(NULL, error.c_str(), "DeckLink input mode configuration error", MB_OK);
return false;
}
if (!ResolveConfiguredDisplayMode(mRuntimeHost->GetOutputVideoFormat(), mRuntimeHost->GetOutputFrameRate(), outputDisplayMode, outputDisplayModeName))
{
const std::string error = "Unsupported DeckLink outputVideoFormat/outputFrameRate in config/runtime-host.json: " +
mRuntimeHost->GetOutputVideoFormat() + " / " + mRuntimeHost->GetOutputFrameRate();
MessageBoxA(NULL, error.c_str(), "DeckLink output mode configuration error", MB_OK);
return false;
}
}
mInputDisplayModeName = inputDisplayModeName;
mOutputDisplayModeName = outputDisplayModeName;
result = CoCreateInstance(CLSID_CDeckLinkIterator, NULL, CLSCTX_ALL, IID_IDeckLinkIterator, (void**)&pDLIterator);
if (FAILED(result))
{
MessageBox(NULL, _T("Please install the Blackmagic DeckLink drivers to use the features of this application."), _T("This application requires the DeckLink drivers installed."), MB_OK);
return false;
}
while (pDLIterator->Next(&pDL) == S_OK)
{
int64_t duplexMode;
bool supportsInternalKeying = false;
bool supportsExternalKeying = false;
std::string modelName;
if (result = pDL->QueryInterface(IID_IDeckLinkProfileAttributes, (void**)&deckLinkAttributes) != S_OK)
{
printf("Could not obtain the IDeckLinkProfileAttributes interface - result %08x\n", result);
pDL->Release();
pDL = NULL;
continue;
}
result = deckLinkAttributes->GetInt(BMDDeckLinkDuplex, &duplexMode);
BOOL attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsInternalKeying, &attributeFlag) == S_OK)
supportsInternalKeying = (attributeFlag != FALSE);
attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsExternalKeying, &attributeFlag) == S_OK)
supportsExternalKeying = (attributeFlag != FALSE);
BSTR modelNameBstr = NULL;
if (deckLinkAttributes->GetString(BMDDeckLinkModelName, &modelNameBstr) == S_OK && modelNameBstr != NULL)
{
const int requiredBytes = WideCharToMultiByte(CP_UTF8, 0, modelNameBstr, -1, NULL, 0, NULL, NULL);
if (requiredBytes > 1)
{
std::vector<char> utf8Name(static_cast<std::size_t>(requiredBytes), '\0');
if (WideCharToMultiByte(CP_UTF8, 0, modelNameBstr, -1, utf8Name.data(), requiredBytes, NULL, NULL) > 0)
modelName.assign(utf8Name.data());
}
SysFreeString(modelNameBstr);
}
deckLinkAttributes->Release();
deckLinkAttributes = NULL;
if (result != S_OK || duplexMode == bmdDuplexInactive)
{
pDL->Release();
pDL = NULL;
continue;
}
// Use a full duplex device as capture and playback, or half-duplex device
// as capture or playback.
bool inputUsed = false;
if (!mDLInput && pDL->QueryInterface(IID_IDeckLinkInput, (void**)&mDLInput) == S_OK)
inputUsed = true;
if (!mDLOutput && (!inputUsed || (duplexMode == bmdDuplexFull)))
{
if (pDL->QueryInterface(IID_IDeckLinkOutput, (void**)&mDLOutput) != S_OK)
mDLOutput = NULL;
else
{
mDeckLinkOutputModelName = modelName;
mDeckLinkSupportsInternalKeying = supportsInternalKeying;
mDeckLinkSupportsExternalKeying = supportsExternalKeying;
}
}
pDL->Release();
pDL = NULL;
if (mDLOutput && mDLInput)
break;
}
if (! mDLOutput || ! mDLInput)
{
MessageBox(NULL, _T("Expected both Input and Output DeckLink devices"), _T("This application requires two DeckLink devices."), MB_OK);
goto error;
}
if (mDLInput->GetDisplayModeIterator(&pDLInputDisplayModeIterator) != S_OK)
{
MessageBox(NULL, _T("Cannot get input Display Mode Iterator."), _T("DeckLink error."), MB_OK);
goto error;
}
if (!FindDeckLinkDisplayMode(pDLInputDisplayModeIterator, inputDisplayMode, &pDLInputDisplayMode))
{
const std::string error = "Cannot get specified input BMDDisplayMode for configured mode: " + inputDisplayModeName;
MessageBoxA(NULL, error.c_str(), "DeckLink input error.", MB_OK);
goto error;
}
pDLInputDisplayModeIterator->Release();
pDLInputDisplayModeIterator = NULL;
if (mDLOutput->GetDisplayModeIterator(&pDLOutputDisplayModeIterator) != S_OK)
{
MessageBox(NULL, _T("Cannot get output Display Mode Iterator."), _T("DeckLink error."), MB_OK);
goto error;
}
if (!FindDeckLinkDisplayMode(pDLOutputDisplayModeIterator, outputDisplayMode, &pDLOutputDisplayMode))
{
const std::string error = "Cannot get specified output BMDDisplayMode for configured mode: " + outputDisplayModeName;
MessageBoxA(NULL, error.c_str(), "DeckLink output error.", MB_OK);
goto error;
}
pDLOutputDisplayModeIterator->Release();
pDLOutputDisplayModeIterator = NULL;
mInputFrameWidth = pDLInputDisplayMode->GetWidth();
mInputFrameHeight = pDLInputDisplayMode->GetHeight();
mOutputFrameWidth = pDLOutputDisplayMode->GetWidth();
mOutputFrameHeight = pDLOutputDisplayMode->GetHeight();
if (! CheckOpenGLExtensions())
goto error;
if (mInputFrameWidth != mOutputFrameWidth || mInputFrameHeight != mOutputFrameHeight)
{
mFastTransferExtensionAvailable = false;
OutputDebugStringA("Input/output dimensions differ; using regular OpenGL transfer fallback instead of fast transfer.\n");
}
if (! InitOpenGLState())
goto error;
if (mRuntimeHost)
{
mDeckLinkStatusMessage = mDeckLinkOutputModelName.empty()
? "DeckLink output device selected."
: ("Selected output device: " + mDeckLinkOutputModelName);
mRuntimeHost->SetDeckLinkOutputStatus(
mDeckLinkOutputModelName,
mDeckLinkSupportsInternalKeying,
mDeckLinkSupportsExternalKeying,
mDeckLinkKeyerInterfaceAvailable,
mRuntimeHost->ExternalKeyingEnabled(),
mDeckLinkExternalKeyingActive,
mDeckLinkStatusMessage);
}
pDLOutputDisplayMode->GetFrameRate(&mFrameDuration, &mFrameTimescale);
// Resize window to match output video frame, but scale large formats down by half for viewing.
if (mOutputFrameWidth < 1920)
resizeWindow(mOutputFrameWidth, mOutputFrameHeight);
else
resizeWindow(mOutputFrameWidth / 2, mOutputFrameHeight / 2);
if (mFastTransferExtensionAvailable)
{
// Initialize fast video frame transfers
if (! VideoFrameTransfer::initialize(mInputFrameWidth, mInputFrameHeight, mCaptureTexture, mOutputTexture))
{
MessageBox(NULL, _T("Cannot initialize video transfers."), _T("VideoFrameTransfer error."), MB_OK);
goto error;
}
}
{
// Use custom allocators so we pin only once then recycle them
CComPtr<IDeckLinkVideoBufferAllocatorProvider> captureAllocator(new (std::nothrow) InputAllocatorPool(hGLDC, hGLRC));
if (mDLInput->EnableVideoInputWithAllocatorProvider(inputDisplayMode, bmdFormat8BitYUV, bmdVideoInputFlagDefault, captureAllocator) != S_OK)
goto error;
}
mCaptureDelegate = new CaptureDelegate(this);
if (mDLInput->SetCallback(mCaptureDelegate) != S_OK)
goto error;
if (mDLOutput->RowBytesForPixelFormat(bmdFormat8BitBGRA, mOutputFrameWidth, &outputFrameRowBytes) != S_OK)
goto error;
// Use a custom allocator so we pin only once then recycle them
mPlayoutAllocator = new PinnedMemoryAllocator(hGLDC, hGLRC, VideoFrameTransfer::GPUtoCPU, 1, outputFrameRowBytes * mOutputFrameHeight);
if (mDLOutput->EnableVideoOutput(outputDisplayMode, bmdVideoOutputFlagDefault) != S_OK)
goto error;
if (mDLOutput->QueryInterface(IID_IDeckLinkKeyer, (void**)&mDLKeyer) == S_OK && mDLKeyer != NULL)
mDeckLinkKeyerInterfaceAvailable = true;
if (mRuntimeHost && mRuntimeHost->ExternalKeyingEnabled())
{
if (!mDeckLinkSupportsExternalKeying)
{
mDeckLinkStatusMessage = "External keying was requested, but the selected DeckLink output does not report external keying support.";
}
else if (!mDeckLinkKeyerInterfaceAvailable)
{
mDeckLinkStatusMessage = "External keying was requested, but the selected DeckLink output does not expose the IDeckLinkKeyer interface.";
}
else if (mDLKeyer->Enable(TRUE) != S_OK || mDLKeyer->SetLevel(255) != S_OK)
{
mDeckLinkStatusMessage = "External keying was requested, but enabling the DeckLink keyer failed.";
}
else
{
mDeckLinkExternalKeyingActive = true;
mDeckLinkStatusMessage = "External keying is active on the selected DeckLink output.";
}
}
else if (mDeckLinkSupportsExternalKeying)
{
mDeckLinkStatusMessage = "Selected DeckLink output supports external keying. Set enableExternalKeying to true in runtime-host.json to request it.";
}
if (mRuntimeHost)
{
mRuntimeHost->SetDeckLinkOutputStatus(
mDeckLinkOutputModelName,
mDeckLinkSupportsInternalKeying,
mDeckLinkSupportsExternalKeying,
mDeckLinkKeyerInterfaceAvailable,
mRuntimeHost->ExternalKeyingEnabled(),
mDeckLinkExternalKeyingActive,
mDeckLinkStatusMessage);
}
// Create a queue of 10 IDeckLinkMutableVideoFrame objects to use for scheduling output video frames.
// The ScheduledFrameCompleted() callback will immediately schedule a new frame using the next video frame from this queue.
for (int i = 0; i < 10; i++)
{
// The frame read back from the GPU frame buffer and used for the playout video frame is in BGRA format.
// The BGRA frame will be converted on playout to YCbCr either in hardware on most DeckLink cards or in software
// within the DeckLink API for DeckLink devices without this hardware conversion.
// If you want RGB 4:4:4 format to be played out "over the wire" in SDI, turn on the "Use 4:4:4 SDI" in the control
// panel or turn on the bmdDeckLinkConfig444SDIVideoOutput flag using the IDeckLinkConfiguration interface.
IDeckLinkMutableVideoFrame* outputFrame;
IDeckLinkVideoBuffer* outputFrameBuffer = NULL;
if (mPlayoutAllocator->AllocateVideoBuffer(&outputFrameBuffer) != S_OK)
goto error;
if (mDLOutput->CreateVideoFrameWithBuffer(mOutputFrameWidth, mOutputFrameHeight, outputFrameRowBytes, bmdFormat8BitBGRA, bmdFrameFlagFlipVertical, outputFrameBuffer, &outputFrame) != S_OK)
goto error;
mDLOutputVideoFrameQueue.push_back(outputFrame);
}
mPlayoutDelegate = new PlayoutDelegate(this);
if (mPlayoutDelegate == NULL)
goto error;
if (mDLOutput->SetScheduledFrameCompletionCallback(mPlayoutDelegate) != S_OK)
goto error;
bSuccess = true;
error:
if (!bSuccess)
{
if (mDLKeyer != NULL)
{
mDLKeyer->Disable();
mDLKeyer->Release();
mDLKeyer = NULL;
mDeckLinkExternalKeyingActive = false;
}
if (mDLInput != NULL)
{
mDLInput->Release();
mDLInput = NULL;
}
if (mDLOutput != NULL)
{
mDLOutput->Release();
mDLOutput = NULL;
}
}
if (pDL != NULL)
{
pDL->Release();
pDL = NULL;
}
if (pDLInputDisplayMode != NULL)
{
pDLInputDisplayMode->Release();
pDLInputDisplayMode = NULL;
}
if (pDLOutputDisplayMode != NULL)
{
pDLOutputDisplayMode->Release();
pDLOutputDisplayMode = NULL;
}
if (pDLInputDisplayModeIterator != NULL)
{
pDLInputDisplayModeIterator->Release();
pDLInputDisplayModeIterator = NULL;
}
if (pDLOutputDisplayModeIterator != NULL)
{
pDLOutputDisplayModeIterator->Release();
pDLOutputDisplayModeIterator = NULL;
}
if (pDLIterator != NULL)
{
pDLIterator->Release();
pDLIterator = NULL;
}
return bSuccess;
}
void OpenGLComposite::paintGL()
{
if (!TryEnterCriticalSection(&pMutex))
{
ValidateRect(hGLWnd, NULL);
return;
}
// The DeckLink API provides IDeckLinkGLScreenPreviewHelper as a convenient way to view the playout video frames
// in a window. However, it performs a copy from host memory to the GPU which is wasteful in this case since
// we already have the rendered frame to be played out sitting in the GPU in the mIdFrameBuf frame buffer.
// Copy the off-screen frame buffer to the on-screen frame buffer while preserving the
// incoming video aspect ratio. Any extra window area is cleared to black.
int destWidth = mViewWidth;
int destHeight = mViewHeight;
int destX = 0;
int destY = 0;
if (mOutputFrameWidth > 0 && mOutputFrameHeight > 0 && mViewWidth > 0 && mViewHeight > 0)
{
const double frameAspect = static_cast<double>(mOutputFrameWidth) / static_cast<double>(mOutputFrameHeight);
const double viewAspect = static_cast<double>(mViewWidth) / static_cast<double>(mViewHeight);
if (viewAspect > frameAspect)
{
destHeight = mViewHeight;
destWidth = static_cast<int>(destHeight * frameAspect + 0.5);
destX = (mViewWidth - destWidth) / 2;
}
else
{
destWidth = mViewWidth;
destHeight = static_cast<int>(destWidth / frameAspect + 0.5);
destY = (mViewHeight - destHeight) / 2;
}
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, mOutputFrameBuf);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, mViewWidth, mViewHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, mOutputFrameWidth, mOutputFrameHeight, destX, destY, destX + destWidth, destY + destHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
SwapBuffers(hGLDC);
ValidateRect(hGLWnd, NULL);
LeaveCriticalSection(&pMutex);
}
void OpenGLComposite::resizeGL(WORD width, WORD height)
{
// We don't set the project or model matrices here since the window data is copied directly from
// an off-screen FBO in paintGL(). Just save the width and height for use in paintGL().
mViewWidth = width;
mViewHeight = height;
}
void OpenGLComposite::resizeWindow(int width, int height)
{
RECT r;
if (GetWindowRect(hGLWnd, &r))
{
SetWindowPos(hGLWnd, HWND_TOP, r.left, r.top, r.left + width, r.top + height, 0);
}
}
bool OpenGLComposite::InitOpenGLState()
{
if (! ResolveGLExtensions())
return false;
std::string runtimeError;
if (mRuntimeHost->GetRepoRoot().empty() && !mRuntimeHost->Initialize(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
ControlServer::Callbacks callbacks;
callbacks.getStateJson = [this]() { return GetRuntimeStateJson(); };
callbacks.addLayer = [this](const std::string& shaderId, std::string& error) { return AddLayer(shaderId, error); };
callbacks.removeLayer = [this](const std::string& layerId, std::string& error) { return RemoveLayer(layerId, error); };
callbacks.moveLayer = [this](const std::string& layerId, int direction, std::string& error) { return MoveLayer(layerId, direction, error); };
callbacks.moveLayerToIndex = [this](const std::string& layerId, std::size_t targetIndex, std::string& error) { return MoveLayerToIndex(layerId, targetIndex, error); };
callbacks.setLayerBypass = [this](const std::string& layerId, bool bypassed, std::string& error) { return SetLayerBypass(layerId, bypassed, error); };
callbacks.setLayerShader = [this](const std::string& layerId, const std::string& shaderId, std::string& error) { return SetLayerShader(layerId, shaderId, error); };
callbacks.updateLayerParameter = [this](const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error) {
return UpdateLayerParameterJson(layerId, parameterId, valueJson, error);
};
callbacks.resetLayerParameters = [this](const std::string& layerId, std::string& error) { return ResetLayerParameters(layerId, error); };
callbacks.saveStackPreset = [this](const std::string& presetName, std::string& error) { return SaveStackPreset(presetName, error); };
callbacks.loadStackPreset = [this](const std::string& presetName, std::string& error) { return LoadStackPreset(presetName, error); };
callbacks.reloadShader = [this](std::string& error) {
if (!ReloadShader())
{
error = "Shader reload failed. See native app status for details.";
return false;
}
return true;
};
if (!mControlServer->Start(mRuntimeHost->GetUiRoot(), mRuntimeHost->GetDocsRoot(), mRuntimeHost->GetServerPort(), callbacks, runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Local control server failed to start", MB_OK);
return false;
}
mRuntimeHost->SetServerPort(mControlServer->GetPort());
OscServer::Callbacks oscCallbacks;
oscCallbacks.updateParameter = [this](const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error) {
return UpdateLayerParameterByControlKeyJson(layerKey, parameterKey, valueJson, error);
};
if (mRuntimeHost->GetOscPort() > 0 && !mOscServer->Start(mRuntimeHost->GetOscPort(), oscCallbacks, runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "OSC control server failed to start", MB_OK);
return false;
}
// Prepare the runtime shader program generated from the active shader package.
char compilerErrorMessage[1024];
if (! compileDecodeShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL decode shader failed to load or compile", MB_OK);
return false;
}
if (! compileLayerPrograms(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL shader failed to load or compile", MB_OK);
return false;
}
resetTemporalHistoryState();
glClearColor( 0.0f, 0.0f, 0.0f, 0.5f ); // Black background
glDisable(GL_DEPTH_TEST);
if (! mFastTransferExtensionAvailable)
{
glGenBuffers(1, &mUnpinnedTextureBuffer);
}
// Setup the texture which will hold the captured video frame pixels
glGenTextures(1, &mCaptureTexture);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
// Parameters to control how texels are sampled from the texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Create texture with empty data, we will update it using glTexSubImage2D each frame.
// The captured video is YCbCr 4:2:2 packed into a UYVY macropixel. OpenGL has no YCbCr format
// so treat it as RGBA 4:4:4:4 by halving the width and using GL_RGBA internal format.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mInputFrameWidth / 2, mInputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &mDecodedTexture);
glBindTexture(GL_TEXTURE_2D, mDecodedTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mInputFrameWidth, mInputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &mLayerTempTexture);
glBindTexture(GL_TEXTURE_2D, mLayerTempTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mInputFrameWidth, mInputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
// Create Frame Buffer Object (FBO) to perform off-screen rendering of scene.
// This allows the render to be done on a framebuffer with width and height exactly matching the video format.
glGenFramebuffers(1, &mDecodeFrameBuf);
glGenFramebuffers(1, &mLayerTempFrameBuf);
glGenFramebuffers(1, &mIdFrameBuf);
glGenFramebuffers(1, &mOutputFrameBuf);
glGenRenderbuffers(1, &mIdColorBuf);
glGenRenderbuffers(1, &mIdDepthBuf);
glGenVertexArrays(1, &mFullscreenVAO);
glGenBuffers(1, &mGlobalParamsUBO);
glBindFramebuffer(GL_FRAMEBUFFER, mDecodeFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDecodedTexture, 0);
GLenum glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (glStatus != GL_FRAMEBUFFER_COMPLETE)
{
MessageBox(NULL, _T("Cannot initialize decode framebuffer."), _T("OpenGL initialization error."), MB_OK);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mLayerTempFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLayerTempTexture, 0);
glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (glStatus != GL_FRAMEBUFFER_COMPLETE)
{
MessageBox(NULL, _T("Cannot initialize layer framebuffer."), _T("OpenGL initialization error."), MB_OK);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mIdFrameBuf);
// Texture for FBO
glGenTextures(1, &mFBOTexture);
glBindTexture(GL_TEXTURE_2D, mFBOTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mInputFrameWidth, mInputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// Attach a depth buffer
glBindRenderbuffer(GL_RENDERBUFFER, mIdDepthBuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mInputFrameWidth, mInputFrameHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, mIdDepthBuf);
// Attach the texture which stores the playback image
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBOTexture, 0);
glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (glStatus != GL_FRAMEBUFFER_COMPLETE)
{
MessageBox(NULL, _T("Cannot initialize framebuffer."), _T("OpenGL initialization error."), MB_OK);
return false;
}
glGenTextures(1, &mOutputTexture);
glBindTexture(GL_TEXTURE_2D, mOutputTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mOutputFrameWidth, mOutputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOutputTexture, 0);
glStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (glStatus != GL_FRAMEBUFFER_COMPLETE)
{
MessageBox(NULL, _T("Cannot initialize output framebuffer."), _T("OpenGL initialization error."), MB_OK);
return false;
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(mFullscreenVAO);
glBindVertexArray(0);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsUBO);
glBufferData(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsUBO);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
broadcastRuntimeState();
return true;
}
//
// Update the captured video frame texture
//
void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mHasNoInputSource = hasNoInputSource;
if (mRuntimeHost)
mRuntimeHost->SetSignalStatus(!hasNoInputSource, mInputFrameWidth, mInputFrameHeight, mInputDisplayModeName);
if (mHasNoInputSource)
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 (mFastTransferExtensionAvailable)
{
CComQIPtr<PinnedMemoryAllocator, &IID_PinnedMemoryAllocator> allocator(inputFrameBuffer);
if (!allocator || !allocator->transferFrame(videoPixels, mCaptureTexture))
OutputDebugStringA("Capture: transferFrame() failed\n");
allocator->waitForTransferComplete(videoPixels);
}
else
{
// Use a straightforward texture buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mUnpinnedTextureBuffer);
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mInputFrameWidth / 2, mInputFrameHeight, 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();
}
// 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 = mDLOutputVideoFrameQueue.front();
mDLOutputVideoFrameQueue.push_back(outputVideoFrame);
mDLOutputVideoFrameQueue.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 (mFastTransferExtensionAvailable)
VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::GPUtoCPU);
glBindFramebuffer(GL_FRAMEBUFFER, mIdFrameBuf);
renderEffect();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mIdFrameBuf);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mOutputFrameBuf);
glBlitFramebuffer(0, 0, mInputFrameWidth, mInputFrameHeight, 0, 0, mOutputFrameWidth, mOutputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFrameBuf);
glFlush();
if (mFastTransferExtensionAvailable)
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::GPUtoCPU);
const auto renderEndTime = std::chrono::steady_clock::now();
if (mRuntimeHost)
{
const double frameBudgetMilliseconds = mFrameTimescale != 0
? (static_cast<double>(mFrameDuration) * 1000.0) / static_cast<double>(mFrameTimescale)
: 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 (mFastTransferExtensionAvailable)
{
// Finished with mCaptureTexture
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
if (! mPlayoutAllocator->transferFrame(pFrame, mOutputTexture))
OutputDebugStringA("Playback: transferFrame() failed\n");
paintGL();
// Wait for transfer to system memory to complete
mPlayoutAllocator->waitForTransferComplete(pFrame);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mOutputFrameBuf);
glReadPixels(0, 0, mOutputFrameWidth, mOutputFrameHeight, 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)
mTotalPlayoutFrames += 2;
// Schedule the next frame for playout
HRESULT hr = mDLOutput->ScheduleVideoFrame(outputVideoFrame, (mTotalPlayoutFrames * mFrameDuration), mFrameDuration, mFrameTimescale);
if (SUCCEEDED(hr))
mTotalPlayoutFrames++;
wglMakeCurrent( NULL, NULL );
LeaveCriticalSection(&pMutex);
}
bool OpenGLComposite::Start()
{
mTotalPlayoutFrames = 0;
// Preroll frames
for (unsigned i = 0; i < 5; i++)
{
// Take each video frame from the front of the queue and move it to the back
IDeckLinkMutableVideoFrame* outputVideoFrame = mDLOutputVideoFrameQueue.front();
mDLOutputVideoFrameQueue.push_back(outputVideoFrame);
mDLOutputVideoFrameQueue.pop_front();
// Start with a black frame for playout
IDeckLinkVideoBuffer* outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
return false;
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
outputVideoFrameBuffer->Release();
return false;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes((void**)&pFrame);
memset(pFrame, 0, outputVideoFrame->GetRowBytes() * mOutputFrameHeight); // 0 is black in BGRA format
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
outputVideoFrameBuffer->Release();
if (mDLOutput->ScheduleVideoFrame(outputVideoFrame, (mTotalPlayoutFrames * mFrameDuration), mFrameDuration, mFrameTimescale) != S_OK)
return false;
mTotalPlayoutFrames++;
}
mDLInput->StartStreams();
mDLOutput->StartScheduledPlayback(0, mFrameTimescale, 1.0);
return true;
}
bool OpenGLComposite::Stop()
{
if (mOscServer)
mOscServer->Stop();
if (mControlServer)
mControlServer->Stop();
if (mDLKeyer != NULL)
{
mDLKeyer->Disable();
mDeckLinkExternalKeyingActive = false;
if (mRuntimeHost)
{
mRuntimeHost->SetDeckLinkOutputStatus(
mDeckLinkOutputModelName,
mDeckLinkSupportsInternalKeying,
mDeckLinkSupportsExternalKeying,
mDeckLinkKeyerInterfaceAvailable,
mRuntimeHost->ExternalKeyingEnabled(),
mDeckLinkExternalKeyingActive,
"External keying has been disabled.");
}
}
mDLInput->StopStreams();
mDLInput->DisableVideoInput();
mDLOutput->StopScheduledPlayback(0, NULL, 0);
mDLOutput->DisableVideoOutput();
return true;
}
bool OpenGLComposite::ReloadShader()
{
char compilerErrorMessage[1024];
EnterCriticalSection(&pMutex);
wglMakeCurrent(hGLDC, hGLRC);
bool success = compileLayerPrograms(sizeof(compilerErrorMessage), compilerErrorMessage);
if (mRuntimeHost)
mRuntimeHost->ClearReloadRequest();
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&pMutex);
if (!success)
{
if (mRuntimeHost)
mRuntimeHost->SetCompileStatus(false, compilerErrorMessage);
MessageBoxA(NULL, compilerErrorMessage, "Slang shader reload failed", MB_OK);
}
else
{
if (mRuntimeHost)
mRuntimeHost->SetCompileStatus(true, "Shader compiled successfully.");
broadcastRuntimeState();
}
return success;
}
bool OpenGLComposite::compileSingleLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
std::string fragmentShaderSource;
std::string loadError;
std::vector<LayerProgram::TextureBinding> textureBindings;
const char* vertexSource = kVertexShaderSource;
if (!mRuntimeHost->BuildLayerFragmentShaderSource(state.layerId, fragmentShaderSource, loadError))
{
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
const char* fragmentSource = fragmentShaderSource.c_str();
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
for (const ShaderTextureAsset& textureAsset : state.textureAssets)
{
LayerProgram::TextureBinding textureBinding;
textureBinding.samplerName = textureAsset.id;
textureBinding.sourcePath = textureAsset.path;
if (!loadTextureAsset(textureAsset, textureBinding.texture, loadError))
{
for (LayerProgram::TextureBinding& loadedTexture : textureBindings)
{
if (loadedTexture.texture != 0)
glDeleteTextures(1, &loadedTexture.texture);
}
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
textureBindings.push_back(textureBinding);
}
const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(newProgram.get(), globalParamsIndex, kGlobalParamsBindingPoint);
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
const GLuint shaderTextureBase = kSourceHistoryTextureUnitBase + historyCap + historyCap;
glUseProgram(newProgram.get());
const GLint videoInputLocation = glGetUniformLocation(newProgram.get(), "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
for (unsigned index = 0; index < historyCap; ++index)
{
const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
const GLint sourceSamplerLocation = glGetUniformLocation(newProgram.get(), sourceSamplerName.c_str());
if (sourceSamplerLocation >= 0)
glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
const GLint temporalSamplerLocation = glGetUniformLocation(newProgram.get(), temporalSamplerName.c_str());
if (temporalSamplerLocation >= 0)
glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
}
for (std::size_t index = 0; index < textureBindings.size(); ++index)
{
const GLint textureSamplerLocation = glGetUniformLocation(newProgram.get(), textureBindings[index].samplerName.c_str());
if (textureSamplerLocation >= 0)
glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
}
glUseProgram(0);
layerProgram.layerId = state.layerId;
layerProgram.shaderId = state.shaderId;
layerProgram.program = newProgram.release();
layerProgram.vertexShader = newVertexShader.release();
layerProgram.fragmentShader = newFragmentShader.release();
layerProgram.textureBindings.swap(textureBindings);
return true;
}
bool OpenGLComposite::compileLayerPrograms(int errorMessageSize, char* errorMessage)
{
const std::vector<RuntimeRenderState> layerStates = mRuntimeHost ? mRuntimeHost->GetLayerRenderStates(mInputFrameWidth, mInputFrameHeight) : std::vector<RuntimeRenderState>();
std::string temporalError;
if (!validateTemporalTextureUnitBudget(layerStates, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!ensureTemporalHistoryResources(layerStates, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(layerStates.size());
for (const RuntimeRenderState& state : layerStates)
{
LayerProgram layerProgram;
if (!compileSingleLayerProgram(state, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
destroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
destroyLayerPrograms();
mLayerPrograms.swap(newPrograms);
if (mRuntimeHost)
{
mRuntimeHost->SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost->ClearReloadRequest();
}
return true;
}
bool OpenGLComposite::compileDecodeShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* vertexSource = kVertexShaderSource;
const char* fragmentSource = kDecodeFragmentShaderSource;
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
destroyDecodeShaderProgram();
mDecodeProgram = newProgram.release();
mDecodeVertexShader = newVertexShader.release();
mDecodeFragmentShader = newFragmentShader.release();
return true;
}
void OpenGLComposite::destroySingleLayerProgram(LayerProgram& layerProgram)
{
for (LayerProgram::TextureBinding& textureBinding : layerProgram.textureBindings)
{
if (textureBinding.texture != 0)
{
glDeleteTextures(1, &textureBinding.texture);
textureBinding.texture = 0;
}
}
layerProgram.textureBindings.clear();
if (layerProgram.program != 0)
{
glDeleteProgram(layerProgram.program);
layerProgram.program = 0;
}
if (layerProgram.fragmentShader != 0)
{
glDeleteShader(layerProgram.fragmentShader);
layerProgram.fragmentShader = 0;
}
if (layerProgram.vertexShader != 0)
{
glDeleteShader(layerProgram.vertexShader);
layerProgram.vertexShader = 0;
}
}
void OpenGLComposite::destroyLayerPrograms()
{
for (LayerProgram& layerProgram : mLayerPrograms)
destroySingleLayerProgram(layerProgram);
mLayerPrograms.clear();
}
bool OpenGLComposite::loadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
textureId = 0;
HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED);
const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE);
if (FAILED(comInitResult) && comInitResult != RPC_E_CHANGED_MODE)
{
error = "Could not initialize COM to load shader texture assets.";
return false;
}
CComPtr<IWICImagingFactory> imagingFactory;
HRESULT result = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&imagingFactory));
if (FAILED(result) || !imagingFactory)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC imaging factory to load shader texture assets.";
return false;
}
CComPtr<IWICBitmapDecoder> bitmapDecoder;
result = imagingFactory->CreateDecoderFromFilename(textureAsset.path.wstring().c_str(), NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &bitmapDecoder);
if (FAILED(result) || !bitmapDecoder)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not open shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICBitmapFrameDecode> bitmapFrame;
result = bitmapDecoder->GetFrame(0, &bitmapFrame);
if (FAILED(result) || !bitmapFrame)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not decode the first frame of shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICFormatConverter> formatConverter;
result = imagingFactory->CreateFormatConverter(&formatConverter);
if (FAILED(result) || !formatConverter)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC format converter for shader texture asset: " + textureAsset.path.string();
return false;
}
result = formatConverter->Initialize(bitmapFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, NULL, 0.0, WICBitmapPaletteTypeCustom);
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not convert shader texture asset to BGRA: " + textureAsset.path.string();
return false;
}
UINT width = 0;
UINT height = 0;
result = formatConverter->GetSize(&width, &height);
if (FAILED(result) || width == 0 || height == 0)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Shader texture asset has an invalid size: " + textureAsset.path.string();
return false;
}
const UINT stride = width * 4;
std::vector<unsigned char> pixels(static_cast<std::size_t>(stride) * static_cast<std::size_t>(height));
result = formatConverter->CopyPixels(NULL, stride, static_cast<UINT>(pixels.size()), pixels.data());
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not read shader texture pixels: " + textureAsset.path.string();
return false;
}
std::vector<unsigned char> flippedPixels(pixels.size());
for (UINT row = 0; row < height; ++row)
{
const std::size_t srcOffset = static_cast<std::size_t>(row) * stride;
const std::size_t dstOffset = static_cast<std::size_t>(height - 1 - row) * stride;
std::memcpy(flippedPixels.data() + dstOffset, pixels.data() + srcOffset, stride);
}
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0, GL_BGRA, GL_UNSIGNED_BYTE, flippedPixels.data());
glBindTexture(GL_TEXTURE_2D, 0);
if (shouldUninitializeCom)
CoUninitialize();
return true;
}
void OpenGLComposite::bindLayerTextureAssets(const LayerProgram& layerProgram)
{
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
const GLuint shaderTextureBase = kSourceHistoryTextureUnitBase + historyCap + historyCap;
for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
{
glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
glBindTexture(GL_TEXTURE_2D, layerProgram.textureBindings[index].texture);
}
glActiveTexture(GL_TEXTURE0);
}
void OpenGLComposite::destroyDecodeShaderProgram()
{
if (mDecodeProgram != 0)
{
glDeleteProgram(mDecodeProgram);
mDecodeProgram = 0;
}
if (mDecodeFragmentShader != 0)
{
glDeleteShader(mDecodeFragmentShader);
mDecodeFragmentShader = 0;
}
if (mDecodeVertexShader != 0)
{
glDeleteShader(mDecodeVertexShader);
mDecodeVertexShader = 0;
}
}
bool OpenGLComposite::validateTemporalTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, std::string& error) const
{
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
unsigned maxAssetTextures = 0;
for (const RuntimeRenderState& state : layerStates)
{
if (state.textureAssets.size() > maxAssetTextures)
maxAssetTextures = static_cast<unsigned>(state.textureAssets.size());
}
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
const unsigned requiredUnits = kSourceHistoryTextureUnitBase + historyCap + historyCap + maxAssetTextures;
const unsigned availableUnits = maxTextureUnits > 0 ? static_cast<unsigned>(maxTextureUnits) : 0u;
if (requiredUnits > availableUnits)
{
std::ostringstream message;
message << "The current history and shader texture asset configuration requires " << requiredUnits
<< " fragment texture units, but only " << maxTextureUnits << " are available.";
error = message.str();
return false;
}
return true;
}
bool OpenGLComposite::createHistoryRing(HistoryRing& ring, unsigned effectiveLength, TemporalHistorySource historySource, std::string& error)
{
destroyHistoryRing(ring);
ring.effectiveLength = effectiveLength;
ring.historySource = historySource;
if (effectiveLength == 0)
return true;
ring.slots.resize(effectiveLength);
for (HistorySlot& slot : ring.slots)
{
glGenTextures(1, &slot.texture);
glBindTexture(GL_TEXTURE_2D, slot.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, mInputFrameWidth, mInputFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glGenFramebuffers(1, &slot.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, slot.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, slot.texture, 0);
const GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
{
error = "Failed to initialize a temporal history framebuffer.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
destroyHistoryRing(ring);
return false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void OpenGLComposite::destroyHistoryRing(HistoryRing& ring)
{
for (HistorySlot& slot : ring.slots)
{
if (slot.framebuffer != 0)
glDeleteFramebuffers(1, &slot.framebuffer);
if (slot.texture != 0)
glDeleteTextures(1, &slot.texture);
slot.framebuffer = 0;
slot.texture = 0;
}
ring.slots.clear();
ring.nextWriteIndex = 0;
ring.filledCount = 0;
ring.effectiveLength = 0;
ring.historySource = TemporalHistorySource::None;
}
void OpenGLComposite::destroyTemporalHistoryResources()
{
destroyHistoryRing(mSourceHistoryRing);
for (auto& historyEntry : mPreLayerHistoryByLayerId)
destroyHistoryRing(historyEntry.second);
mPreLayerHistoryByLayerId.clear();
}
void OpenGLComposite::resetTemporalHistoryState()
{
mSourceHistoryRing.nextWriteIndex = 0;
mSourceHistoryRing.filledCount = 0;
for (auto& historyEntry : mPreLayerHistoryByLayerId)
{
historyEntry.second.nextWriteIndex = 0;
historyEntry.second.filledCount = 0;
}
mTemporalHistoryNeedsReset = false;
}
bool OpenGLComposite::ensureTemporalHistoryResources(const std::vector<RuntimeRenderState>& layerStates, std::string& error)
{
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
const bool sourceHistoryNeeded = std::any_of(layerStates.begin(), layerStates.end(),
[](const RuntimeRenderState& state) { return state.isTemporal && state.effectiveTemporalHistoryLength > 0; });
const unsigned sourceHistoryLength = sourceHistoryNeeded ? historyCap : 0;
if (mSourceHistoryRing.effectiveLength != sourceHistoryLength)
{
if (!createHistoryRing(mSourceHistoryRing, sourceHistoryLength, TemporalHistorySource::Source, error))
return false;
mTemporalHistoryNeedsReset = true;
}
std::set<std::string> requiredPreLayerIds;
for (const RuntimeRenderState& state : layerStates)
{
if (!state.isTemporal || state.temporalHistorySource != TemporalHistorySource::PreLayerInput)
continue;
requiredPreLayerIds.insert(state.layerId);
auto historyIt = mPreLayerHistoryByLayerId.find(state.layerId);
if (historyIt == mPreLayerHistoryByLayerId.end() || historyIt->second.effectiveLength != state.effectiveTemporalHistoryLength)
{
HistoryRing replacement;
if (!createHistoryRing(replacement, state.effectiveTemporalHistoryLength, TemporalHistorySource::PreLayerInput, error))
return false;
mPreLayerHistoryByLayerId[state.layerId] = std::move(replacement);
mTemporalHistoryNeedsReset = true;
}
}
for (auto it = mPreLayerHistoryByLayerId.begin(); it != mPreLayerHistoryByLayerId.end();)
{
if (requiredPreLayerIds.find(it->first) == requiredPreLayerIds.end())
{
destroyHistoryRing(it->second);
it = mPreLayerHistoryByLayerId.erase(it);
mTemporalHistoryNeedsReset = true;
}
else
{
++it;
}
}
if (mTemporalHistoryNeedsReset)
resetTemporalHistoryState();
return true;
}
void OpenGLComposite::pushFramebufferToHistoryRing(GLuint sourceFramebuffer, HistoryRing& ring)
{
if (ring.effectiveLength == 0 || ring.slots.empty())
return;
HistorySlot& targetSlot = ring.slots[ring.nextWriteIndex];
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetSlot.framebuffer);
glBlitFramebuffer(0, 0, mInputFrameWidth, mInputFrameHeight, 0, 0, mInputFrameWidth, mInputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
ring.nextWriteIndex = (ring.nextWriteIndex + 1) % ring.slots.size();
ring.filledCount = std::min<std::size_t>(ring.filledCount + 1, ring.slots.size());
}
GLuint OpenGLComposite::resolveHistoryTexture(const HistoryRing& ring, GLuint fallbackTexture, std::size_t framesAgo) const
{
if (ring.filledCount == 0 || ring.slots.empty())
return fallbackTexture;
const std::size_t clampedOffset = std::min<std::size_t>(framesAgo, ring.filledCount - 1);
const std::size_t newestIndex = (ring.nextWriteIndex + ring.slots.size() - 1) % ring.slots.size();
const std::size_t slotIndex = (newestIndex + ring.slots.size() - clampedOffset) % ring.slots.size();
return ring.slots[slotIndex].texture != 0 ? ring.slots[slotIndex].texture : fallbackTexture;
}
unsigned OpenGLComposite::sourceHistoryAvailableCount() const
{
return static_cast<unsigned>(mSourceHistoryRing.filledCount);
}
unsigned OpenGLComposite::temporalHistoryAvailableCountForLayer(const std::string& layerId) const
{
auto it = mPreLayerHistoryByLayerId.find(layerId);
if (it == mPreLayerHistoryByLayerId.end())
return 0;
return static_cast<unsigned>(it->second.filledCount);
}
void OpenGLComposite::bindHistorySamplers(const RuntimeRenderState& state, GLuint currentSourceTexture)
{
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
glBindTexture(GL_TEXTURE_2D, resolveHistoryTexture(mSourceHistoryRing, currentSourceTexture, index));
}
const GLuint temporalBase = kSourceHistoryTextureUnitBase + historyCap;
const HistoryRing* temporalRing = nullptr;
auto it = mPreLayerHistoryByLayerId.find(state.layerId);
if (it != mPreLayerHistoryByLayerId.end())
temporalRing = &it->second;
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + temporalBase + index);
glBindTexture(GL_TEXTURE_2D, temporalRing ? resolveHistoryTexture(*temporalRing, currentSourceTexture, index) : currentSourceTexture);
}
glActiveTexture(GL_TEXTURE0);
}
void OpenGLComposite::renderEffect()
{
PollRuntimeChanges();
if (mHasNoInputSource)
return;
if (mFastTransferExtensionAvailable)
{
// Signal that we're about to draw using mCaptureTexture onto mFBOTexture.
VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::CPUtoGPU);
}
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
renderDecodePass();
const std::vector<RuntimeRenderState> layerStates = mRuntimeHost ? mRuntimeHost->GetLayerRenderStates(mInputFrameWidth, mInputFrameHeight) : std::vector<RuntimeRenderState>();
if (layerStates.empty() || mLayerPrograms.empty())
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mDecodeFrameBuf);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mIdFrameBuf);
glBlitFramebuffer(0, 0, mInputFrameWidth, mInputFrameHeight, 0, 0, mInputFrameWidth, mInputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mIdFrameBuf);
}
else
{
GLuint sourceTexture = mDecodedTexture;
GLuint sourceFrameBuffer = mDecodeFrameBuf;
for (std::size_t index = 0; index < layerStates.size() && index < mLayerPrograms.size(); ++index)
{
const std::size_t remaining = layerStates.size() - index;
const bool writeToMain = (remaining % 2) == 1;
renderShaderProgram(sourceTexture, writeToMain ? mIdFrameBuf : mLayerTempFrameBuf, mLayerPrograms[index], layerStates[index]);
if (layerStates[index].temporalHistorySource == TemporalHistorySource::PreLayerInput)
{
auto historyIt = mPreLayerHistoryByLayerId.find(layerStates[index].layerId);
if (historyIt != mPreLayerHistoryByLayerId.end())
pushFramebufferToHistoryRing(sourceFrameBuffer, historyIt->second);
}
sourceTexture = writeToMain ? mFBOTexture : mLayerTempTexture;
sourceFrameBuffer = writeToMain ? mIdFrameBuf : mLayerTempFrameBuf;
}
}
pushFramebufferToHistoryRing(mDecodeFrameBuf, mSourceHistoryRing);
if (mFastTransferExtensionAvailable)
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
}
void OpenGLComposite::renderShaderProgram(GLuint sourceTexture, GLuint destinationFrameBuffer, const LayerProgram& layerProgram, const RuntimeRenderState& state)
{
glBindFramebuffer(GL_FRAMEBUFFER, destinationFrameBuffer);
glViewport(0, 0, mInputFrameWidth, mInputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, sourceTexture);
bindHistorySamplers(state, sourceTexture);
bindLayerTextureAssets(layerProgram);
glBindVertexArray(mFullscreenVAO);
glUseProgram(layerProgram.program);
updateGlobalParamsBuffer(state, sourceHistoryAvailableCount(), temporalHistoryAvailableCountForLayer(state.layerId));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + historyCap + index);
glBindTexture(GL_TEXTURE_2D, 0);
}
const GLuint shaderTextureBase = kSourceHistoryTextureUnitBase + historyCap + historyCap;
for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
{
glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
void OpenGLComposite::renderDecodePass()
{
glBindFramebuffer(GL_FRAMEBUFFER, mDecodeFrameBuf);
glViewport(0, 0, mInputFrameWidth, mInputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0 + kPackedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
glBindVertexArray(mFullscreenVAO);
glUseProgram(mDecodeProgram);
const GLint packedResolutionLocation = glGetUniformLocation(mDecodeProgram, "uPackedVideoResolution");
const GLint decodedResolutionLocation = glGetUniformLocation(mDecodeProgram, "uDecodedVideoResolution");
if (packedResolutionLocation >= 0)
glUniform2f(packedResolutionLocation, static_cast<float>(mInputFrameWidth / 2), static_cast<float>(mInputFrameHeight));
if (decodedResolutionLocation >= 0)
glUniform2f(decodedResolutionLocation, static_cast<float>(mInputFrameWidth), static_cast<float>(mInputFrameHeight));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
bool OpenGLComposite::PollRuntimeChanges()
{
if (!mRuntimeHost)
return true;
bool registryChanged = false;
bool reloadRequested = false;
std::string runtimeError;
if (!mRuntimeHost->PollFileChanges(registryChanged, reloadRequested, runtimeError))
{
mRuntimeHost->SetCompileStatus(false, runtimeError);
broadcastRuntimeState();
return false;
}
if (registryChanged)
broadcastRuntimeState();
if (!reloadRequested)
return true;
char compilerErrorMessage[1024] = {};
if (!compileLayerPrograms(sizeof(compilerErrorMessage), compilerErrorMessage))
{
mRuntimeHost->SetCompileStatus(false, compilerErrorMessage);
mRuntimeHost->ClearReloadRequest();
broadcastRuntimeState();
return false;
}
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
void OpenGLComposite::broadcastRuntimeState()
{
if (mControlServer)
mControlServer->BroadcastState();
}
bool OpenGLComposite::updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
{
std::vector<unsigned char> buffer;
buffer.reserve(512);
AppendStd140Float(buffer, static_cast<float>(state.timeSeconds));
AppendStd140Vec2(buffer, static_cast<float>(state.inputWidth), static_cast<float>(state.inputHeight));
AppendStd140Vec2(buffer, static_cast<float>(state.outputWidth), static_cast<float>(state.outputHeight));
AppendStd140Float(buffer, static_cast<float>(state.frameCount));
AppendStd140Float(buffer, static_cast<float>(state.mixAmount));
AppendStd140Float(buffer, static_cast<float>(state.bypass));
const unsigned effectiveSourceHistoryLength = availableSourceHistoryLength < state.effectiveTemporalHistoryLength
? availableSourceHistoryLength
: state.effectiveTemporalHistoryLength;
const unsigned effectiveTemporalHistoryLength = (state.temporalHistorySource == TemporalHistorySource::PreLayerInput)
? (availableTemporalHistoryLength < state.effectiveTemporalHistoryLength ? availableTemporalHistoryLength : state.effectiveTemporalHistoryLength)
: 0u;
AppendStd140Int(buffer, static_cast<int>(effectiveSourceHistoryLength));
AppendStd140Int(buffer, static_cast<int>(effectiveTemporalHistoryLength));
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
auto valueIt = state.parameterValues.find(definition.id);
const ShaderParameterValue value = valueIt != state.parameterValues.end()
? valueIt->second
: ShaderParameterValue();
switch (definition.type)
{
case ShaderParameterType::Float:
AppendStd140Float(buffer, value.numberValues.empty() ? 0.0f : static_cast<float>(value.numberValues[0]));
break;
case ShaderParameterType::Vec2:
AppendStd140Vec2(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 0.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 0.0f);
break;
case ShaderParameterType::Color:
AppendStd140Vec4(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 1.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 1.0f,
value.numberValues.size() > 2 ? static_cast<float>(value.numberValues[2]) : 1.0f,
value.numberValues.size() > 3 ? static_cast<float>(value.numberValues[3]) : 1.0f);
break;
case ShaderParameterType::Boolean:
AppendStd140Int(buffer, value.booleanValue ? 1 : 0);
break;
case ShaderParameterType::Enum:
{
int selectedIndex = 0;
for (std::size_t optionIndex = 0; optionIndex < definition.enumOptions.size(); ++optionIndex)
{
if (definition.enumOptions[optionIndex].value == value.enumValue)
{
selectedIndex = static_cast<int>(optionIndex);
break;
}
}
AppendStd140Int(buffer, selectedIndex);
break;
}
}
}
buffer.resize(AlignStd140(buffer.size(), 16), 0);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsUBO);
if (mGlobalParamsUBOSize != static_cast<GLsizeiptr>(buffer.size()))
{
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(buffer.size()), buffer.data(), GL_DYNAMIC_DRAW);
mGlobalParamsUBOSize = static_cast<GLsizeiptr>(buffer.size());
}
else
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, static_cast<GLsizeiptr>(buffer.size()), buffer.data());
}
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsUBO);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}
std::string OpenGLComposite::GetRuntimeStateJson() const
{
return mRuntimeHost ? mRuntimeHost->BuildStateJson() : "{}";
}
bool OpenGLComposite::AddLayer(const std::string& shaderId, std::string& error)
{
if (!mRuntimeHost->AddLayer(shaderId, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::RemoveLayer(const std::string& layerId, std::string& error)
{
if (!mRuntimeHost->RemoveLayer(layerId, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayer(const std::string& layerId, int direction, std::string& error)
{
if (!mRuntimeHost->MoveLayer(layerId, direction, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error)
{
if (!mRuntimeHost->MoveLayerToIndex(layerId, targetIndex, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error)
{
if (!mRuntimeHost->SetLayerBypass(layerId, bypassed, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error)
{
if (!mRuntimeHost->SetLayerShader(layerId, shaderId, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeHost->UpdateLayerParameter(layerId, parameterId, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeHost->UpdateLayerParameterByControlKey(layerKey, parameterKey, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::ResetLayerParameters(const std::string& layerId, std::string& error)
{
if (!mRuntimeHost->ResetLayerParameters(layerId, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SaveStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeHost->SaveStackPreset(presetName, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::LoadStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeHost->LoadStackPreset(presetName, error))
return false;
ReloadShader();
resetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::CheckOpenGLExtensions()
{
mFastTransferExtensionAvailable = VideoFrameTransfer::checkFastMemoryTransferAvailable();
if (!mFastTransferExtensionAvailable)
OutputDebugStringA("Fast memory transfer extension not available, using regular OpenGL transfer fallback instead\n");
return true;
}
////////////////////////////////////////////
// PinnedMemoryAllocator
////////////////////////////////////////////
// PinnedMemoryAllocator implements the IDeckLinkVideoBufferAllocator interface to be used instead of the
// built-in buffer allocator
//
// For this sample application a custom buffer allocator is used to ensure each address
// of buffer memory is aligned on a 4kB boundary required by the OpenGL pinned memory extension.
// If the pinned memory extension is not available, this allocator will still be used and
// demonstrates how to cache buffer allocations for efficiency.
//
// The frame cache delays the releasing of buffers until the cache fills up, thereby avoiding an
// allocate plus pin operation for every frame, followed by an unpin and deallocate on every frame.
PinnedMemoryAllocator::PinnedMemoryAllocator(HDC hdc, HGLRC hglrc, VideoFrameTransfer::Direction direction, unsigned cacheSize, unsigned bufferSize) :
mHGLDC(hdc),
mHGLRC(hglrc),
mRefCount(1),
mDirection(direction),
mBufferSize(bufferSize),
mFrameCacheSize(cacheSize) // large cache size will keep more memory pinned and may result in out of memory errors
{
}
PinnedMemoryAllocator::~PinnedMemoryAllocator()
{
// Cleanup any unused buffers that remain in the cache
while (!mFrameCache.empty())
{
unPinAddress(mFrameCache.back());
VirtualFree(mFrameCache.back(), 0, MEM_RELEASE);
mFrameCache.pop_back();
}
for (auto iter = mFrameTransfer.begin(); iter != mFrameTransfer.end(); ++iter)
{
delete iter->second;
}
mFrameTransfer.clear();
}
bool PinnedMemoryAllocator::transferFrame(void* address, GLuint gpuTexture)
{
if (mFrameTransfer.count(address) == 0)
{
// VideoFrameTransfer prepares and pins address
mFrameTransfer[address] = new VideoFrameTransfer(mBufferSize, address, mDirection);
}
return mFrameTransfer[address]->performFrameTransfer();
}
void PinnedMemoryAllocator::waitForTransferComplete(void* address)
{
if (mFrameTransfer.count(address))
mFrameTransfer[address]->waitForTransferComplete();
}
void PinnedMemoryAllocator::unPinAddress(void* address)
{
// un-pin address only if it has been pinned for transfer
if (mFrameTransfer.count(address) > 0)
{
wglMakeCurrent( mHGLDC, mHGLRC );
mFrameTransfer.erase(address);
wglMakeCurrent( NULL, NULL );
}
}
// IUnknown methods
HRESULT STDMETHODCALLTYPE PinnedMemoryAllocator::QueryInterface(REFIID iid, LPVOID* ppv)
{
if (!ppv)
{
return E_POINTER;
}
if (iid == IID_IUnknown || iid == IID_PinnedMemoryAllocator)
{
*ppv = this;
}
else if (iid == IID_IDeckLinkVideoBufferAllocator)
{
*ppv = static_cast<IDeckLinkVideoBufferAllocator*>(this);
}
else
{
*ppv = nullptr;
return E_NOINTERFACE;
}
AddRef();
return S_OK;
}
ULONG STDMETHODCALLTYPE PinnedMemoryAllocator::AddRef(void)
{
return ++mRefCount;
}
ULONG STDMETHODCALLTYPE PinnedMemoryAllocator::Release(void)
{
int newCount = --mRefCount;
if (newCount == 0)
delete this;
return newCount;
}
// IDeckLinkMemoryAllocator methods
HRESULT STDMETHODCALLTYPE PinnedMemoryAllocator::AllocateVideoBuffer (IDeckLinkVideoBuffer** allocatedBuffer)
{
std::shared_ptr<void> sharedMemBuffer;
// Manage caching of allocated buffers via shared_ptr deleter.
auto deleter = [this](void* buffer) mutable {
if (mFrameCache.size() < mFrameCacheSize)
{
mFrameCache.push_back(buffer);
}
else
{
// No room left in cache, so un-pin (if it was pinned) and free this buffer
unPinAddress(buffer);
VirtualFree(buffer, 0, MEM_RELEASE);
}
// We AddRef this class once the deleter is used because this class owns the mem
Release();
};
if (mFrameCache.empty())
{
// Allocate memory on a page boundary
void* memBuffer = VirtualAlloc(NULL, mBufferSize, MEM_COMMIT | MEM_RESERVE | MEM_WRITE_WATCH, PAGE_READWRITE);
if (!memBuffer)
return E_OUTOFMEMORY;
sharedMemBuffer = std::shared_ptr<void>(memBuffer, deleter);
}
else
{
// Re-use most recently released address
sharedMemBuffer = std::shared_ptr<void>(mFrameCache.back(), deleter);
mFrameCache.pop_back();
}
// This class owns the mem so the buffer we return needs to AddRef() this, and Release() in the deleter
AddRef();
*allocatedBuffer = new DeckLinkVideoBuffer(sharedMemBuffer, this);
return S_OK;
}
////////////////////////////////////////////
// InputAllocatorPool Class
////////////////////////////////////////////
InputAllocatorPool::InputAllocatorPool(HDC hdc, HGLRC hglrc)
{
mHDC = hdc;
mHGLRC = hglrc;
}
HRESULT InputAllocatorPool::QueryInterface(REFIID iid, void** ppv)
{
if (!ppv)
{
return E_POINTER;
}
if (iid == IID_IUnknown)
{
*ppv = this;
}
else if (iid == IID_IDeckLinkVideoBufferAllocatorProvider)
{
*ppv = static_cast<IDeckLinkVideoBufferAllocatorProvider*>(this);
}
else
{
*ppv = nullptr;
return E_NOINTERFACE;
}
AddRef();
return S_OK;
}
ULONG InputAllocatorPool::AddRef(void)
{
return ++mRefCount;
}
ULONG InputAllocatorPool::Release(void)
{
int newCount = --mRefCount;
if (newCount == 0)
delete this;
return newCount;
}
HRESULT InputAllocatorPool::GetVideoBufferAllocator(
/* [in] */ unsigned int bufferSize,
/* [in] */ unsigned int,
/* [in] */ unsigned int,
/* [in] */ unsigned int,
/* [in] */ BMDPixelFormat,
/* [out] */ IDeckLinkVideoBufferAllocator **allocator)
{
if (!allocator)
return E_POINTER;
auto existing = mAllocatorBySize.find(bufferSize);
if (existing != mAllocatorBySize.end())
{
*allocator = &*existing->second;
(*allocator)->AddRef();
return S_OK;
}
CComPtr<PinnedMemoryAllocator> newAllocator;
newAllocator.Attach(new (std::nothrow) PinnedMemoryAllocator(mHDC, mHGLRC, VideoFrameTransfer::CPUtoGPU, 3, bufferSize));
if (!newAllocator)
return E_OUTOFMEMORY;
mAllocatorBySize.emplace(std::make_pair(bufferSize, newAllocator));
*allocator = newAllocator.Detach();
return S_OK;
}
////////////////////////////////////////////
// DeckLink Video Buffer Class
////////////////////////////////////////////
DeckLinkVideoBuffer::DeckLinkVideoBuffer(std::shared_ptr<void>& buffer, PinnedMemoryAllocator* parent) :
mParentAllocator(parent),
mRefCount(1),
mBuffer(buffer)
{
}
HRESULT STDMETHODCALLTYPE DeckLinkVideoBuffer::QueryInterface(REFIID riid, void** ppvObject)
{
HRESULT result = S_OK;
if (ppvObject == nullptr)
return E_POINTER;
if (riid == IID_IUnknown)
{
*ppvObject = this;
AddRef();
}
else if (riid == IID_IDeckLinkVideoBuffer)
{
*ppvObject = static_cast<IDeckLinkVideoBuffer*>(this);
AddRef();
}
else if (riid == IID_PinnedMemoryAllocator)
{
result = mParentAllocator->QueryInterface(riid, ppvObject);
}
else
{
*ppvObject = nullptr;
result = E_NOINTERFACE;
}
return result;
}
ULONG STDMETHODCALLTYPE DeckLinkVideoBuffer::AddRef()
{
return ++mRefCount;
}
ULONG STDMETHODCALLTYPE DeckLinkVideoBuffer::Release()
{
int newValue = --mRefCount;
if (newValue == 0)
delete this;
return newValue;
}
HRESULT STDMETHODCALLTYPE DeckLinkVideoBuffer::GetBytes(void** buffer)
{
if (buffer == nullptr)
return E_POINTER;
*buffer = mBuffer.get();
return S_OK;
}
HRESULT STDMETHODCALLTYPE DeckLinkVideoBuffer::GetSize(uint64_t* size)
{
if (size == nullptr)
return E_POINTER;
*size = mParentAllocator->bufferSize();
return S_OK;
}
HRESULT STDMETHODCALLTYPE DeckLinkVideoBuffer::StartAccess(BMDBufferAccessFlags)
{
return S_OK;
}
HRESULT STDMETHODCALLTYPE DeckLinkVideoBuffer::EndAccess(BMDBufferAccessFlags)
{
return S_OK;
}
////////////////////////////////////////////
// DeckLink Capture Delegate Class
////////////////////////////////////////////
CaptureDelegate::CaptureDelegate(OpenGLComposite* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT CaptureDelegate::QueryInterface(REFIID iid, LPVOID *ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG CaptureDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG CaptureDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT CaptureDelegate::VideoInputFrameArrived(IDeckLinkVideoInputFrame* inputFrame, IDeckLinkAudioInputPacket* /*audioPacket*/)
{
if (! inputFrame)
{
// It's possible to receive a NULL inputFrame, but a valid audioPacket. Ignore audio-only frame.
return S_OK;
}
bool hasNoInputSource = (inputFrame->GetFlags() & bmdFrameHasNoInputSource) == bmdFrameHasNoInputSource;
m_pOwner->VideoFrameArrived(inputFrame, hasNoInputSource);
return S_OK;
}
HRESULT CaptureDelegate::VideoInputFormatChanged(BMDVideoInputFormatChangedEvents notificationEvents, IDeckLinkDisplayMode *newDisplayMode, BMDDetectedVideoInputFormatFlags detectedSignalFlags)
{
return S_OK;
}
////////////////////////////////////////////
// DeckLink Playout Delegate Class
////////////////////////////////////////////
PlayoutDelegate::PlayoutDelegate(OpenGLComposite* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT PlayoutDelegate::QueryInterface(REFIID iid, LPVOID *ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG PlayoutDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG PlayoutDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT PlayoutDelegate::ScheduledFrameCompleted (IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result)
{
switch (result)
{
case bmdOutputFrameDisplayedLate:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Displayed Late\n");
break;
case bmdOutputFrameDropped:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Dropped\n");
break;
case bmdOutputFrameCompleted:
case bmdOutputFrameFlushed:
// Don't log bmdOutputFrameFlushed result since it is expected when Stop() is called
break;
default:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Unknown error\n");
}
m_pOwner->PlayoutFrameCompleted(completedFrame, result);
return S_OK;
}
HRESULT PlayoutDelegate::ScheduledPlaybackHasStopped ()
{
return S_OK;
}