Files
video-shader-toys/apps/LoopThroughWithOpenGLCompositing/OpenGLComposite.cpp
2026-05-02 15:49:45 +10:00

1424 lines
40 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 "OpenGLComposite.h"
#include "GLExtensions.h"
#include <filesystem>
#include <fstream>
#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
{
const char* kSlangShaderRelativePath = "apps/LoopThroughWithOpenGLCompositing/video_effect.slang";
const char* kRuntimeShaderCacheDirectory = "shader_cache";
const char* kRuntimeRawShaderFilename = "video_effect.raw.frag";
const char* kRuntimePatchedShaderFilename = "video_effect.frag";
const char* kVertexShaderSource =
"#version 130\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";
std::string GetExecutableDirectory()
{
char modulePath[MAX_PATH] = {};
DWORD pathLength = GetModuleFileNameA(NULL, modulePath, MAX_PATH);
if (pathLength == 0 || pathLength == MAX_PATH)
return std::string();
std::string path(modulePath, pathLength);
std::string::size_type slashIndex = path.find_last_of("\\/");
if (slashIndex == std::string::npos)
return std::string();
return path.substr(0, slashIndex);
}
bool ReplaceAll(std::string& text, const std::string& from, const std::string& to)
{
bool replaced = false;
std::string::size_type startPos = 0;
while ((startPos = text.find(from, startPos)) != std::string::npos)
{
text.replace(startPos, from.length(), to);
startPos += to.length();
replaced = true;
}
return replaced;
}
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
bool LoadTextFile(const std::string& path, std::string& contents, std::string& error)
{
std::ifstream input(path.c_str(), std::ios::binary);
if (!input)
{
error = "Could not open fragment shader file: " + path;
return false;
}
std::ostringstream buffer;
buffer << input.rdbuf();
contents = buffer.str();
if (contents.empty())
{
error = "Fragment shader file is empty: " + path;
return false;
}
return true;
}
std::filesystem::path FindRepoRoot()
{
std::vector<std::filesystem::path> rootsToTry;
char currentDirBuffer[MAX_PATH] = {};
if (GetCurrentDirectoryA(MAX_PATH, currentDirBuffer) > 0)
rootsToTry.push_back(std::filesystem::path(currentDirBuffer));
std::string executableDirectory = GetExecutableDirectory();
if (!executableDirectory.empty())
rootsToTry.push_back(std::filesystem::path(executableDirectory));
for (const std::filesystem::path& startPath : rootsToTry)
{
std::filesystem::path candidate = startPath;
for (int depth = 0; depth < 8 && !candidate.empty(); ++depth)
{
if (std::filesystem::exists(candidate / kSlangShaderRelativePath))
return candidate;
candidate = candidate.parent_path();
}
}
return std::filesystem::path();
}
bool FindSlangCompiler(const std::filesystem::path& repoRoot, std::filesystem::path& slangCompilerPath, std::string& error)
{
std::filesystem::path thirdPartyPath = repoRoot / "3rdParty";
if (!std::filesystem::exists(thirdPartyPath))
{
error = "Could not locate the 3rdParty directory from the application runtime path.";
return false;
}
for (const auto& entry : std::filesystem::directory_iterator(thirdPartyPath))
{
if (!entry.is_directory())
continue;
std::filesystem::path candidate = entry.path() / "bin" / "slangc.exe";
if (std::filesystem::exists(candidate))
{
slangCompilerPath = candidate;
return true;
}
}
error = "Could not find slangc.exe under 3rdParty.";
return false;
}
bool RunProcessAndWait(const std::string& commandLine, std::string& error)
{
STARTUPINFOA startupInfo = {};
PROCESS_INFORMATION processInfo = {};
startupInfo.cb = sizeof(startupInfo);
std::vector<char> mutableCommandLine(commandLine.begin(), commandLine.end());
mutableCommandLine.push_back('\0');
if (!CreateProcessA(NULL, mutableCommandLine.data(), NULL, NULL, FALSE, CREATE_NO_WINDOW, NULL, NULL, &startupInfo, &processInfo))
{
error = "Failed to start slangc.exe.";
return false;
}
WaitForSingleObject(processInfo.hProcess, INFINITE);
DWORD exitCode = 0;
GetExitCodeProcess(processInfo.hProcess, &exitCode);
CloseHandle(processInfo.hThread);
CloseHandle(processInfo.hProcess);
if (exitCode != 0)
{
error = "slangc.exe returned a non-zero exit code while compiling the runtime shader.";
return false;
}
return true;
}
bool PatchGeneratedSlangGLSL(std::string& shaderText, std::string& error)
{
bool replacedVersion = ReplaceAll(shaderText, "#version 450", "#version 130");
ReplaceAll(shaderText, "#extension GL_EXT_samplerless_texture_functions : require\n", "");
ReplaceAll(shaderText, "layout(row_major) uniform;\n", "");
ReplaceAll(shaderText, "layout(row_major) buffer;\n", "");
ReplaceAll(shaderText, "layout(binding = 0)\nuniform texture2D UYVYtex_0;", "uniform sampler2D UYVYtex;");
ReplaceAll(shaderText, "layout(location = 0)\nout vec4 entryPointParam_fragmentMain_0;\n", "");
ReplaceAll(shaderText, "layout(location = 0)\nin vec2 input_texCoord_0;\n", "in vec2 vTexCoord;\n");
ReplaceAll(shaderText, "UYVYtex_0", "UYVYtex");
ReplaceAll(shaderText, "input_texCoord_0", "vTexCoord");
ReplaceAll(shaderText, "entryPointParam_fragmentMain_0 =", "gl_FragColor =");
if (!replacedVersion)
{
error = "Generated Slang GLSL did not contain the expected version header.";
return false;
}
return true;
}
bool BuildFragmentShaderSourceFromSlang(std::string& shaderSource, std::string& error)
{
std::filesystem::path repoRoot = FindRepoRoot();
if (repoRoot.empty())
{
error = "Could not locate the repository root to load video_effect.slang.";
return false;
}
std::filesystem::path slangSourcePath = repoRoot / kSlangShaderRelativePath;
if (!std::filesystem::exists(slangSourcePath))
{
error = "Could not find video_effect.slang.";
return false;
}
std::filesystem::path slangCompilerPath;
if (!FindSlangCompiler(repoRoot, slangCompilerPath, error))
return false;
std::filesystem::path shaderCachePath = std::filesystem::path(GetExecutableDirectory()) / kRuntimeShaderCacheDirectory;
std::filesystem::create_directories(shaderCachePath);
std::filesystem::path rawShaderPath = shaderCachePath / kRuntimeRawShaderFilename;
std::filesystem::path patchedShaderPath = shaderCachePath / kRuntimePatchedShaderFilename;
std::string commandLine = "\"" + slangCompilerPath.string() + "\" \"" + slangSourcePath.string()
+ "\" -target glsl -profile glsl_430 -entry fragmentMain -stage fragment -o \"" + rawShaderPath.string() + "\"";
if (!RunProcessAndWait(commandLine, error))
return false;
if (!LoadTextFile(rawShaderPath.string(), shaderSource, error))
return false;
if (!PatchGeneratedSlangGLSL(shaderSource, error))
return false;
std::ofstream patchedShaderOutput(patchedShaderPath.string().c_str(), std::ios::binary);
if (patchedShaderOutput)
patchedShaderOutput << shaderSource;
return true;
}
}
OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
hGLWnd(hWnd), hGLDC(hDC), hGLRC(hRC),
mCaptureDelegate(NULL), mPlayoutDelegate(NULL),
mDLInput(NULL), mDLOutput(NULL),
mPlayoutAllocator(NULL),
mFrameWidth(0), mFrameHeight(0),
mHasNoInputSource(true),
mFastTransferExtensionAvailable(false),
mCaptureTexture(0),
mFBOTexture(0),
mProgram(0),
mVertexShader(0),
mFragmentShader(0),
mUYVYtexUniform(-1),
mRotateAngle(0.0f),
mRotateAngleRate(0.0f)
{
InitializeCriticalSection(&pMutex);
}
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)
{
mDLOutput->SetScheduledFrameCompletionCallback(NULL);
mDLOutput->Release();
mDLOutput = NULL;
}
if (mPlayoutDelegate != NULL)
{
mPlayoutDelegate->Release();
mPlayoutDelegate = NULL;
}
if (mPlayoutAllocator != NULL)
{
mPlayoutAllocator->Release();
mPlayoutAllocator = NULL;
}
destroyShaderProgram();
DeleteCriticalSection(&pMutex);
}
bool OpenGLComposite::InitDeckLink()
{
bool bSuccess = false;
IDeckLinkIterator* pDLIterator = NULL;
IDeckLink* pDL = NULL;
IDeckLinkProfileAttributes* deckLinkAttributes = NULL;
IDeckLinkDisplayModeIterator* pDLDisplayModeIterator = NULL;
IDeckLinkDisplayMode* pDLDisplayMode = NULL;
BMDDisplayMode displayMode = bmdModeHD1080p5994; // mode to use for capture and playout
int outputFrameRowBytes;
HRESULT result;
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;
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);
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;
}
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 (mDLOutput->GetDisplayModeIterator(&pDLDisplayModeIterator) != S_OK)
{
MessageBox(NULL, _T("Cannot get Display Mode Iterator."), _T("DeckLink error."), MB_OK);
goto error;
}
while (pDLDisplayModeIterator->Next(&pDLDisplayMode) == S_OK)
{
if (pDLDisplayMode->GetDisplayMode() == displayMode)
break;
pDLDisplayMode->Release();
pDLDisplayMode = NULL;
}
pDLDisplayModeIterator->Release();
pDLDisplayModeIterator = NULL;
if (pDLDisplayMode == NULL)
{
MessageBox(NULL, _T("Cannot get specified BMDDisplayMode."), _T("DeckLink error."), MB_OK);
goto error;
}
mFrameWidth = pDLDisplayMode->GetWidth();
mFrameHeight = pDLDisplayMode->GetHeight();
if (! CheckOpenGLExtensions())
goto error;
if (! InitOpenGLState())
goto error;
pDLDisplayMode->GetFrameRate(&mFrameDuration, &mFrameTimescale);
// Resize window to match video frame, but scale large formats down by half for viewing
if (mFrameWidth < 1920)
resizeWindow(mFrameWidth, mFrameHeight);
else
resizeWindow(mFrameWidth / 2, mFrameHeight / 2);
if (mFastTransferExtensionAvailable)
{
// Initialize fast video frame transfers
if (! VideoFrameTransfer::initialize(mFrameWidth, mFrameHeight, mCaptureTexture, mFBOTexture))
{
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(displayMode, bmdFormat8BitYUV, bmdVideoInputFlagDefault, captureAllocator) != S_OK)
goto error;
}
mCaptureDelegate = new CaptureDelegate(this);
if (mDLInput->SetCallback(mCaptureDelegate) != S_OK)
goto error;
if (mDLOutput->RowBytesForPixelFormat(bmdFormat8BitBGRA, mFrameWidth, &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 * mFrameHeight);
if (mDLOutput->EnableVideoOutput(displayMode, bmdVideoOutputFlagDefault) != S_OK)
goto error;
// 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(mFrameWidth, mFrameHeight, 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 (mDLInput != NULL)
{
mDLInput->Release();
mDLInput = NULL;
}
if (mDLOutput != NULL)
{
mDLOutput->Release();
mDLOutput = NULL;
}
}
if (pDL != NULL)
{
pDL->Release();
pDL = NULL;
}
if (pDLDisplayMode != NULL)
{
pDLDisplayMode->Release();
pDLDisplayMode = NULL;
}
if (pDLIterator != NULL)
{
pDLIterator->Release();
pDLIterator = NULL;
}
return bSuccess;
}
void OpenGLComposite::paintGL()
{
// 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.
// Simply copy the off-screen frame buffer to on-screen frame buffer, scaling to the viewing window size.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, mIdFrameBuf);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, 0);
glViewport(0, 0, mViewWidth, mViewHeight);
glBlitFramebufferEXT(0, 0, mFrameWidth, mFrameHeight, 0, 0, mViewWidth, mViewHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
SwapBuffers(hGLDC);
ValidateRect(hGLWnd, NULL);
}
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;
// Prepare the runtime shader program generated from the Slang source file.
char compilerErrorMessage[1024];
if (! compileFragmentShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL shader failed to load or compile", MB_OK);
return false;
}
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
glEnable(GL_TEXTURE_2D);
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// 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_RGBA, mFrameWidth/2, mFrameHeight, 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.
glGenFramebuffersEXT(1, &mIdFrameBuf);
glGenRenderbuffersEXT(1, &mIdColorBuf);
glGenRenderbuffersEXT(1, &mIdDepthBuf);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mIdFrameBuf);
// Texture for FBO
glGenTextures(1, &mFBOTexture);
glBindTexture(GL_TEXTURE_2D, mFBOTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mFrameWidth, mFrameHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// Attach a depth buffer
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, mIdDepthBuf);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, mFrameWidth, mFrameHeight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, mIdDepthBuf);
// Attach the texture which stores the playback image
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, mFBOTexture, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
GLenum glStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (glStatus != GL_FRAMEBUFFER_COMPLETE_EXT)
{
MessageBox(NULL, _T("Cannot initialize framebuffer."), _T("OpenGL initialization error."), MB_OK);
return false;
}
return true;
}
//
// Update the captured video frame texture
//
void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mHasNoInputSource = hasNoInputSource;
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
{
glEnable(GL_TEXTURE_2D);
// 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, mFrameWidth/2, mFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDisable(GL_TEXTURE_2D);
}
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.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, mIdFrameBuf);
renderEffect();
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, mFBOTexture))
OutputDebugStringA("Playback: transferFrame() failed\n");
paintGL();
// Wait for transfer to system memory to complete
mPlayoutAllocator->waitForTransferComplete(pFrame);
}
else
{
glReadPixels(0, 0, mFrameWidth, mFrameHeight, 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() * mFrameHeight); // 0 is black in RGBA 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()
{
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 = compileFragmentShader(sizeof(compilerErrorMessage), compilerErrorMessage);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&pMutex);
if (!success)
MessageBoxA(NULL, compilerErrorMessage, "Slang shader reload failed", MB_OK);
return success;
}
void OpenGLComposite::destroyShaderProgram()
{
if (mProgram != 0)
{
glDeleteProgram(mProgram);
mProgram = 0;
}
if (mFragmentShader != 0)
{
glDeleteShader(mFragmentShader);
mFragmentShader = 0;
}
if (mVertexShader != 0)
{
glDeleteShader(mVertexShader);
mVertexShader = 0;
}
mUYVYtexUniform = -1;
}
void OpenGLComposite::renderEffect()
{
glViewport(0, 0, mFrameWidth, mFrameHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
glUseProgram(mProgram);
if (mUYVYtexUniform >= 0)
glUniform1i(mUYVYtexUniform, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
if (mFastTransferExtensionAvailable)
VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
}
// Compile a fullscreen shader pass from the runtime Slang source. The Slang compiler
// emits modern GLSL which we patch into a compatibility-profile shader that can run
// inside the sample's WGL context.
bool OpenGLComposite::compileFragmentShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
std::string fragmentShaderSource;
std::string loadError;
const char* vertexSource = kVertexShaderSource;
if (!BuildFragmentShaderSourceFromSlang(fragmentShaderSource, loadError))
{
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
const char* fragmentSource = fragmentShaderSource.c_str();
GLuint newVertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(newVertexShader, 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader);
glGetShaderiv(newVertexShader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader, errorMessageSize, &errorBufferSize, errorMessage);
glDeleteShader(newVertexShader);
return false;
}
GLuint newFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(newFragmentShader, 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader);
glGetShaderiv(newFragmentShader, GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader, errorMessageSize, &errorBufferSize, errorMessage);
glDeleteShader(newVertexShader);
glDeleteShader(newFragmentShader);
return false;
}
GLuint newProgram = glCreateProgram();
glAttachShader(newProgram, newVertexShader);
glAttachShader(newProgram, newFragmentShader);
glLinkProgram(newProgram);
glGetProgramiv(newProgram, GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram, errorMessageSize, &errorBufferSize, errorMessage);
glDeleteProgram(newProgram);
glDeleteShader(newVertexShader);
glDeleteShader(newFragmentShader);
return false;
}
destroyShaderProgram();
mProgram = newProgram;
mVertexShader = newVertexShader;
mFragmentShader = newFragmentShader;
mUYVYtexUniform = glGetUniformLocation(mProgram, "UYVYtex");
return true;
}
bool OpenGLComposite::CheckOpenGLExtensions()
{
const GLubyte* strExt;
bool hasFBO;
// The GL_EXT_framebuffer_object extension is required but GL_AMD_pinned_memory is optional
strExt = glGetString (GL_EXTENSIONS);
hasFBO = strstr((char*)strExt, "GL_EXT_framebuffer_object") != NULL;
mFastTransferExtensionAvailable = VideoFrameTransfer::checkFastMemoryTransferAvailable();
if (!hasFBO)
{
MessageBox(NULL, _T("Required OpenGL extension \"GL_EXT_framebuffer_object\" is not available."), _T("OpenGL initialization error."), MB_OK);
return false;
}
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;
}