Rendering is now working

This commit is contained in:
Cameron Gutman 2016-02-13 14:49:27 -05:00
parent e67a841a3e
commit b7032a8957
4 changed files with 94 additions and 84 deletions

View File

@ -7,7 +7,7 @@
<script type="text/javascript" src="index.js"></script>
<script type="text/javascript" src="common.js"></script>
</head>
<body data-name="moonlight-chrome" data-width="500" data-height="500" style="height: 0px;" data-tools="pnacl" data-configs="Debug Release" data-path="{tc}/{config}">
<body data-name="moonlight-chrome" data-width="1280" data-height="720" data-tools="pnacl" data-configs="Debug Release" data-path="{tc}/{config}">
<h1>Moonlight</h1>
<h2>Status: <code id="statusField">NO-STATUS</code></h2>

View File

@ -73,8 +73,8 @@ void MoonlightInstance::HandleMessage(const pp::Var& var_message) {
LiInitializeStreamConfiguration(&s_StreamConfig);
s_StreamConfig.width = 1280;
s_StreamConfig.height = 720;
s_StreamConfig.fps = 30;
s_StreamConfig.bitrate = 10; // megabits per second
s_StreamConfig.fps = 60;
s_StreamConfig.bitrate = 15000; // kilobits per second
s_StreamConfig.packetSize = 1024;
s_StreamConfig.streamingRemotely = 0;
s_StreamConfig.audioConfiguration = AUDIO_CONFIGURATION_STEREO;

View File

@ -12,6 +12,9 @@
#include "ppapi/utility/completion_callback_factory.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "nacl_io/nacl_io.h"
#include <Limelight.h>
@ -24,19 +27,17 @@ struct Shader {
GLint texcoord_scale_location;
};
class MoonlightInstance : public pp::Instance, public pp::MouseLock, public pp::Graphics3DClient {
class MoonlightInstance : public pp::Instance, public pp::MouseLock {
public:
MoonlightInstance(PP_Instance instance) :
explicit MoonlightInstance(PP_Instance instance) :
pp::Instance(instance),
pp::MouseLock(this),
pp::Graphics3DClient(this),
m_CallbackFactory(this),
m_MouseLocked(false) {
// This function MUST be used otherwise sockets don't work (nacl_io_init() doesn't work!)
nacl_io_init_ppapi(pp_instance(), pp::Module::Get()->get_browser_interface());
m_GamepadApi = static_cast<const PPB_Gamepad*>(pp::Module::Get()->GetBrowserInterface(PPB_GAMEPAD_INTERFACE));
m_GlesApi = static_cast<const PPB_OpenGLES2*>(pp::Module::Get()->GetBrowserInterface(PPB_OPENGLES2_INTERFACE));
}
virtual ~MoonlightInstance();
@ -67,12 +68,11 @@ class MoonlightInstance : public pp::Instance, public pp::MouseLock, public pp::
static void ClDisplayMessage(char* message);
static void ClDisplayTransientMessage(char* message);
virtual void Graphics3DContextLost() {}
static Shader CreateProgram(const char* vertexShader, const char* fragmentShader);
static void CreateShader(GLuint program, GLenum type, const char* source, int size);
static void PaintPicture(PP_VideoPicture picture);
void DispatchRendering(int32_t unused);
void DispatchGetPicture(uint32_t unused);
void PictureReady(int32_t result, PP_VideoPicture picture);
@ -84,13 +84,13 @@ class MoonlightInstance : public pp::Instance, public pp::MouseLock, public pp::
static CONNECTION_LISTENER_CALLBACKS s_ClCallbacks;
static DECODER_RENDERER_CALLBACKS s_DrCallbacks;
pp::Graphics3D* m_Graphics3D;
pp::Graphics3D m_Graphics3D;
pp::VideoDecoder* m_VideoDecoder;
pp::Size m_ViewSize;
const PPB_OpenGLES2* m_GlesApi;
Shader m_Texture2DShader;
Shader m_RectangleArbShader;
Shader m_ExternalOesShader;
PP_VideoPicture m_LastPicture;
double m_LastPadTimestamps[4];
const PPB_Gamepad* m_GamepadApi;

View File

@ -3,6 +3,8 @@
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
#define INITIAL_DECODE_BUFFER_LEN 128 * 1024
static unsigned char* s_DecodeBuffer;
@ -64,28 +66,30 @@ void MoonlightInstance::DidChangeView(const pp::Rect& position,
m_ViewSize = position.size();
printf("View size: %dx%d\n", m_ViewSize.width(), m_ViewSize.height());
if (!glInitializePPAPI(pp::Module::Get()->get_browser_interface())) {
return;
}
int32_t contextAttributes[] = {
PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
PP_GRAPHICS3DATTRIB_BLUE_SIZE, 8,
PP_GRAPHICS3DATTRIB_GREEN_SIZE, 8,
PP_GRAPHICS3DATTRIB_RED_SIZE, 8,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 0,
PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 0,
PP_GRAPHICS3DATTRIB_SAMPLES, 0,
PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
PP_GRAPHICS3DATTRIB_WIDTH, g_Instance->m_ViewSize.width(),
PP_GRAPHICS3DATTRIB_HEIGHT, g_Instance->m_ViewSize.height(),
PP_GRAPHICS3DATTRIB_NONE,
PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 24,
PP_GRAPHICS3DATTRIB_WIDTH, position.size().width(),
PP_GRAPHICS3DATTRIB_HEIGHT, position.size().height(),
PP_GRAPHICS3DATTRIB_NONE
};
g_Instance->m_Graphics3D = new pp::Graphics3D(g_Instance, contextAttributes);
assert(!g_Instance->m_Graphics3D->is_null());
g_Instance->m_Graphics3D = pp::Graphics3D(this, contextAttributes);
assert(BindGraphics(*m_Graphics3D));
if (!BindGraphics(m_Graphics3D)) {
fprintf(stderr, "Unable to bind 3d context!\n");
m_Graphics3D = pp::Graphics3D();
glSetCurrentContextPPAPI(0);
return;
}
PP_Resource graphics3D = g_Instance->m_Graphics3D->pp_resource();
glSetCurrentContextPPAPI(m_Graphics3D.pp_resource());
g_Instance->m_GlesApi->ClearColor(graphics3D, 1, 0, 0, 1);
g_Instance->m_GlesApi->Clear(graphics3D, GL_COLOR_BUFFER_BIT);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
assertNoGLError();
@ -95,15 +99,16 @@ void MoonlightInstance::DidChangeView(const pp::Rect& position,
};
GLuint buffer;
g_Instance->m_GlesApi->GenBuffers(graphics3D, 1, &buffer);
g_Instance->m_GlesApi->BindBuffer(graphics3D, GL_ARRAY_BUFFER, buffer);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
g_Instance->m_GlesApi->BufferData(graphics3D,
GL_ARRAY_BUFFER,
sizeof(k_Vertices),
k_Vertices,
GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER,
sizeof(k_Vertices),
k_Vertices,
GL_STATIC_DRAW);
assertNoGLError();
g_Instance->m_Graphics3D.SwapBuffers(g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchRendering));
}
void MoonlightInstance::VidDecSetup(int width, int height, int redrawRate, void* context, int drFlags) {
@ -112,7 +117,7 @@ void MoonlightInstance::VidDecSetup(int width, int height, int redrawRate, void*
s_DecodeBufferLength = INITIAL_DECODE_BUFFER_LEN;
s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
g_Instance->m_VideoDecoder->Initialize(*g_Instance->m_Graphics3D,
g_Instance->m_VideoDecoder->Initialize(g_Instance->m_Graphics3D,
PP_VIDEOPROFILE_H264HIGH,
PP_HARDWAREACCELERATION_ONLY,
0,
@ -123,6 +128,12 @@ void MoonlightInstance::VidDecSetup(int width, int height, int redrawRate, void*
}
void MoonlightInstance::DispatchGetPicture(uint32_t unused) {
/*glClearColor(0.5, 0.5, 0.5, 1);
glClear(GL_COLOR_BUFFER_BIT);
m_Graphics3D.SwapBuffers(
m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchGetPicture));*/
// Queue the initial GetPicture callback on the main thread
g_Instance->m_VideoDecoder->GetPicture(
g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
@ -132,18 +143,15 @@ void MoonlightInstance::VidDecCleanup(void) {
free(s_DecodeBuffer);
delete g_Instance->m_VideoDecoder;
PP_Resource graphics3D = g_Instance->m_Graphics3D->pp_resource();
if (g_Instance->m_Texture2DShader.program) {
g_Instance->m_GlesApi->DeleteProgram(graphics3D, g_Instance->m_Texture2DShader.program);
glDeleteProgram(g_Instance->m_Texture2DShader.program);
}
if (g_Instance->m_RectangleArbShader.program) {
g_Instance->m_GlesApi->DeleteProgram(graphics3D, g_Instance->m_RectangleArbShader.program);
glDeleteProgram(g_Instance->m_RectangleArbShader.program);
}
if (g_Instance->m_ExternalOesShader.program) {
g_Instance->m_GlesApi->DeleteProgram(graphics3D, g_Instance->m_ExternalOesShader.program);
glDeleteProgram(g_Instance->m_ExternalOesShader.program);
}
delete g_Instance->m_Graphics3D;
}
int MoonlightInstance::VidDecSubmitDecodeUnit(PDECODE_UNIT decodeUnit) {
@ -174,79 +182,79 @@ int MoonlightInstance::VidDecSubmitDecodeUnit(PDECODE_UNIT decodeUnit) {
void MoonlightInstance::CreateShader(GLuint program, GLenum type,
const char* source, int size) {
PP_Resource graphics3D = g_Instance->m_Graphics3D->pp_resource();
GLuint shader = g_Instance->m_GlesApi->CreateShader(graphics3D, type);
g_Instance->m_GlesApi->ShaderSource(graphics3D, shader, 1, &source, &size);
g_Instance->m_GlesApi->CompileShader(graphics3D, shader);
g_Instance->m_GlesApi->AttachShader(graphics3D, program, shader);
g_Instance->m_GlesApi->DeleteShader(graphics3D, shader);
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, &size);
glCompileShader(shader);
glAttachShader(program, shader);
glDeleteShader(shader);
}
Shader MoonlightInstance::CreateProgram(const char* vertexShader, const char* fragmentShader) {
Shader shader;
PP_Resource graphics3D = g_Instance->m_Graphics3D->pp_resource();
shader.program = g_Instance->m_GlesApi->CreateProgram(graphics3D);
shader.program = glCreateProgram();
CreateShader(shader.program, GL_VERTEX_SHADER, vertexShader, strlen(vertexShader));
CreateShader(shader.program, GL_FRAGMENT_SHADER, fragmentShader, strlen(fragmentShader));
g_Instance->m_GlesApi->LinkProgram(graphics3D, shader.program);
g_Instance->m_GlesApi->UseProgram(graphics3D, shader.program);
glLinkProgram(shader.program);
glUseProgram(shader.program);
g_Instance->m_GlesApi->Uniform1i(graphics3D,
g_Instance->m_GlesApi->GetUniformLocation(graphics3D, shader.program, "s_texture"), 0);
glUniform1i(glGetUniformLocation(shader.program, "s_texture"), 0);
assertNoGLError();
shader.texcoord_scale_location = g_Instance->m_GlesApi->GetUniformLocation(graphics3D, shader.program, "v_scale");
shader.texcoord_scale_location = glGetUniformLocation(shader.program, "v_scale");
GLint pos_location = g_Instance->m_GlesApi->GetAttribLocation(graphics3D, shader.program, "a_position");
GLint tc_location = g_Instance->m_GlesApi->GetAttribLocation(graphics3D, shader.program, "a_texCoord");
GLint pos_location = glGetAttribLocation(shader.program, "a_position");
GLint tc_location = glGetAttribLocation(shader.program, "a_texCoord");
assertNoGLError();
g_Instance->m_GlesApi->EnableVertexAttribArray(graphics3D, pos_location);
g_Instance->m_GlesApi->VertexAttribPointer(graphics3D, pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
g_Instance->m_GlesApi->EnableVertexAttribArray(graphics3D, tc_location);
g_Instance->m_GlesApi->VertexAttribPointer(graphics3D, tc_location, 2, GL_FLOAT, GL_FALSE, 0, static_cast<float*>(0) + 8);
glEnableVertexAttribArray( pos_location);
glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(tc_location);
glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, static_cast<float*>(0) + 8);
g_Instance->m_GlesApi->UseProgram(graphics3D, 0);
glUseProgram(0);
assertNoGLError();
return shader;
}
void MoonlightInstance::PaintPicture(PP_VideoPicture picture) {
PP_Resource graphics3D = g_Instance->m_Graphics3D->pp_resource();
if (picture.texture_target == GL_TEXTURE_2D) {
if (!g_Instance->m_Texture2DShader.program) {
g_Instance->m_Texture2DShader = CreateProgram(k_VertexShader, k_FragmentShader2D);
}
g_Instance->m_GlesApi->UseProgram(graphics3D, g_Instance->m_Texture2DShader.program);
g_Instance->m_GlesApi->Uniform2f(graphics3D, g_Instance->m_Texture2DShader.texcoord_scale_location,
1.0, 1.0);
glUseProgram(g_Instance->m_Texture2DShader.program);
glUniform2f(g_Instance->m_Texture2DShader.texcoord_scale_location, 1.0, 1.0);
}
else if (picture.texture_target == GL_TEXTURE_RECTANGLE_ARB) {
if (!g_Instance->m_RectangleArbShader.program) {
g_Instance->m_RectangleArbShader = CreateProgram(k_VertexShader, k_FragmentShaderRectangle);
}
g_Instance->m_GlesApi->UseProgram(graphics3D, g_Instance->m_RectangleArbShader.program);
g_Instance->m_GlesApi->Uniform2f(graphics3D, g_Instance->m_RectangleArbShader.texcoord_scale_location,
picture.texture_size.width, picture.texture_size.height);
glUseProgram(g_Instance->m_RectangleArbShader.program);
glUniform2f(g_Instance->m_RectangleArbShader.texcoord_scale_location,
picture.texture_size.width, picture.texture_size.height);
}
else {
else if (picture.texture_target == GL_TEXTURE_EXTERNAL_OES){
if (!g_Instance->m_ExternalOesShader.program) {
g_Instance->m_ExternalOesShader = CreateProgram(k_VertexShader, k_FragmentShaderExternal);
}
g_Instance->m_GlesApi->UseProgram(graphics3D, g_Instance->m_ExternalOesShader.program);
g_Instance->m_GlesApi->Uniform2f(graphics3D, g_Instance->m_ExternalOesShader.texcoord_scale_location,
1.0, 1.0);
glUseProgram(g_Instance->m_ExternalOesShader.program);
glUniform2f(g_Instance->m_ExternalOesShader.texcoord_scale_location, 1.0, 1.0);
}
g_Instance->m_GlesApi->Viewport(graphics3D, 0, 0, g_Instance->m_ViewSize.width(), g_Instance->m_ViewSize.height());
g_Instance->m_GlesApi->ActiveTexture(graphics3D, GL_TEXTURE0);
g_Instance->m_GlesApi->BindTexture(graphics3D, picture.texture_target, picture.texture_id);
g_Instance->m_GlesApi->DrawArrays(graphics3D, GL_TRIANGLE_STRIP, 0, 4);
g_Instance->m_GlesApi->UseProgram(graphics3D, 0);
if (picture.texture_target != 0) {
glViewport(0, 0, g_Instance->m_ViewSize.width(), g_Instance->m_ViewSize.height());
glActiveTexture(GL_TEXTURE0);
glBindTexture(picture.texture_target, picture.texture_id);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUseProgram(0);
}
g_Instance->m_Graphics3D->SwapBuffers(pp::BlockUntilComplete());
g_Instance->m_Graphics3D.SwapBuffers(g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchRendering));
}
void MoonlightInstance::DispatchRendering(int32_t unused) {
// Paint the image on screen
PaintPicture(m_LastPicture);
}
void MoonlightInstance::PictureReady(int32_t result, PP_VideoPicture picture) {
@ -254,10 +262,12 @@ void MoonlightInstance::PictureReady(int32_t result, PP_VideoPicture picture) {
return;
}
// Paint the image on screen
PaintPicture(picture);
g_Instance->m_VideoDecoder->RecyclePicture(picture);
// Replace the last picture with this one and free the old one
PP_VideoPicture oldPic = m_LastPicture;
m_LastPicture = picture;
if (oldPic.texture_target) {
g_Instance->m_VideoDecoder->RecyclePicture(oldPic);
}
// Queue another callback
g_Instance->m_VideoDecoder->GetPicture(