mirror of
https://github.com/moonlight-stream/moonlight-chrome.git
synced 2025-08-16 08:06:19 +00:00
447 lines
15 KiB
C++
447 lines
15 KiB
C++
#include "moonlight.hpp"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
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#include <h264_stream.h>
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#define INITIAL_DECODE_BUFFER_LEN 128 * 1024
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static unsigned char* s_DecodeBuffer;
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static unsigned int s_DecodeBufferLength;
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static int s_LastTextureType;
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static int s_LastTextureId;
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static bool s_FirstFrameDisplayed;
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static uint64_t s_LastPaintFinishedTime;
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#define assertNoGLError() assert(!glGetError())
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static const char k_VertexShader[] =
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"varying vec2 v_texCoord; \n"
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"uniform vec2 v_scale; \n"
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"void main() \n"
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"{ \n"
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" v_texCoord = v_scale * a_texCoord; \n"
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" gl_Position = a_position; \n"
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"}";
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static const char k_FragmentShader2D[] =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{"
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" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
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"}";
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static const char k_FragmentShaderRectangle[] =
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"#extension GL_ARB_texture_rectangle : require\n"
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2DRect s_texture; \n"
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"void main() \n"
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"{"
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" gl_FragColor = texture2DRect(s_texture, v_texCoord).rgba; \n"
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"}";
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static const char k_FragmentShaderExternal[] =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform samplerExternalOES s_texture; \n"
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"void main() \n"
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"{"
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" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
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"}";
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void MoonlightInstance::DidChangeFocus(bool got_focus) {
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// Request an IDR frame to dump the frame queue that may have
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// built up from the GL pipeline being stalled.
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if (got_focus) {
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LiRequestIdrFrame();
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}
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}
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void MoonlightInstance::DidChangeView(const pp::View& view) {
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m_PluginRect = view.GetRect();
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}
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bool MoonlightInstance::InitializeRenderingSurface(int width, int height) {
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if (!glInitializePPAPI(pp::Module::Get()->get_browser_interface())) {
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return false;
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}
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int32_t contextAttributes[] = {
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PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
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PP_GRAPHICS3DATTRIB_BLUE_SIZE, 8,
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PP_GRAPHICS3DATTRIB_GREEN_SIZE, 8,
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PP_GRAPHICS3DATTRIB_RED_SIZE, 8,
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PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 0,
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PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 0,
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PP_GRAPHICS3DATTRIB_SAMPLES, 0,
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PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
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PP_GRAPHICS3DATTRIB_WIDTH, width,
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PP_GRAPHICS3DATTRIB_HEIGHT, height,
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PP_GRAPHICS3DATTRIB_NONE
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};
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g_Instance->m_Graphics3D = pp::Graphics3D(this, contextAttributes);
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if (g_Instance->m_Graphics3D.is_null()) {
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ClDisplayMessage("Unable to create OpenGL context");
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return false;
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}
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int32_t swapBehaviorAttribute[] = {
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PP_GRAPHICS3DATTRIB_SWAP_BEHAVIOR, PP_GRAPHICS3DATTRIB_BUFFER_DESTROYED,
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PP_GRAPHICS3DATTRIB_NONE
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};
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g_Instance->m_Graphics3D.SetAttribs(swapBehaviorAttribute);
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if (!BindGraphics(m_Graphics3D)) {
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ClDisplayMessage("Unable to bind OpenGL context");
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m_Graphics3D = pp::Graphics3D();
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glSetCurrentContextPPAPI(0);
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return false;
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}
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glSetCurrentContextPPAPI(m_Graphics3D.pp_resource());
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glDisable(GL_DITHER);
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glViewport(0, 0, width, height);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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assertNoGLError();
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static const float k_Vertices[] = {
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-1, -1, -1, 1, 1, -1, 1, 1, // Position coordinates.
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0, 1, 0, 0, 1, 1, 1, 0, // Texture coordinates.
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};
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER,
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sizeof(k_Vertices),
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k_Vertices,
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GL_STATIC_DRAW);
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assertNoGLError();
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g_Instance->m_Graphics3D.SwapBuffers(pp::BlockUntilComplete());
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return true;
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}
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int MoonlightInstance::VidDecSetup(int videoFormat, int width, int height, int redrawRate, void* context, int drFlags) {
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g_Instance->m_VideoDecoder = new pp::VideoDecoder(g_Instance);
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s_DecodeBufferLength = INITIAL_DECODE_BUFFER_LEN;
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s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
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s_LastTextureType = 0;
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s_LastTextureId = 0;
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s_FirstFrameDisplayed = false;
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int32_t err;
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if (!(drFlags & DR_FLAG_FORCE_SW_DECODE)) {
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// Try to initialize hardware decoding only
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err = g_Instance->m_VideoDecoder->Initialize(
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g_Instance->m_Graphics3D,
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PP_VIDEOPROFILE_H264HIGH,
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PP_HARDWAREACCELERATION_ONLY,
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0,
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pp::BlockUntilComplete());
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}
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else {
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err = PP_ERROR_NOTSUPPORTED;
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}
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if (err == PP_ERROR_NOTSUPPORTED) {
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// Fallback to software decoding
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err = g_Instance->m_VideoDecoder->Initialize(
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g_Instance->m_Graphics3D,
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PP_VIDEOPROFILE_H264HIGH,
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PP_HARDWAREACCELERATION_NONE,
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0,
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pp::BlockUntilComplete());
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if (err == PP_ERROR_NOTSUPPORTED) {
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// No decoders available at all. We can't continue.
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ClDisplayMessage("No hardware or software H.264 decoders available!");
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g_Instance->StopConnection();
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return -1;
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}
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else if (!(drFlags & DR_FLAG_FORCE_SW_DECODE)) {
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// Tell the user we had to fall back
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ClDisplayTransientMessage("Hardware decoding is unavailable. Falling back to CPU decoding");
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}
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}
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pp::Module::Get()->core()->CallOnMainThread(0,
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g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchGetPicture));
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return 0;
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}
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void MoonlightInstance::DispatchGetPicture(uint32_t unused) {
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// Queue the initial GetPicture callback on the main thread
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g_Instance->m_VideoDecoder->GetPicture(
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g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
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}
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void MoonlightInstance::VidDecCleanup(void) {
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free(s_DecodeBuffer);
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// Delete the decoder
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delete g_Instance->m_VideoDecoder;
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// Delete shader programs
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if (g_Instance->m_Texture2DShader.program) {
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glDeleteProgram(g_Instance->m_Texture2DShader.program);
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g_Instance->m_Texture2DShader.program = 0;
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}
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if (g_Instance->m_RectangleArbShader.program) {
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glDeleteProgram(g_Instance->m_RectangleArbShader.program);
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g_Instance->m_RectangleArbShader.program = 0;
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}
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if (g_Instance->m_ExternalOesShader.program) {
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glDeleteProgram(g_Instance->m_ExternalOesShader.program);
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g_Instance->m_ExternalOesShader.program = 0;
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}
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// Unbind graphics device by binding a default constructed object
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glSetCurrentContextPPAPI(0);
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g_Instance->m_Graphics3D = pp::Graphics3D();
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g_Instance->BindGraphics(g_Instance->m_Graphics3D);
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}
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static void WriteSpsNalu(PLENTRY nalu, unsigned char* outBuffer, unsigned int* offset) {
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int start_len = nalu->data[2] == 0x01 ? 3 : 4;
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h264_stream_t* stream = h264_new();
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// Read the old NALU
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read_nal_unit(stream,
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(unsigned char *)&nalu->data[start_len],
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nalu->length - start_len);
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// Fixup the SPS to what OS X needs to use hardware acceleration
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stream->sps->num_ref_frames = 1;
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stream->sps->vui.max_dec_frame_buffering = 1;
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// Copy the NALU prefix over from the original SPS
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memcpy(&outBuffer[*offset], nalu->data, start_len);
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*offset += start_len;
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// Copy the modified NALU data
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*offset += write_nal_unit(stream, &outBuffer[*offset], nalu->length + 32 - start_len);
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h264_free(stream);
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}
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int MoonlightInstance::VidDecSubmitDecodeUnit(PDECODE_UNIT decodeUnit) {
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PLENTRY entry;
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unsigned int offset;
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unsigned int totalLength;
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totalLength = decodeUnit->fullLength;
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if (decodeUnit->frameType == FRAME_TYPE_IDR) {
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// Add some extra space for the SPS fixup
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totalLength += 32;
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}
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// Resize the decode buffer if needed
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if (totalLength > s_DecodeBufferLength) {
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free(s_DecodeBuffer);
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s_DecodeBufferLength = totalLength;
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s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
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}
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entry = decodeUnit->bufferList;
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offset = 0;
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while (entry != NULL) {
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if (entry->bufferType == BUFFER_TYPE_SPS) {
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// Write the SPS with required fixups and update offset
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WriteSpsNalu(entry, s_DecodeBuffer, &offset);
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}
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else {
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memcpy(&s_DecodeBuffer[offset], entry->data, entry->length);
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offset += entry->length;
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}
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entry = entry->next;
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}
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// Start the decoding
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uint32_t packedMillis = ProfilerGetPackedMillis();
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g_Instance->m_VideoDecoder->Decode(packedMillis, offset, s_DecodeBuffer, pp::BlockUntilComplete());
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ProfilerPrintPackedDeltaFromNow("Decode (blocking)", packedMillis);
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return DR_OK;
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}
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void MoonlightInstance::CreateShader(GLuint program, GLenum type,
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const char* source, int size) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, &size);
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glCompileShader(shader);
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glAttachShader(program, shader);
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glDeleteShader(shader);
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}
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Shader MoonlightInstance::CreateProgram(const char* vertexShader, const char* fragmentShader) {
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Shader shader;
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shader.program = glCreateProgram();
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CreateShader(shader.program, GL_VERTEX_SHADER, vertexShader, strlen(vertexShader));
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CreateShader(shader.program, GL_FRAGMENT_SHADER, fragmentShader, strlen(fragmentShader));
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glLinkProgram(shader.program);
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glUseProgram(shader.program);
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glUniform1i(glGetUniformLocation(shader.program, "s_texture"), 0);
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assertNoGLError();
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shader.texcoord_scale_location = glGetUniformLocation(shader.program, "v_scale");
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GLint pos_location = glGetAttribLocation(shader.program, "a_position");
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GLint tc_location = glGetAttribLocation(shader.program, "a_texCoord");
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assertNoGLError();
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glEnableVertexAttribArray( pos_location);
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glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(tc_location);
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glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, static_cast<float*>(0) + 8);
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glUseProgram(0);
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assertNoGLError();
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return shader;
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}
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void MoonlightInstance::PaintPicture(void) {
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m_IsPainting = true;
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// Take the next picture into our ownership
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m_CurrentPicture = m_NextPicture;
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m_HasNextPicture = false;
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// Recycle bogus pictures immediately
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if (m_CurrentPicture.texture_target == 0) {
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m_VideoDecoder->RecyclePicture(m_CurrentPicture);
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m_IsPainting = false;
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return;
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}
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// Calling glClear() once per frame is recommended for modern
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// GPUs which use it for state tracking hints.
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glClear(GL_COLOR_BUFFER_BIT);
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int originalTextureTarget = s_LastTextureType;
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// Only make these state changes if we've changed from the last texture type
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if (m_CurrentPicture.texture_target != s_LastTextureType) {
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if (m_CurrentPicture.texture_target == GL_TEXTURE_2D) {
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if (!g_Instance->m_Texture2DShader.program) {
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g_Instance->m_Texture2DShader = CreateProgram(k_VertexShader, k_FragmentShader2D);
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}
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glUseProgram(g_Instance->m_Texture2DShader.program);
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glUniform2f(g_Instance->m_Texture2DShader.texcoord_scale_location, 1.0, 1.0);
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}
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else if (m_CurrentPicture.texture_target == GL_TEXTURE_RECTANGLE_ARB) {
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if (!g_Instance->m_RectangleArbShader.program) {
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g_Instance->m_RectangleArbShader = CreateProgram(k_VertexShader, k_FragmentShaderRectangle);
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}
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glUseProgram(g_Instance->m_RectangleArbShader.program);
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glUniform2f(g_Instance->m_RectangleArbShader.texcoord_scale_location,
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m_CurrentPicture.texture_size.width, m_CurrentPicture.texture_size.height);
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}
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else if (m_CurrentPicture.texture_target == GL_TEXTURE_EXTERNAL_OES) {
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if (!g_Instance->m_ExternalOesShader.program) {
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g_Instance->m_ExternalOesShader = CreateProgram(k_VertexShader, k_FragmentShaderExternal);
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}
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glUseProgram(g_Instance->m_ExternalOesShader.program);
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glUniform2f(g_Instance->m_ExternalOesShader.texcoord_scale_location, 1.0, 1.0);
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}
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glActiveTexture(GL_TEXTURE0);
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s_LastTextureType = m_CurrentPicture.texture_target;
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}
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// Only rebind our texture if we've changed since last time
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if (m_CurrentPicture.texture_id != s_LastTextureId || m_CurrentPicture.texture_target != originalTextureTarget) {
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glBindTexture(m_CurrentPicture.texture_target, m_CurrentPicture.texture_id);
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s_LastTextureId = m_CurrentPicture.texture_id;
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}
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// Draw the image
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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// Swap buffers
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m_Graphics3D.SwapBuffers(
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m_CallbackFactory.NewCallback(&MoonlightInstance::PaintFinished));
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}
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void MoonlightInstance::PaintFinished(int32_t result) {
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m_IsPainting = false;
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if (!s_FirstFrameDisplayed) {
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// Tell the JS code to display the video stream now
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pp::Var response("displayVideo");
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g_Instance->PostMessage(response);
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s_FirstFrameDisplayed = true;
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}
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ProfilerPrintDeltaFromNow("Paint -> Paint", s_LastPaintFinishedTime);
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s_LastPaintFinishedTime = ProfilerGetMillis();
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// Recycle the picture now that it's been painted
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uint64_t millis = ProfilerGetMillis();
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m_VideoDecoder->RecyclePicture(m_CurrentPicture);
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ProfilerPrintDeltaFromNow("RecyclePicture (PaintFinished)", millis);
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// Keep painting if we still have frames
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if (m_HasNextPicture) {
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PaintPicture();
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}
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}
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void MoonlightInstance::PictureReady(int32_t result, PP_VideoPicture picture) {
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if (result == PP_ERROR_ABORTED) {
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return;
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}
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ProfilerPrintPackedDeltaFromNow("Decode -> PictureReady", picture.decode_id);
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// Free a picture if there's one the renderer hasn't consumed yet
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if (m_HasNextPicture) {
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ProfilerPrintWarning("Decoder is outpacing renderer!");
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uint64_t millis = ProfilerGetMillis();
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m_VideoDecoder->RecyclePicture(m_NextPicture);
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ProfilerPrintDeltaFromNow("RecyclePicture (PictureReady)", millis);
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}
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// Put the latest picture in the slot for rendering next
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m_NextPicture = picture;
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m_HasNextPicture = true;
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// Queue another call to get another picture
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g_Instance->m_VideoDecoder->GetPicture(
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g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
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// Start painting if we aren't now
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if (!m_IsPainting) {
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PaintPicture();
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}
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}
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DECODER_RENDERER_CALLBACKS MoonlightInstance::s_DrCallbacks = {
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.setup = MoonlightInstance::VidDecSetup,
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.cleanup = MoonlightInstance::VidDecCleanup,
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.submitDecodeUnit = MoonlightInstance::VidDecSubmitDecodeUnit,
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.capabilities = CAPABILITY_SLICES_PER_FRAME(4)
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};
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