moonlight-chrome/viddec.cpp
2016-02-16 12:33:33 -05:00

293 lines
10 KiB
C++

#include "moonlight.hpp"
#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;
static unsigned int s_DecodeBufferLength;
#define assertNoGLError() assert(!g_Instance->m_GlesApi->GetError(g_Instance->m_Graphics3D->pp_resource()))
static const char k_VertexShader[] =
"varying vec2 v_texCoord; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"uniform vec2 v_scale; \n"
"void main() \n"
"{ \n"
" v_texCoord = v_scale * a_texCoord; \n"
" gl_Position = a_position; \n"
"}";
static const char k_FragmentShader2D[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"}";
static const char k_FragmentShaderRectangle[] =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2DRect s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2DRect(s_texture, v_texCoord).rgba; \n"
"}";
static const char k_FragmentShaderExternal[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform samplerExternalOES s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"}";
void MoonlightInstance::DidChangeView(const pp::Rect& position,
const pp::Rect& clip) {
if (position.width() == 0 || position.height() == 0) {
return;
}
if (m_ViewSize.width()) {
assert(position.size() == m_ViewSize);
return;
}
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_DEPTH_SIZE, 24,
PP_GRAPHICS3DATTRIB_WIDTH, position.size().width(),
PP_GRAPHICS3DATTRIB_HEIGHT, position.size().height(),
PP_GRAPHICS3DATTRIB_NONE
};
g_Instance->m_Graphics3D = pp::Graphics3D(this, contextAttributes);
if (!BindGraphics(m_Graphics3D)) {
fprintf(stderr, "Unable to bind 3d context!\n");
m_Graphics3D = pp::Graphics3D();
glSetCurrentContextPPAPI(0);
return;
}
glSetCurrentContextPPAPI(m_Graphics3D.pp_resource());
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
assertNoGLError();
static const float k_Vertices[] = {
-1, -1, -1, 1, 1, -1, 1, 1, // Position coordinates.
0, 1, 0, 0, 1, 1, 1, 0, // Texture coordinates.
};
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER,
sizeof(k_Vertices),
k_Vertices,
GL_STATIC_DRAW);
assertNoGLError();
g_Instance->m_Graphics3D.SwapBuffers(pp::BlockUntilComplete());
}
void MoonlightInstance::VidDecSetup(int width, int height, int redrawRate, void* context, int drFlags) {
g_Instance->m_VideoDecoder = new pp::VideoDecoder(g_Instance);
s_DecodeBufferLength = INITIAL_DECODE_BUFFER_LEN;
s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
g_Instance->m_VideoDecoder->Initialize(g_Instance->m_Graphics3D,
PP_VIDEOPROFILE_H264HIGH,
PP_HARDWAREACCELERATION_WITHFALLBACK,
0,
pp::BlockUntilComplete());
pp::Module::Get()->core()->CallOnMainThread(0,
g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchGetPicture));
}
void MoonlightInstance::DispatchGetPicture(uint32_t unused) {
// Queue the initial GetPicture callback on the main thread
g_Instance->m_VideoDecoder->GetPicture(
g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
}
void MoonlightInstance::VidDecCleanup(void) {
free(s_DecodeBuffer);
delete g_Instance->m_VideoDecoder;
if (g_Instance->m_Texture2DShader.program) {
glDeleteProgram(g_Instance->m_Texture2DShader.program);
}
if (g_Instance->m_RectangleArbShader.program) {
glDeleteProgram(g_Instance->m_RectangleArbShader.program);
}
if (g_Instance->m_ExternalOesShader.program) {
glDeleteProgram(g_Instance->m_ExternalOesShader.program);
}
}
int MoonlightInstance::VidDecSubmitDecodeUnit(PDECODE_UNIT decodeUnit) {
PLENTRY entry;
unsigned int offset;
// Resize the decode buffer if needed
if (decodeUnit->fullLength > s_DecodeBufferLength) {
free(s_DecodeBuffer);
s_DecodeBufferLength = decodeUnit->fullLength;
s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
}
entry = decodeUnit->bufferList;
offset = 0;
while (entry != NULL) {
memcpy(&s_DecodeBuffer[offset], entry->data, entry->length);
offset += entry->length;
entry = entry->next;
}
// Start the decoding
g_Instance->m_VideoDecoder->Decode(0, offset, s_DecodeBuffer, pp::BlockUntilComplete());
return DR_OK;
}
void MoonlightInstance::CreateShader(GLuint program, GLenum type,
const char* source, int size) {
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;
shader.program = glCreateProgram();
CreateShader(shader.program, GL_VERTEX_SHADER, vertexShader, strlen(vertexShader));
CreateShader(shader.program, GL_FRAGMENT_SHADER, fragmentShader, strlen(fragmentShader));
glLinkProgram(shader.program);
glUseProgram(shader.program);
glUniform1i(glGetUniformLocation(shader.program, "s_texture"), 0);
assertNoGLError();
shader.texcoord_scale_location = glGetUniformLocation(shader.program, "v_scale");
GLint pos_location = glGetAttribLocation(shader.program, "a_position");
GLint tc_location = glGetAttribLocation(shader.program, "a_texCoord");
assertNoGLError();
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);
glUseProgram(0);
assertNoGLError();
return shader;
}
void MoonlightInstance::PaintPicture(void) {
m_IsPainting = true;
// Free and skip all frames except the latest one
PP_VideoPicture picture;
while (m_PendingPictureQueue.size() > 1) {
picture = m_PendingPictureQueue.front();
m_PendingPictureQueue.pop();
g_Instance->m_VideoDecoder->RecyclePicture(picture);
}
picture = m_PendingPictureQueue.front();
if (picture.texture_target == GL_TEXTURE_2D) {
if (!g_Instance->m_Texture2DShader.program) {
g_Instance->m_Texture2DShader = CreateProgram(k_VertexShader, k_FragmentShader2D);
}
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);
}
glUseProgram(g_Instance->m_RectangleArbShader.program);
glUniform2f(g_Instance->m_RectangleArbShader.texcoord_scale_location,
picture.texture_size.width, picture.texture_size.height);
}
else if (picture.texture_target == GL_TEXTURE_EXTERNAL_OES){
if (!g_Instance->m_ExternalOesShader.program) {
g_Instance->m_ExternalOesShader = CreateProgram(k_VertexShader, k_FragmentShaderExternal);
}
glUseProgram(g_Instance->m_ExternalOesShader.program);
glUniform2f(g_Instance->m_ExternalOesShader.texcoord_scale_location, 1.0, 1.0);
}
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(
g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::PaintFinished));
}
void MoonlightInstance::PaintFinished(int32_t result) {
m_IsPainting = false;
// Recycle the picture now that it's been painted
g_Instance->m_VideoDecoder->RecyclePicture(m_PendingPictureQueue.front());
m_PendingPictureQueue.pop();
// Keep painting if we still have frames
if (!m_PendingPictureQueue.empty()) {
PaintPicture();
}
}
void MoonlightInstance::PictureReady(int32_t result, PP_VideoPicture picture) {
if (result == PP_ERROR_ABORTED) {
return;
}
m_PendingPictureQueue.push(picture);
g_Instance->m_VideoDecoder->GetPicture(
g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
if (!m_IsPainting) {
PaintPicture();
}
}
DECODER_RENDERER_CALLBACKS MoonlightInstance::s_DrCallbacks = {
MoonlightInstance::VidDecSetup,
MoonlightInstance::VidDecCleanup,
MoonlightInstance::VidDecSubmitDecodeUnit
};