Files
moonlight-qt/app/streaming/video/ffmpeg-renderers/eglvid.cpp
Cameron Gutman 8324f61db0 Reduce per-frame GL calls in EGLRenderer
Uniforms are attached to the program object, so they don't need to
be set each time we swap between the YUV shader and the overlay
shader.

Since 0 overlays is by far the most common case and > 1 is highly
unlikely, move the glViewport() call into renderOverlay() to let
us skip it in the common case (and be no worse than today in the
2nd most common case of 1 overlay).
2025-11-06 17:52:30 -06:00

905 lines
34 KiB
C++

// vim: noai:ts=4:sw=4:softtabstop=4:expandtab
#include "eglvid.h"
#include "path.h"
#include "streaming/session.h"
#include "streaming/streamutils.h"
#include <QDir>
#include <Limelight.h>
#include <unistd.h>
#include <SDL_syswm.h>
// These are extensions, so some platform headers may not provide them
#ifndef EGL_PLATFORM_WAYLAND_KHR
#define EGL_PLATFORM_WAYLAND_KHR 0x31D8
#endif
#ifndef EGL_PLATFORM_X11_KHR
#define EGL_PLATFORM_X11_KHR 0x31D5
#endif
#ifndef EGL_PLATFORM_GBM_KHR
#define EGL_PLATFORM_GBM_KHR 0x31D7
#endif
#ifndef GL_UNPACK_ROW_LENGTH_EXT
#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2
#endif
typedef struct _OVERLAY_VERTEX
{
float x, y;
float u, v;
} OVERLAY_VERTEX, *POVERLAY_VERTEX;
/* TODO:
* - handle more pixel formats
* - handle software decoding
*/
/* DOC/misc:
* - https://kernel-recipes.org/en/2016/talks/video-and-colorspaces/
* - http://www.brucelindbloom.com/
* - https://learnopengl.com/Getting-started/Shaders
* - https://github.com/stunpix/yuvit
* - https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.601_conversion
* - https://www.renesas.com/eu/en/www/doc/application-note/an9717.pdf
* - https://www.xilinx.com/support/documentation/application_notes/xapp283.pdf
* - https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf
* - https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
* - https://gist.github.com/rexguo/6696123
* - https://wiki.libsdl.org/CategoryVideo
*/
#define EGL_LOG(Category, ...) SDL_Log ## Category(\
SDL_LOG_CATEGORY_APPLICATION, \
"EGLRenderer: " __VA_ARGS__)
EGLRenderer::EGLRenderer(IFFmpegRenderer *backendRenderer)
:
IFFmpegRenderer(RendererType::EGL),
m_EGLImagePixelFormat(AV_PIX_FMT_NONE),
m_EGLDisplay(EGL_NO_DISPLAY),
m_Textures{0},
m_OverlayTextures{0},
m_OverlayVbos{0},
m_OverlayHasValidData{},
m_ShaderProgram(0),
m_OverlayShaderProgram(0),
m_Context(0),
m_Window(nullptr),
m_Backend(backendRenderer),
m_VAO(0),
m_BlockingSwapBuffers(false),
m_LastRenderSync(EGL_NO_SYNC),
m_LastFrame(av_frame_alloc()),
m_glEGLImageTargetTexture2DOES(nullptr),
m_glGenVertexArraysOES(nullptr),
m_glBindVertexArrayOES(nullptr),
m_glDeleteVertexArraysOES(nullptr),
m_eglCreateSync(nullptr),
m_eglCreateSyncKHR(nullptr),
m_eglDestroySync(nullptr),
m_eglClientWaitSync(nullptr),
m_GlesMajorVersion(0),
m_GlesMinorVersion(0),
m_HasExtUnpackSubimage(false),
m_DummyRenderer(nullptr)
{
SDL_assert(backendRenderer);
SDL_assert(backendRenderer->canExportEGL());
// Save these global parameters so we can restore them in our destructor
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &m_OldContextProfileMask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_OldContextMajorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_OldContextMinorVersion);
}
EGLRenderer::~EGLRenderer()
{
if (m_Context) {
// Reattach the GL context to the main thread for destruction
SDL_GL_MakeCurrent(m_Window, m_Context);
if (m_LastRenderSync != EGL_NO_SYNC) {
SDL_assert(m_eglDestroySync != nullptr);
m_eglDestroySync(m_EGLDisplay, m_LastRenderSync);
}
if (m_ShaderProgram) {
glDeleteProgram(m_ShaderProgram);
}
if (m_OverlayShaderProgram) {
glDeleteProgram(m_OverlayShaderProgram);
}
if (m_VAO) {
SDL_assert(m_glDeleteVertexArraysOES != nullptr);
m_glDeleteVertexArraysOES(1, &m_VAO);
}
for (int i = 0; i < EGL_MAX_PLANES; i++) {
if (m_Textures[i] != 0) {
glDeleteTextures(1, &m_Textures[i]);
}
}
for (int i = 0; i < Overlay::OverlayMax; i++) {
if (m_OverlayTextures[i] != 0) {
glDeleteTextures(1, &m_OverlayTextures[i]);
}
if (m_OverlayVbos[i] != 0) {
glDeleteBuffers(1, &m_OverlayVbos[i]);
}
}
SDL_GL_DeleteContext(m_Context);
}
if (m_DummyRenderer) {
SDL_DestroyRenderer(m_DummyRenderer);
}
av_frame_free(&m_LastFrame);
// Reset the global properties back to what they were before
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "0");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, m_OldContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, m_OldContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, m_OldContextMinorVersion);
}
bool EGLRenderer::prepareDecoderContext(AVCodecContext*, AVDictionary**)
{
/* Nothing to do */
EGL_LOG(Info, "Using EGL renderer");
return true;
}
void EGLRenderer::notifyOverlayUpdated(Overlay::OverlayType type)
{
// We handle uploading the updated overlay texture in renderOverlay().
// notifyOverlayUpdated() is called on an arbitrary thread, which may
// not be have the OpenGL context current on it.
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
// If the overlay has been disabled, mark the data as invalid/stale.
SDL_AtomicSet(&m_OverlayHasValidData[type], 0);
return;
}
}
bool EGLRenderer::notifyWindowChanged(PWINDOW_STATE_CHANGE_INFO info)
{
// We can transparently handle size and display changes
return !(info->stateChangeFlags & ~(WINDOW_STATE_CHANGE_SIZE | WINDOW_STATE_CHANGE_DISPLAY));
}
bool EGLRenderer::isPixelFormatSupported(int videoFormat, AVPixelFormat pixelFormat)
{
// Pixel format support should be determined by the backend renderer
return m_Backend->isPixelFormatSupported(videoFormat, pixelFormat);
}
AVPixelFormat EGLRenderer::getPreferredPixelFormat(int videoFormat)
{
// Pixel format preference should be determined by the backend renderer
return m_Backend->getPreferredPixelFormat(videoFormat);
}
void EGLRenderer::renderOverlay(Overlay::OverlayType type, int viewportWidth, int viewportHeight)
{
// Do nothing if this overlay is disabled
if (!Session::get()->getOverlayManager().isOverlayEnabled(type)) {
return;
}
// Upload a new overlay texture if needed
SDL_Surface* newSurface = Session::get()->getOverlayManager().getUpdatedOverlaySurface(type);
if (newSurface != nullptr) {
SDL_assert(!SDL_MUSTLOCK(newSurface));
SDL_assert(newSurface->format->format == SDL_PIXELFORMAT_ARGB8888);
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
void* packedPixelData = nullptr;
if (m_GlesMajorVersion >= 3 || m_HasExtUnpackSubimage) {
// If we are GLES 3.0+ or have GL_EXT_unpack_subimage, GL can handle any pitch
SDL_assert(newSurface->pitch % newSurface->format->BytesPerPixel == 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, newSurface->pitch / newSurface->format->BytesPerPixel);
}
else if (newSurface->pitch != newSurface->w * newSurface->format->BytesPerPixel) {
// If we can't use GL_UNPACK_ROW_LENGTH and the surface isn't tightly packed,
// we must allocate a tightly packed buffer and copy our pixels there.
packedPixelData = malloc(newSurface->w * newSurface->h * newSurface->format->BytesPerPixel);
if (!packedPixelData) {
SDL_FreeSurface(newSurface);
return;
}
SDL_ConvertPixels(newSurface->w, newSurface->h,
newSurface->format->format, newSurface->pixels, newSurface->pitch,
newSurface->format->format, packedPixelData, newSurface->w * newSurface->format->BytesPerPixel);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newSurface->w, newSurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
packedPixelData ? packedPixelData : newSurface->pixels);
if (packedPixelData) {
free(packedPixelData);
}
SDL_FRect overlayRect;
// These overlay positions differ from the other renderers because OpenGL
// places the origin in the lower-left corner instead of the upper-left.
if (type == Overlay::OverlayStatusUpdate) {
// Bottom Left
overlayRect.x = 0;
overlayRect.y = 0;
}
else if (type == Overlay::OverlayDebug) {
// Top left
overlayRect.x = 0;
overlayRect.y = viewportHeight - newSurface->h;
} else {
SDL_assert(false);
}
overlayRect.w = newSurface->w;
overlayRect.h = newSurface->h;
SDL_FreeSurface(newSurface);
// Convert screen space to normalized device coordinates
StreamUtils::screenSpaceToNormalizedDeviceCoords(&overlayRect, viewportWidth, viewportHeight);
OVERLAY_VERTEX verts[] =
{
{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f},
{overlayRect.x, overlayRect.y + overlayRect.h, 0.0f, 0.0f},
{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
{overlayRect.x, overlayRect.y, 0.0f, 1.0f},
{overlayRect.x + overlayRect.w, overlayRect.y, 1.0f, 1.0f},
{overlayRect.x + overlayRect.w, overlayRect.y + overlayRect.h, 1.0f, 0.0f}
};
glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
SDL_AtomicSet(&m_OverlayHasValidData[type], 1);
}
if (!SDL_AtomicGet(&m_OverlayHasValidData[type])) {
// If the overlay is not populated yet or is stale, don't render it.
return;
}
// Adjust the viewport to the whole window before rendering the overlays
glViewport(0, 0, viewportWidth, viewportHeight);
glUseProgram(m_OverlayShaderProgram);
glBindBuffer(GL_ARRAY_BUFFER, m_OverlayVbos[type]);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, x));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(OVERLAY_VERTEX), (void*)offsetof(OVERLAY_VERTEX, u));
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[type]);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
int EGLRenderer::loadAndBuildShader(int shaderType,
const char *file) {
GLuint shader = glCreateShader(shaderType);
if (!shader || shader == GL_INVALID_ENUM) {
EGL_LOG(Error, "Can't create shader: %d", glGetError());
return 0;
}
auto sourceData = Path::readDataFile(file);
GLint len = sourceData.size();
const char *buf = sourceData.data();
glShaderSource(shader, 1, &buf, &len);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char shaderLog[512];
glGetShaderInfoLog(shader, sizeof (shaderLog), nullptr, shaderLog);
EGL_LOG(Error, "Cannot load shader \"%s\": %s", file, shaderLog);
return 0;
}
return shader;
}
unsigned EGLRenderer::compileShader(const char* vertexShaderSrc, const char* fragmentShaderSrc) {
unsigned shader = 0;
GLuint vertexShader = loadAndBuildShader(GL_VERTEX_SHADER, vertexShaderSrc);
if (!vertexShader)
return false;
GLuint fragmentShader = loadAndBuildShader(GL_FRAGMENT_SHADER, fragmentShaderSrc);
if (!fragmentShader)
goto fragError;
shader = glCreateProgram();
if (!shader) {
EGL_LOG(Error, "Cannot create shader program");
goto progFailCreate;
}
glAttachShader(shader, vertexShader);
glAttachShader(shader, fragmentShader);
glLinkProgram(shader);
int status;
glGetProgramiv(shader, GL_LINK_STATUS, &status);
if (!status) {
char shader_log[512];
glGetProgramInfoLog(shader, sizeof (shader_log), nullptr, shader_log);
EGL_LOG(Error, "Cannot link shader program: %s", shader_log);
glDeleteProgram(shader);
shader = 0;
}
progFailCreate:
glDeleteShader(fragmentShader);
fragError:
glDeleteShader(vertexShader);
return shader;
}
bool EGLRenderer::compileShaders() {
SDL_assert(!m_ShaderProgram);
SDL_assert(!m_OverlayShaderProgram);
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
// XXX: TODO: other formats
if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12 || m_EGLImagePixelFormat == AV_PIX_FMT_P010) {
m_ShaderProgram = compileShader("egl_nv12.vert", "egl_nv12.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgramParams[NV12_PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
m_ShaderProgramParams[NV12_PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
m_ShaderProgramParams[NV12_PARAM_CHROMA_OFFSET] = glGetUniformLocation(m_ShaderProgram, "chromaOffset");
m_ShaderProgramParams[NV12_PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
m_ShaderProgramParams[NV12_PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
// Set up constant uniforms
glUseProgram(m_ShaderProgram);
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE1], 0);
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE2], 1);
glUseProgram(0);
}
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
m_ShaderProgram = compileShader("egl_opaque.vert", "egl_opaque.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE] = glGetUniformLocation(m_ShaderProgram, "uTexture");
// Set up constant uniforms
glUseProgram(m_ShaderProgram);
glUniform1i(m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE], 0);
glUseProgram(0);
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unsupported EGL pixel format: %d",
m_EGLImagePixelFormat);
SDL_assert(false);
return false;
}
m_OverlayShaderProgram = compileShader("egl_overlay.vert", "egl_overlay.frag");
if (!m_OverlayShaderProgram) {
return false;
}
m_OverlayShaderProgramParams[OVERLAY_PARAM_TEXTURE] = glGetUniformLocation(m_OverlayShaderProgram, "uTexture");
glUseProgram(m_OverlayShaderProgram);
glUniform1i(m_OverlayShaderProgramParams[OVERLAY_PARAM_TEXTURE], 0);
glUseProgram(0);
return true;
}
bool EGLRenderer::initialize(PDECODER_PARAMETERS params)
{
m_Window = params->window;
// It's not safe to attempt to opportunistically create a GLES2
// renderer prior to 2.0.10. If GLES2 isn't available, SDL will
// attempt to dereference a null pointer and crash Moonlight.
// https://bugzilla.libsdl.org/show_bug.cgi?id=4350
// https://hg.libsdl.org/SDL/rev/84618d571795
if (!SDL_VERSION_ATLEAST(2, 0, 10)) {
EGL_LOG(Error, "Not supported until SDL 2.0.10");
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
// This renderer doesn't support HDR, so pick a different one.
// HACK: This avoids a deadlock in SDL_CreateRenderer() if
// Vulkan was used before and SDL is trying to load EGL.
if (params->videoFormat & VIDEO_FORMAT_MASK_10BIT) {
EGL_LOG(Info, "EGL doesn't support HDR rendering");
return false;
}
// This hint will ensure we use EGL to retrieve our GL context,
// even on X11 where that is not the default. EGL is required
// to avoid a crash in Mesa.
// https://gitlab.freedesktop.org/mesa/mesa/issues/1011
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
int renderIndex;
int maxRenderers = SDL_GetNumRenderDrivers();
SDL_assert(maxRenderers >= 0);
SDL_RendererInfo renderInfo;
for (renderIndex = 0; renderIndex < maxRenderers; ++renderIndex) {
if (SDL_GetRenderDriverInfo(renderIndex, &renderInfo))
continue;
if (!strcmp(renderInfo.name, "opengles2")) {
SDL_assert(renderInfo.flags & SDL_RENDERER_ACCELERATED);
break;
}
}
if (renderIndex == maxRenderers) {
EGL_LOG(Error, "Could not find a suitable SDL_Renderer");
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
m_DummyRenderer = SDL_CreateRenderer(m_Window, renderIndex, SDL_RENDERER_ACCELERATED);
if (!m_DummyRenderer) {
// Print the error here (before it gets clobbered), but ensure that we flush window
// events just in case SDL re-created the window before eventually failing.
EGL_LOG(Error, "SDL_CreateRenderer() failed: %s", SDL_GetError());
}
// SDL_CreateRenderer() can end up having to recreate our window (SDL_RecreateWindow())
// to ensure it's compatible with the renderer's OpenGL context. If that happens, we
// can get spurious SDL_WINDOWEVENT events that will cause us to (again) recreate our
// renderer. This can lead to an infinite to renderer recreation, so discard all
// SDL_WINDOWEVENT events after SDL_CreateRenderer().
Session* session = Session::get();
if (session != nullptr) {
// If we get here during a session, we need to synchronize with the event loop
// to ensure we don't drop any important events.
session->flushWindowEvents();
}
else {
// If we get here prior to the start of a session, just pump and flush ourselves.
SDL_PumpEvents();
SDL_FlushEvent(SDL_WINDOWEVENT);
}
// Now we finally bail if we failed during SDL_CreateRenderer() above.
if (!m_DummyRenderer) {
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (!SDL_GetWindowWMInfo(params->window, &info)) {
EGL_LOG(Error, "SDL_GetWindowWMInfo() failed: %s", SDL_GetError());
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
if (!(m_Context = SDL_GL_CreateContext(params->window))) {
EGL_LOG(Error, "Cannot create OpenGL context: %s", SDL_GetError());
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
if (SDL_GL_MakeCurrent(params->window, m_Context)) {
EGL_LOG(Error, "Cannot use created EGL context: %s", SDL_GetError());
m_InitFailureReason = InitFailureReason::NoSoftwareSupport;
return false;
}
{
int r, g, b, a;
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Color buffer is: R%dG%dB%dA%d",
r, g, b, a);
}
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &m_GlesMajorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &m_GlesMinorVersion);
// We can use GL_UNPACK_ROW_LENGTH for a more optimized upload of non-tightly-packed textures
m_HasExtUnpackSubimage = SDL_GL_ExtensionSupported("GL_EXT_unpack_subimage");
m_EGLDisplay = eglGetCurrentDisplay();
if (m_EGLDisplay == EGL_NO_DISPLAY) {
EGL_LOG(Error, "Cannot get EGL display: %d", eglGetError());
return false;
}
const EGLExtensions eglExtensions(m_EGLDisplay);
if (!eglExtensions.isSupported("EGL_KHR_image_base") &&
!eglExtensions.isSupported("EGL_KHR_image")) {
EGL_LOG(Error, "EGL_KHR_image unsupported");
return false;
}
else if (!SDL_GL_ExtensionSupported("GL_OES_EGL_image")) {
EGL_LOG(Error, "GL_OES_EGL_image unsupported");
return false;
}
if (!m_Backend->initializeEGL(m_EGLDisplay, eglExtensions))
return false;
if (!(m_glEGLImageTargetTexture2DOES = (typeof(m_glEGLImageTargetTexture2DOES))eglGetProcAddress("glEGLImageTargetTexture2DOES"))) {
EGL_LOG(Error,
"EGL: cannot retrieve `glEGLImageTargetTexture2DOES` address");
return false;
}
// Vertex arrays are an extension on OpenGL ES 2.0
if (SDL_GL_ExtensionSupported("GL_OES_vertex_array_object")) {
m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArraysOES");
m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArrayOES");
m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArraysOES");
}
else {
// They are included in OpenGL ES 3.0 as part of the standard
m_glGenVertexArraysOES = (typeof(m_glGenVertexArraysOES))eglGetProcAddress("glGenVertexArrays");
m_glBindVertexArrayOES = (typeof(m_glBindVertexArrayOES))eglGetProcAddress("glBindVertexArray");
m_glDeleteVertexArraysOES = (typeof(m_glDeleteVertexArraysOES))eglGetProcAddress("glDeleteVertexArrays");
}
if (!m_glGenVertexArraysOES || !m_glBindVertexArrayOES || !m_glDeleteVertexArraysOES) {
EGL_LOG(Error, "Failed to find VAO functions");
return false;
}
// EGL_KHR_fence_sync is an extension for EGL 1.1+
if (eglExtensions.isSupported("EGL_KHR_fence_sync")) {
// eglCreateSyncKHR() has a slightly different prototype to eglCreateSync()
m_eglCreateSyncKHR = (typeof(m_eglCreateSyncKHR))eglGetProcAddress("eglCreateSyncKHR");
m_eglDestroySync = (typeof(m_eglDestroySync))eglGetProcAddress("eglDestroySyncKHR");
m_eglClientWaitSync = (typeof(m_eglClientWaitSync))eglGetProcAddress("eglClientWaitSyncKHR");
}
else {
// EGL 1.5 introduced sync support to the core specification
m_eglCreateSync = (typeof(m_eglCreateSync))eglGetProcAddress("eglCreateSync");
m_eglDestroySync = (typeof(m_eglDestroySync))eglGetProcAddress("eglDestroySync");
m_eglClientWaitSync = (typeof(m_eglClientWaitSync))eglGetProcAddress("eglClientWaitSync");
}
if (!(m_eglCreateSync || m_eglCreateSyncKHR) || !m_eglDestroySync || !m_eglClientWaitSync) {
EGL_LOG(Warn, "Failed to find sync functions");
// Sub-optimal, but not fatal
m_eglCreateSync = nullptr;
m_eglCreateSyncKHR = nullptr;
m_eglDestroySync = nullptr;
m_eglClientWaitSync = nullptr;
}
// SDL always uses swap interval 0 under the hood on Wayland systems,
// because the compositor guarantees tear-free rendering. In this
// situation, swap interval > 0 behaves as a frame pacing option
// rather than a way to eliminate tearing as SDL will block in
// SwapBuffers until the compositor consumes the frame. This will
// needlessly increases latency, so we should avoid it.
//
// HACK: In SDL 2.0.22+ on GNOME systems with fractional DPI scaling,
// the Wayland viewport can be stale when using Super+Left/Right/Up
// to resize the window. This seems to happen significantly more often
// with vsync enabled, so this also mitigates that problem too.
if (params->enableVsync
#ifdef SDL_VIDEO_DRIVER_WAYLAND
&& info.subsystem != SDL_SYSWM_WAYLAND
#endif
) {
SDL_GL_SetSwapInterval(1);
#if SDL_VERSION_ATLEAST(2, 0, 15) && defined(SDL_VIDEO_DRIVER_KMSDRM)
// The SDL KMSDRM backend already enforces double buffering (due to
// SDL_HINT_VIDEO_DOUBLE_BUFFER=1), so calling glFinish() after
// SDL_GL_SwapWindow() will block an extra frame and lock rendering
// at 1/2 the display refresh rate.
if (info.subsystem != SDL_SYSWM_KMSDRM)
#endif
{
m_BlockingSwapBuffers = true;
}
} else {
SDL_GL_SetSwapInterval(0);
}
glGenTextures(EGL_MAX_PLANES, m_Textures);
for (size_t i = 0; i < EGL_MAX_PLANES; ++i) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glGenBuffers(Overlay::OverlayMax, m_OverlayVbos);
glGenTextures(Overlay::OverlayMax, m_OverlayTextures);
for (size_t i = 0; i < Overlay::OverlayMax; ++i) {
glBindTexture(GL_TEXTURE_2D, m_OverlayTextures[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GLenum err = glGetError();
if (err != GL_NO_ERROR)
EGL_LOG(Error, "OpenGL error: %d", err);
// Detach the context from this thread, so the render thread can attach it
SDL_GL_MakeCurrent(m_Window, nullptr);
if (err == GL_NO_ERROR) {
// If we got a working GL implementation via EGL, avoid using GLX from now on.
// GLX will cause problems if we later want to use EGL again on this window.
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "EGL passed preflight checks. Using EGL for GL context creation.");
SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1");
}
return err == GL_NO_ERROR;
}
bool EGLRenderer::specialize() {
SDL_assert(!m_VAO);
if (!compileShaders())
return false;
// The viewport should have the aspect ratio of the video stream
static const float vertices[] = {
// pos .... // tex coords
1.0f, 1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f,
};
static const unsigned int indices[] = {
0, 1, 3,
1, 2, 3,
};
glUseProgram(m_ShaderProgram);
unsigned int VBO, EBO;
m_glGenVertexArraysOES(1, &m_VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
m_glBindVertexArrayOES(m_VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof (vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof (float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_glBindVertexArrayOES(0);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
EGL_LOG(Error, "OpenGL error: %d", err);
}
return err == GL_NO_ERROR;
}
void EGLRenderer::cleanupRenderContext()
{
// Detach the context from the render thread so the destructor can attach it
SDL_GL_MakeCurrent(m_Window, nullptr);
}
void EGLRenderer::waitToRender()
{
// Ensure our GL context is active on this thread
// See comment in renderFrame() for more details.
SDL_GL_MakeCurrent(m_Window, m_Context);
// Wait for the previous buffer swap to finish before picking the next frame to render.
// This way we'll get the latest available frame and render it without blocking.
if (m_BlockingSwapBuffers) {
// Try to use eglClientWaitSync() if the driver supports it
if (m_LastRenderSync != EGL_NO_SYNC) {
SDL_assert(m_eglClientWaitSync != nullptr);
m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
}
else {
// Use glFinish() if fences aren't available
glFinish();
}
}
}
void EGLRenderer::prepareToRender()
{
SDL_GL_MakeCurrent(m_Window, m_Context);
{
// Draw a black frame until the video stream starts rendering
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
SDL_GL_SwapWindow(m_Window);
}
SDL_GL_MakeCurrent(m_Window, nullptr);
}
void EGLRenderer::renderFrame(AVFrame* frame)
{
EGLImage imgs[EGL_MAX_PLANES];
// Attach our GL context to the render thread
// NB: It should already be current, unless the SDL render event watcher
// performs a rendering operation (like a viewport update on resize) on
// our fake SDL_Renderer. If it's already current, this is a no-op.
SDL_GL_MakeCurrent(m_Window, m_Context);
// Find the native read-back format and load the shaders
if (m_EGLImagePixelFormat == AV_PIX_FMT_NONE) {
m_EGLImagePixelFormat = m_Backend->getEGLImagePixelFormat();
EGL_LOG(Info, "EGLImage pixel format: %d", m_EGLImagePixelFormat);
SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
if (!specialize()) {
m_EGLImagePixelFormat = AV_PIX_FMT_NONE;
// Failure to specialize is fatal. We must reset the renderer
// to recover successfully.
//
// Note: This seems to be easy to trigger when transitioning from
// maximized mode by dragging the window down on GNOME 42 using
// XWayland. Other strategies like calling glGetError() don't seem
// to be able to detect this situation for some reason.
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
return;
}
}
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count < 0)
return;
for (ssize_t i = 0; i < plane_count; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_EXTERNAL_OES, m_Textures[i]);
m_glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, imgs[i]);
}
glClear(GL_COLOR_BUFFER_BIT);
int drawableWidth, drawableHeight;
SDL_GL_GetDrawableSize(m_Window, &drawableWidth, &drawableHeight);
// Set the viewport to the size of the aspect-ratio-scaled video
SDL_Rect src, dst;
src.x = src.y = dst.x = dst.y = 0;
src.w = frame->width;
src.h = frame->height;
dst.w = drawableWidth;
dst.h = drawableHeight;
StreamUtils::scaleSourceToDestinationSurface(&src, &dst);
glViewport(dst.x, dst.y, dst.w, dst.h);
glUseProgram(m_ShaderProgram);
m_glBindVertexArrayOES(m_VAO);
// If the frame format has changed, we'll need to recompute the constants
if (hasFrameFormatChanged(frame) && (m_EGLImagePixelFormat == AV_PIX_FMT_NV12 || m_EGLImagePixelFormat == AV_PIX_FMT_P010)) {
std::array<float, 9> colorMatrix;
std::array<float, 3> yuvOffsets;
std::array<float, 2> chromaOffset;
getFramePremultipliedCscConstants(frame, colorMatrix, yuvOffsets);
getFrameChromaCositingOffsets(frame, chromaOffset);
chromaOffset[0] /= frame->width;
chromaOffset[1] /= frame->height;
glUniformMatrix3fv(m_ShaderProgramParams[NV12_PARAM_YUVMAT], 1, GL_FALSE, colorMatrix.data());
glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, yuvOffsets.data());
glUniform2fv(m_ShaderProgramParams[NV12_PARAM_CHROMA_OFFSET], 1, chromaOffset.data());
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
m_glBindVertexArrayOES(0);
for (int i = 0; i < Overlay::OverlayMax; i++) {
renderOverlay((Overlay::OverlayType)i, drawableWidth, drawableHeight);
}
SDL_GL_SwapWindow(m_Window);
if (m_BlockingSwapBuffers) {
// This glClear() requires the new back buffer to complete. This ensures
// our eglClientWaitSync() or glFinish() call in waitToRender() will not
// return before the new buffer is actually ready for rendering.
glClear(GL_COLOR_BUFFER_BIT);
// If we this EGL implementation supports fences, use those to delay
// rendering the next frame until this one is completed. If not, we'll
// have to just use glFinish().
if (m_eglClientWaitSync != nullptr) {
// Delete the sync object from last render
if (m_LastRenderSync != EGL_NO_SYNC) {
m_eglDestroySync(m_EGLDisplay, m_LastRenderSync);
}
// Create a new sync object that will be signalled when the buffer swap is completed
if (m_eglCreateSync != nullptr) {
m_LastRenderSync = m_eglCreateSync(m_EGLDisplay, EGL_SYNC_FENCE, nullptr);
}
else {
SDL_assert(m_eglCreateSyncKHR != nullptr);
m_LastRenderSync = m_eglCreateSyncKHR(m_EGLDisplay, EGL_SYNC_FENCE, nullptr);
}
}
}
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
// Free the DMA-BUF backing the last frame now that it is definitely
// no longer being used anymore. While the PRIME FD stays around until
// EGL is done with it, the memory backing it may be reused by FFmpeg
// before the GPU has read it. This is particularly noticeable on the
// RK3288-based TinkerBoard when V-Sync is disabled.
av_frame_unref(m_LastFrame);
av_frame_move_ref(m_LastFrame, frame);
}
bool EGLRenderer::testRenderFrame(AVFrame* frame)
{
EGLImage imgs[EGL_MAX_PLANES];
// Make sure we can get working EGLImages from the backend renderer.
// Some devices (Raspberry Pi) will happily decode into DRM formats that
// its own GL implementation won't accept in eglCreateImage().
ssize_t plane_count = m_Backend->exportEGLImages(frame, m_EGLDisplay, imgs);
if (plane_count <= 0) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
"Backend failed to export EGL image for test frame");
return false;
}
m_Backend->freeEGLImages(m_EGLDisplay, imgs);
return true;
}