From e1c613666ea394a2295a5cfb34c6c5e621876293 Mon Sep 17 00:00:00 2001 From: dec05eba Date: Sat, 22 Apr 2023 00:46:48 +0200 Subject: kms_vaapi: add cursor capture for amd/intel monitor capture Always find largest drm buf, to fix some cases when there are multiple planes and we accidentally capture a drm buf that isn't the target buf. We always want the full SCREEN drm buf. --- src/color_conversion.c | 197 +++++++++++++++++++++++++++++++------------------ 1 file changed, 124 insertions(+), 73 deletions(-) (limited to 'src/color_conversion.c') diff --git a/src/color_conversion.c b/src/color_conversion.c index 2752e2e..e78d97d 100644 --- a/src/color_conversion.c +++ b/src/color_conversion.c @@ -1,11 +1,16 @@ #include "../include/color_conversion.h" #include #include +#include #include #define MAX_SHADERS 2 #define MAX_FRAMEBUFFERS 2 +static float abs_f(float v) { + return v >= 0.0f ? v : -v; +} + #define ROTATE_Z "mat4 rotate_z(in float angle) {\n" \ " return mat4(cos(angle), -sin(angle), 0.0, 0.0,\n" \ " sin(angle), cos(angle), 0.0, 0.0,\n" \ @@ -18,19 +23,20 @@ " 0.098, -0.071, 0.439, 0.0,\n" \ " 0.0625, 0.500, 0.500, 1.0);" -static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) { +static int load_shader_y(gsr_shader *shader, gsr_egl *egl, int *rotation_uniform) { char vertex_shader[2048]; snprintf(vertex_shader, sizeof(vertex_shader), "#version 300 es \n" "in vec2 pos; \n" "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" + "uniform float rotation; \n" ROTATE_Z "void main() \n" "{ \n" " texcoords_out = texcoords; \n" - " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n" - "} \n", rotation); + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(rotation); \n" + "} \n"); char fragment_shader[] = "#version 300 es \n" @@ -41,7 +47,9 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) { RGB_TO_YUV "void main() \n" "{ \n" - " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" + " FragColor.w = pixel.a; \n" "} \n"; if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) @@ -49,22 +57,24 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) { gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); + *rotation_uniform = egl->glGetUniformLocation(shader->program_id, "rotation"); return 0; } -static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) { +static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, int *rotation_uniform) { char vertex_shader[2048]; snprintf(vertex_shader, sizeof(vertex_shader), "#version 300 es \n" "in vec2 pos; \n" "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" + "uniform float rotation; \n" ROTATE_Z "void main() \n" "{ \n" " texcoords_out = texcoords; \n" - " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" - "} \n", rotation); + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(rotation) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" + "} \n"); char fragment_shader[] = "#version 300 es \n" @@ -75,7 +85,9 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat RGB_TO_YUV "void main() \n" "{ \n" - " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).zy; \n" + " FragColor.w = pixel.a; \n" "} \n"; if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) @@ -83,61 +95,53 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); + *rotation_uniform = egl->glGetUniformLocation(shader->program_id, "rotation"); return 0; } static int loader_framebuffers(gsr_color_conversion *self) { const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0; - self->egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + self->params.egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); - self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[0], 0); - self->egl->glDrawBuffers(1, &draw_buffer); - if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[0], 0); + self->params.egl->glDrawBuffers(1, &draw_buffer); + if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n"); goto err; } - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); - self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[1], 0); - self->egl->glDrawBuffers(1, &draw_buffer); - if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[1], 0); + self->params.egl->glDrawBuffers(1, &draw_buffer); + if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n"); goto err; } - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return 0; err: - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return -1; } -static int create_vertices(gsr_color_conversion *self, vec2f position, vec2f size) { - const float vertices[] = { - -1.0f, 1.0f, position.x, position.y + size.y, - -1.0f, -1.0f, position.x, position.y, - 1.0f, -1.0f, position.x + size.x, position.y, - - -1.0f, 1.0f, position.x, position.y + size.y, - 1.0f, -1.0f, position.x + size.x, position.y, - 1.0f, 1.0f, position.x + size.x, position.y + size.y - }; +static int create_vertices(gsr_color_conversion *self) { + self->params.egl->glGenVertexArrays(1, &self->vertex_array_object_id); + self->params.egl->glBindVertexArray(self->vertex_array_object_id); - self->egl->glGenVertexArrays(1, &self->vertex_array_object_id); - self->egl->glGenBuffers(1, &self->vertex_buffer_object_id); - self->egl->glBindVertexArray(self->vertex_array_object_id); - self->egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); - self->egl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); + self->params.egl->glGenBuffers(1, &self->vertex_buffer_object_id); + self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->params.egl->glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), NULL, GL_STREAM_DRAW); - self->egl->glEnableVertexAttribArray(0); - self->egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); + self->params.egl->glEnableVertexAttribArray(0); + self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); - self->egl->glEnableVertexAttribArray(1); - self->egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); + self->params.egl->glEnableVertexAttribArray(1); + self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); - self->egl->glBindVertexArray(0); + self->params.egl->glBindVertexArray(0); return 0; } @@ -145,61 +149,53 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver assert(params); assert(params->egl); memset(self, 0, sizeof(*self)); - self->egl = params->egl; - - if(params->num_source_textures != 1) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 source texture for source color RGB, got %d source texture(s)\n", params->num_source_textures); - return -1; - } + self->params.egl = params->egl; + self->params = *params; - if(params->num_destination_textures != 2) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12, got %d destination texture(s)\n", params->num_destination_textures); + if(self->params.num_destination_textures != 2) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12, got %d destination texture(s)\n", self->params.num_destination_textures); return -1; } - if(load_shader_y(&self->shaders[0], self->egl, params->rotation) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader Y shader\n"); + if(load_shader_y(&self->shaders[0], self->params.egl, &self->rotation_uniforms[0]) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n"); goto err; } - if(load_shader_uv(&self->shaders[1], self->egl, params->rotation) != 0) { - fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader UV shader\n"); + if(load_shader_uv(&self->shaders[1], self->params.egl, &self->rotation_uniforms[1]) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n"); goto err; } - self->source_textures[0] = params->source_textures[0]; - self->destination_textures[0] = params->destination_textures[0]; - self->destination_textures[1] = params->destination_textures[1]; - if(loader_framebuffers(self) != 0) goto err; - if(create_vertices(self, params->position, params->size) != 0) + if(create_vertices(self) != 0) goto err; return 0; err: - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); gsr_color_conversion_deinit(self); return -1; } void gsr_color_conversion_deinit(gsr_color_conversion *self) { - if(!self->egl) + if(!self->params.egl) return; if(self->vertex_buffer_object_id) { - self->egl->glDeleteBuffers(1, &self->vertex_buffer_object_id); + self->params.egl->glDeleteBuffers(1, &self->vertex_buffer_object_id); self->vertex_buffer_object_id = 0; } if(self->vertex_array_object_id) { - self->egl->glDeleteVertexArrays(1, &self->vertex_array_object_id); + self->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id); self->vertex_array_object_id = 0; } - self->egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + self->params.egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); for(int i = 0; i < MAX_FRAMEBUFFERS; ++i) { self->framebuffers[i] = 0; } @@ -208,33 +204,88 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) { gsr_shader_deinit(&self->shaders[i]); } - self->egl = NULL; + self->params.egl = NULL; } -int gsr_color_conversion_update(gsr_color_conversion *self, int width, int height) { - self->egl->glBindVertexArray(self->vertex_array_object_id); - self->egl->glViewport(0, 0, width, height); - self->egl->glBindTexture(GL_TEXTURE_2D, self->source_textures[0]); +/* |source_pos| is in pixel coordinates and |source_size| */ +int gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i source_pos, vec2i source_size, vec2i texture_pos, vec2i texture_size, float rotation) { + /* TODO: Do not call this every frame? */ + vec2i dest_texture_size = {0, 0}; + self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y); + + /* TODO: Do not call this every frame? */ + vec2i source_texture_size = {0, 0}; + self->params.egl->glBindTexture(GL_TEXTURE_2D, texture_id); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &source_texture_size.x); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &source_texture_size.y); + + if(abs_f(M_PI * 0.5f - rotation) <= 0.001f || abs_f(M_PI * 1.5f - rotation) <= 0.001f) { + float tmp = source_texture_size.x; + source_texture_size.x = source_texture_size.y; + source_texture_size.y = tmp; + } + + const vec2f pos_norm = { + ((float)source_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f, + ((float)source_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f, + }; + + const vec2f size_norm = { + ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f, + ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f, + }; + + const vec2f texture_pos_norm = { + (float)texture_pos.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x), + (float)texture_pos.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y), + }; + + const vec2f texture_size_norm = { + (float)texture_size.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x), + (float)texture_size.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y), + }; + + const float vertices[] = { + -1.0f + pos_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + pos_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x, texture_pos_norm.y, + -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + + -1.0f + pos_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y + }; + + self->params.egl->glBindVertexArray(self->vertex_array_object_id); + self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y); + self->params.egl->glBindTexture(GL_TEXTURE_2D, texture_id); + + /* TODO: this, also cleanup */ + //self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices); { - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); gsr_shader_use(&self->shaders[0]); - self->egl->glDrawArrays(GL_TRIANGLES, 0, 6); + self->params.egl->glUniform1f(self->rotation_uniforms[0], rotation); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); } { - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); gsr_shader_use(&self->shaders[1]); - self->egl->glDrawArrays(GL_TRIANGLES, 0, 6); + self->params.egl->glUniform1f(self->rotation_uniforms[1], rotation); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); } - self->egl->glBindVertexArray(0); + self->params.egl->glBindVertexArray(0); gsr_shader_use_none(&self->shaders[0]); - self->egl->glBindTexture(GL_TEXTURE_2D, 0); - self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + self->params.egl->glBindTexture(GL_TEXTURE_2D, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return 0; } -- cgit v1.2.3