#include "../../include/capture/xcomposite_drm.h" #include "../../include/egl.h" #include "../../include/vaapi.h" #include "../../include/window_texture.h" #include "../../include/time.h" #include #include #include #include #include #include #include #include /* TODO: Proper error checks and cleanups */ typedef struct { gsr_capture_xcomposite_drm_params params; Display *dpy; XEvent xev; bool created_hw_frame; vec2i window_pos; vec2i window_size; vec2i texture_size; double window_resize_timer; WindowTexture window_texture; gsr_egl egl; gsr_vaapi vaapi; unsigned int target_textures[2]; unsigned int framebuffer_y; unsigned int framebuffer_uv; unsigned int vao; unsigned int shader_y; unsigned int shader_uv; VADisplay va_dpy; } gsr_capture_xcomposite_drm; static int max_int(int a, int b) { return a > b ? a : b; } static bool drm_create_codec_context(gsr_capture_xcomposite_drm *cap_xcomp, AVCodecContext *video_codec_context) { AVBufferRef *device_ctx; if(av_hwdevice_ctx_create(&device_ctx, AV_HWDEVICE_TYPE_VAAPI, "/dev/dri/card0", NULL, 0) < 0) { fprintf(stderr, "Error: Failed to create hardware device context\n"); return false; } AVBufferRef *frame_context = av_hwframe_ctx_alloc(device_ctx); if(!frame_context) { fprintf(stderr, "Error: Failed to create hwframe context\n"); av_buffer_unref(&device_ctx); return false; } AVHWFramesContext *hw_frame_context = (AVHWFramesContext *)frame_context->data; hw_frame_context->width = video_codec_context->width; hw_frame_context->height = video_codec_context->height; hw_frame_context->sw_format = AV_PIX_FMT_NV12; hw_frame_context->format = video_codec_context->pix_fmt; hw_frame_context->device_ref = device_ctx; hw_frame_context->device_ctx = (AVHWDeviceContext*)device_ctx->data; hw_frame_context->initial_pool_size = 1; AVVAAPIDeviceContext *vactx =((AVHWDeviceContext*)device_ctx->data)->hwctx; cap_xcomp->va_dpy = vactx->display; if (av_hwframe_ctx_init(frame_context) < 0) { fprintf(stderr, "Error: Failed to initialize hardware frame context (note: ffmpeg version needs to be > 4.0)\n"); av_buffer_unref(&device_ctx); //av_buffer_unref(&frame_context); return false; } video_codec_context->hw_device_ctx = device_ctx; // TODO: av_buffer_ref? and in more places video_codec_context->hw_frames_ctx = frame_context; return true; } #define GL_COMPILE_STATUS 0x8B81 #define GL_INFO_LOG_LENGTH 0x8B84 unsigned int esLoadShader ( gsr_capture_xcomposite_drm *cap_xcomp, unsigned int type, const char *shaderSrc ) { unsigned int shader; int compiled; // Create the shader object shader = cap_xcomp->egl.glCreateShader ( type ); if ( shader == 0 ) return 0; // Load the shader source cap_xcomp->egl.glShaderSource ( shader, 1, &shaderSrc, NULL ); // Compile the shader cap_xcomp->egl.glCompileShader ( shader ); // Check the compile status cap_xcomp->egl.glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); if ( !compiled ) { int infoLen = 0; cap_xcomp->egl.glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); cap_xcomp->egl.glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); fprintf (stderr, "Error compiling shader:\n%s\n", infoLog ); free ( infoLog ); } cap_xcomp->egl.glDeleteShader ( shader ); return 0; } return shader; } #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 // /// /// \brief Load a vertex and fragment shader, create a program object, link program. // Errors output to log. /// \param vertShaderSrc Vertex shader source code /// \param fragShaderSrc Fragment shader source code /// \return A new program object linked with the vertex/fragment shader pair, 0 on failure // unsigned int esLoadProgram ( gsr_capture_xcomposite_drm *cap_xcomp, const char *vertShaderSrc, const char *fragShaderSrc ) { unsigned int vertexShader; unsigned int fragmentShader; unsigned int programObject; int linked; // Load the vertex/fragment shaders vertexShader = esLoadShader ( cap_xcomp, GL_VERTEX_SHADER, vertShaderSrc ); if ( vertexShader == 0 ) return 0; fragmentShader = esLoadShader ( cap_xcomp, GL_FRAGMENT_SHADER, fragShaderSrc ); if ( fragmentShader == 0 ) { cap_xcomp->egl.glDeleteShader( vertexShader ); return 0; } // Create the program object programObject = cap_xcomp->egl.glCreateProgram ( ); if ( programObject == 0 ) return 0; cap_xcomp->egl.glAttachShader ( programObject, vertexShader ); cap_xcomp->egl.glAttachShader ( programObject, fragmentShader ); // Link the program cap_xcomp->egl.glLinkProgram ( programObject ); // Check the link status cap_xcomp->egl.glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); if ( !linked ) { int infoLen = 0; cap_xcomp->egl.glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); cap_xcomp->egl.glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); fprintf (stderr, "Error linking program:\n%s\n", infoLog ); free ( infoLog ); } cap_xcomp->egl.glDeleteProgram ( programObject ); return 0; } // Free up no longer needed shader resources cap_xcomp->egl.glDeleteShader ( vertexShader ); cap_xcomp->egl.glDeleteShader ( fragmentShader ); return programObject; } #define RGB_TO_YUV "const mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,\n" \ " 0.504, -0.368, -0.291, 0.0,\n" \ " 0.098, -0.071, 0.439, 0.0,\n" \ " 0.0625, 0.500, 0.500, 1.0);" static unsigned int LoadShadersY(gsr_capture_xcomposite_drm *cap_xcomp) { char vShaderStr[] = "#version 300 es \n" "in vec2 pos; \n" "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" "void main() \n" "{ \n" " texcoords_out = texcoords; \n" " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0); \n" "} \n"; char fShaderStr[] = "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV "void main() \n" "{ \n" " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n" "} \n"; unsigned int shader_program = esLoadProgram(cap_xcomp, vShaderStr, fShaderStr); if (shader_program == 0) { fprintf(stderr, "failed to create shader!\n"); return 0; } cap_xcomp->egl.glBindAttribLocation(shader_program, 0, "pos"); cap_xcomp->egl.glBindAttribLocation(shader_program, 1, "texcoords"); return shader_program; } static unsigned int LoadShadersUV(gsr_capture_xcomposite_drm *cap_xcomp) { char vShaderStr[] = "#version 300 es \n" "in vec2 pos; \n" "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" "void main() \n" "{ \n" " texcoords_out = texcoords; \n" " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0); \n" "} \n"; char fShaderStr[] = "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV "void main() \n" "{ \n" " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out*2.0).rgb, 1.0)).zy; \n" "} \n"; unsigned int shader_program = esLoadProgram(cap_xcomp, vShaderStr, fShaderStr); if (shader_program == 0) { fprintf(stderr, "failed to create shader!\n"); return 0; } cap_xcomp->egl.glBindAttribLocation(shader_program, 0, "pos"); cap_xcomp->egl.glBindAttribLocation(shader_program, 1, "texcoords"); return shader_program; } #define GL_FLOAT 0x1406 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_TRIANGLES 0x0004 #define DRM_FORMAT_MOD_INVALID 72057594037927935 #define EGL_TRUE 1 #define EGL_IMAGE_PRESERVED_KHR 0x30D2 #define EGL_NATIVE_PIXMAP_KHR 0x30B0 static uint32_t fourcc(uint32_t a, uint32_t b, uint32_t c, uint32_t d) { return (d << 24) | (c << 16) | (b << 8) | a; } static int gsr_capture_xcomposite_drm_start(gsr_capture *cap, AVCodecContext *video_codec_context) { gsr_capture_xcomposite_drm *cap_xcomp = cap->priv; XWindowAttributes attr; if(!XGetWindowAttributes(cap_xcomp->dpy, cap_xcomp->params.window, &attr)) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start failed: invalid window id: %lu\n", cap_xcomp->params.window); return -1; } cap_xcomp->window_size.x = max_int(attr.width, 0); cap_xcomp->window_size.y = max_int(attr.height, 0); Window c; XTranslateCoordinates(cap_xcomp->dpy, cap_xcomp->params.window, DefaultRootWindow(cap_xcomp->dpy), 0, 0, &cap_xcomp->window_pos.x, &cap_xcomp->window_pos.y, &c); // TODO: Get select and add these on top of it and then restore at the end. Also do the same in other xcomposite XSelectInput(cap_xcomp->dpy, cap_xcomp->params.window, StructureNotifyMask | ExposureMask); if(!gsr_egl_load(&cap_xcomp->egl, cap_xcomp->dpy)) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start: failed to load opengl\n"); return -1; } if(!gsr_vaapi_load(&cap_xcomp->vaapi)) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start: failed to load vaapi\n"); gsr_egl_unload(&cap_xcomp->egl); return -1; } /* Disable vsync */ cap_xcomp->egl.eglSwapInterval(cap_xcomp->egl.egl_display, 0); // TODO: Fallback to composite window if(window_texture_init(&cap_xcomp->window_texture, cap_xcomp->dpy, cap_xcomp->params.window, &cap_xcomp->egl) != 0) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start: failed get window texture for window %ld\n", cap_xcomp->params.window); gsr_egl_unload(&cap_xcomp->egl); return -1; } cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&cap_xcomp->window_texture)); cap_xcomp->texture_size.x = 0; cap_xcomp->texture_size.y = 0; cap_xcomp->egl.glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &cap_xcomp->texture_size.x); cap_xcomp->egl.glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &cap_xcomp->texture_size.y); cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0); cap_xcomp->texture_size.x = max_int(2, cap_xcomp->texture_size.x & ~1); cap_xcomp->texture_size.y = max_int(2, cap_xcomp->texture_size.y & ~1); video_codec_context->width = cap_xcomp->texture_size.x; video_codec_context->height = cap_xcomp->texture_size.y; if(!drm_create_codec_context(cap_xcomp, video_codec_context)) { fprintf(stderr, "failed to create hw codec context\n"); gsr_egl_unload(&cap_xcomp->egl); return -1; } return 0; } static void gsr_capture_xcomposite_drm_tick(gsr_capture *cap, AVCodecContext *video_codec_context, AVFrame **frame) { gsr_capture_xcomposite_drm *cap_xcomp = cap->priv; cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); if(!cap_xcomp->created_hw_frame) { cap_xcomp->created_hw_frame = true; av_frame_free(frame); *frame = av_frame_alloc(); if(!frame) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_tick: failed to allocate frame\n"); return; } (*frame)->format = video_codec_context->pix_fmt; (*frame)->width = video_codec_context->width; (*frame)->height = video_codec_context->height; (*frame)->color_range = video_codec_context->color_range; (*frame)->color_primaries = video_codec_context->color_primaries; (*frame)->color_trc = video_codec_context->color_trc; (*frame)->colorspace = video_codec_context->colorspace; int res = av_hwframe_get_buffer(video_codec_context->hw_frames_ctx, *frame, 0); if(res < 0) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_tick: av_hwframe_get_buffer failed 1: %d\n", res); return; } VADRMPRIMESurfaceDescriptor prime; VASurfaceID surface_id = (uintptr_t)(*frame)->data[3]; VAStatus va_status = cap_xcomp->vaapi.vaExportSurfaceHandle(cap_xcomp->va_dpy, surface_id, VA_SURFACE_ATTRIB_MEM_TYPE_DRM_PRIME_2, VA_EXPORT_SURFACE_READ_WRITE | VA_EXPORT_SURFACE_SEPARATE_LAYERS, &prime); // TODO: Composed layers if(va_status != VA_STATUS_SUCCESS) { fprintf(stderr, "vaExportSurfaceHandle failed\n"); return; } cap_xcomp->vaapi.vaSyncSurface(cap_xcomp->va_dpy, surface_id); fprintf(stderr, "fourcc: %u, width: %u, height: %u\n", prime.fourcc, prime.width, prime.height); for(int i = 0; i < prime.num_layers; ++i) { fprintf(stderr, " drm format: %u, num planes: %u\n", prime.layers[i].drm_format, prime.layers[i].num_planes); for(int j = 0; j < prime.layers[i].num_planes; ++j) { const uint32_t object_index = prime.layers[i].object_index[j]; fprintf(stderr, " object index: %u, offset: %u, pitch: %u, fd: %d, size: %u, drm format mod: %lu\n", object_index, prime.layers[i].offset[j], prime.layers[i].pitch[j], prime.objects[object_index].fd, prime.objects[object_index].size, prime.objects[object_index].drm_format_modifier); } } #define EGL_LINUX_DRM_FOURCC_EXT 0x3271 #define EGL_WIDTH 0x3057 #define EGL_HEIGHT 0x3056 #define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 #define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 #define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 #define EGL_LINUX_DMA_BUF_EXT 0x3270 #define GL_TEXTURE0 0x84C0 #define GL_COLOR_ATTACHMENT1 0x8CE1 #define FOURCC_NV12 842094158 if(prime.fourcc == FOURCC_NV12) { // This happens on AMD while(cap_xcomp->egl.glGetError()) {} while(cap_xcomp->egl.eglGetError() != EGL_SUCCESS){} EGLImage images[2]; cap_xcomp->egl.glGenTextures(2, cap_xcomp->target_textures); assert(cap_xcomp->egl.glGetError() == 0); for(int i = 0; i < 2; ++i) { const uint32_t formats[2] = { fourcc('R', '8', ' ', ' '), fourcc('G', 'R', '8', '8') }; const int layer = i; const int plane = 0; const intptr_t img_attr[] = { EGL_LINUX_DRM_FOURCC_EXT, formats[i], EGL_WIDTH, prime.width / (1 + i), // half size EGL_HEIGHT, prime.height / (1 + i), // for chroma EGL_DMA_BUF_PLANE0_FD_EXT, prime.objects[prime.layers[layer].object_index[plane]].fd, EGL_DMA_BUF_PLANE0_OFFSET_EXT, prime.layers[layer].offset[plane], EGL_DMA_BUF_PLANE0_PITCH_EXT, prime.layers[layer].pitch[plane], EGL_NONE }; images[i] = cap_xcomp->egl.eglCreateImage(cap_xcomp->egl.egl_display, 0, EGL_LINUX_DMA_BUF_EXT, NULL, img_attr); // TODO: Cleanup at the end of this for loop assert(images[i]); assert(cap_xcomp->egl.eglGetError() == EGL_SUCCESS); //cap_xcomp->egl.glActiveTexture(GL_TEXTURE0 + i); cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, cap_xcomp->target_textures[i]); assert(cap_xcomp->egl.glGetError() == 0); cap_xcomp->egl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); cap_xcomp->egl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); cap_xcomp->egl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); cap_xcomp->egl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); assert(cap_xcomp->egl.glGetError() == 0); cap_xcomp->egl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, images[i]); assert(cap_xcomp->egl.glGetError() == 0); assert(cap_xcomp->egl.eglGetError() == EGL_SUCCESS); } //cap_xcomp->egl.glActiveTexture(GL_TEXTURE0); cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0); cap_xcomp->egl.glGenFramebuffers(1, &cap_xcomp->framebuffer_y); cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->framebuffer_y); cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cap_xcomp->target_textures[0], 0); // Set the list of draw buffers. unsigned int DrawBuffers[1] = {GL_COLOR_ATTACHMENT0}; cap_xcomp->egl.glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers if(cap_xcomp->egl.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr, "Failed to setup framebuffer\n"); return; } cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, 0); cap_xcomp->egl.glGenFramebuffers(1, &cap_xcomp->framebuffer_uv); cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->framebuffer_uv); cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cap_xcomp->target_textures[1], 0); // Set the list of draw buffers. cap_xcomp->egl.glDrawBuffers(1, DrawBuffers); // "1" is the size of DrawBuffers if(cap_xcomp->egl.glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { fprintf(stderr, "Failed to setup framebuffer\n"); return; } cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, 0); cap_xcomp->shader_y = LoadShadersY(cap_xcomp); cap_xcomp->shader_uv = LoadShadersUV(cap_xcomp); float vVertices[] = { -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f }; unsigned int quadVBO; cap_xcomp->egl.glGenVertexArrays(1, &cap_xcomp->vao); cap_xcomp->egl.glGenBuffers(1, &quadVBO); cap_xcomp->egl.glBindVertexArray(cap_xcomp->vao); cap_xcomp->egl.glBindBuffer(GL_ARRAY_BUFFER, quadVBO); cap_xcomp->egl.glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), &vVertices, GL_STATIC_DRAW); cap_xcomp->egl.glEnableVertexAttribArray(0); cap_xcomp->egl.glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); cap_xcomp->egl.glEnableVertexAttribArray(1); cap_xcomp->egl.glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); cap_xcomp->egl.glBindVertexArray(0); } else { fprintf(stderr, "unexpected fourcc: %u, expected nv12\n", prime.fourcc); return; } // Clear texture with black background because the source texture (window_texture_get_opengl_texture_id(&cap_xcomp->window_texture)) // might be smaller than cap_xcomp->target_texture_id // TODO: //cap_xcomp->egl.glClearTexImage(cap_xcomp->target_texture_id, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } } static bool gsr_capture_xcomposite_drm_should_stop(gsr_capture *cap, bool *err) { return false; } #define GL_FLOAT 0x1406 #define GL_FALSE 0 #define GL_TRUE 1 #define GL_TRIANGLES 0x0004 static int gsr_capture_xcomposite_drm_capture(gsr_capture *cap, AVFrame *frame) { gsr_capture_xcomposite_drm *cap_xcomp = cap->priv; vec2i source_size = cap_xcomp->texture_size; cap_xcomp->egl.glBindVertexArray(cap_xcomp->vao); cap_xcomp->egl.glViewport(0, 0, source_size.x, source_size.y); cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&cap_xcomp->window_texture)); { cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->framebuffer_y); //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); cap_xcomp->egl.glUseProgram(cap_xcomp->shader_y); cap_xcomp->egl.glDrawArrays(GL_TRIANGLES, 0, 6); } { cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->framebuffer_uv); //cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT); cap_xcomp->egl.glUseProgram(cap_xcomp->shader_uv); cap_xcomp->egl.glDrawArrays(GL_TRIANGLES, 0, 6); } cap_xcomp->egl.glBindVertexArray(0); cap_xcomp->egl.glUseProgram(0); cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0); cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, 0); cap_xcomp->egl.eglSwapBuffers(cap_xcomp->egl.egl_display, cap_xcomp->egl.egl_surface); return 0; } static void gsr_capture_xcomposite_drm_destroy(gsr_capture *cap, AVCodecContext *video_codec_context) { (void)video_codec_context; gsr_capture_xcomposite_drm *cap_xcomp = cap->priv; if(cap->priv) { free(cap->priv); cap->priv = NULL; } if(cap_xcomp->dpy) { // TODO: This causes a crash, why? maybe some other library dlclose xlib and that also happened to unload this??? //XCloseDisplay(cap_xcomp->dpy); cap_xcomp->dpy = NULL; } free(cap); } gsr_capture* gsr_capture_xcomposite_drm_create(const gsr_capture_xcomposite_drm_params *params) { if(!params) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_create params is NULL\n"); return NULL; } gsr_capture *cap = calloc(1, sizeof(gsr_capture)); if(!cap) return NULL; gsr_capture_xcomposite_drm *cap_xcomp = calloc(1, sizeof(gsr_capture_xcomposite_drm)); if(!cap_xcomp) { free(cap); return NULL; } Display *display = XOpenDisplay(NULL); if(!display) { fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_create failed: XOpenDisplay failed\n"); free(cap); free(cap_xcomp); return NULL; } cap_xcomp->dpy = display; cap_xcomp->params = *params; *cap = (gsr_capture) { .start = gsr_capture_xcomposite_drm_start, .tick = gsr_capture_xcomposite_drm_tick, .should_stop = gsr_capture_xcomposite_drm_should_stop, .capture = gsr_capture_xcomposite_drm_capture, .destroy = gsr_capture_xcomposite_drm_destroy, .priv = cap_xcomp }; return cap; }