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|
#include "../../include/capture/xcomposite_drm.h"
#include "../../include/egl.h"
#include "../../include/vaapi.h"
#include "../../include/window_texture.h"
#include "../../include/time.h"
#include <stdlib.h>
#include <stdio.h>
#include <X11/Xlib.h>
#include <X11/extensions/Xcomposite.h>
#include <libavutil/hwcontext.h>
#include <libavutil/hwcontext_vaapi.h>
#include <libavutil/frame.h>
#include <libavcodec/avcodec.h>
//#include <drm_fourcc.h>
#include <assert.h>
/* 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;
int fourcc;
int num_planes;
uint64_t modifiers;
int dmabuf_fd;
int32_t stride;
int32_t offset;
unsigned int target_textures[2];
unsigned int FramebufferNameY;
unsigned int FramebufferNameUV; // TODO: Remove
unsigned int quadVAO;
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 int min_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) {
// TODO: "/dev/dri/card0"
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;//AV_PIX_FMT_0RGB32;//AV_PIX_FMT_YUV420P;//AV_PIX_FMT_0RGB32;//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;
}
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";
#if 0
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex; \n"
"out vec4 FragColor; \n"
"float imageWidth = 1920.0;\n"
"float imageHeight = 1080.0;\n"
"float getYPixel(vec2 position) {\n"
" position.y = (position.y * 2.0 / 3.0) + (1.0 / 3.0);\n"
" return texture2D(tex, position).x;\n"
"}\n"
"\n"
"vec2 mapCommon(vec2 position, float planarOffset) {\n"
" planarOffset += (imageWidth * floor(position.y / 2.0)) / 2.0 +\n"
" floor((imageWidth - 1.0 - position.x) / 2.0);\n"
" float x = floor(imageWidth - 1.0 - floor(mod(planarOffset, imageWidth)));\n"
" float y = floor(floor(planarOffset / imageWidth));\n"
" return vec2((x + 0.5) / imageWidth, (y + 0.5) / (1.5 * imageHeight));\n"
"}\n"
"\n"
"vec2 mapU(vec2 position) {\n"
" float planarOffset = (imageWidth * imageHeight) / 4.0;\n"
" return mapCommon(position, planarOffset);\n"
"}\n"
"\n"
"vec2 mapV(vec2 position) {\n"
" return mapCommon(position, 0.0);\n"
"}\n"
"void main() \n"
"{ \n"
"vec2 pixelPosition = vec2(floor(imageWidth * texcoords_out.x),\n"
" floor(imageHeight * texcoords_out.y));\n"
"pixelPosition -= vec2(0.5, 0.5);\n"
"\n"
"float yChannel = getYPixel(texcoords_out);\n"
"float uChannel = texture2D(tex, mapU(pixelPosition)).x;\n"
"float vChannel = texture2D(tex, mapV(pixelPosition)).x;\n"
"vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);\n"
"mat4 conversion = mat4(1.0, 0.0, 1.402, -0.701,\n"
" 1.0, -0.344, -0.714, 0.529,\n"
" 1.0, 1.772, 0.0, -0.886,\n"
" 0, 0, 0, 0);\n"
"vec3 rgb = (channels * conversion).xyz;\n"
" FragColor = vec4(rgb, 1.0); \n"
"} \n";
#elif 1
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
//"uniform sampler2D tex2; \n"
"out vec4 FragColor; \n"
//"out vec4 FragColor2; \n"
"mat4 RGBtoYUV() {\n"
" return mat4(\n"
" vec4(0.257, 0.439, -0.148, 0.0),\n"
" vec4(0.504, -0.368, -0.291, 0.0),\n"
" vec4(0.098, -0.071, 0.439, 0.0),\n"
" vec4(0.0625, 0.500, 0.500, 1.0)\n"
" );\n"
"}\n"
"void main() \n"
"{ \n"
//" vec3 yuv = rgb2yuv(texture(tex1, texcoords_out).rgb); \n"
//" FragColor.x = yuv.x; \n"
//" FragColor2.xy = yuv.xy; \n"
//" vec3 rgb = texture(tex1, texcoords_out).rgb;\n"
"FragColor.x = (RGBtoYUV() * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x;\n"
//"FragColor2.xy = (RGBtoYUV() * vec4(texture(tex1, texcoords_out*2.0).rgb, 1.0)).zy;\n"
"} \n";
#else
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex; \n"
"out vec4 FragColor; \n"
"vec3 rgb2yuv(vec3 rgb){\n"
" float y = 0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b;\n"
" return vec3(y, 0.493*(rgb.b-y), 0.877*(rgb.r-y));\n"
"}\n"
"vec3 yuv2rgb(vec3 yuv){\n"
" float y = yuv.x;\n"
" float u = yuv.y;\n"
" float v = yuv.z;\n"
" \n"
" return vec3(\n"
" y + 1.0/0.877*v,\n"
" y - 0.39393*u - 0.58081*v,\n"
" y + 1.0/0.493*u\n"
" );\n"
"}\n"
"void main() \n"
"{ \n"
" float s = 0.5;\n"
" vec3 lum = texture(tex, texcoords_out).rgb;\n"
" vec3 chr = texture(tex, floor(texcoords_out*s-.5)/s).rgb;\n"
" vec3 rgb = vec3(rgb2yuv(lum).x, rgb2yuv(chr).yz);\n"
" FragColor = vec4(rgb, 1.0); \n"
"} \n";
#endif
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";
#if 0
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex; \n"
"out vec4 FragColor; \n"
"float imageWidth = 1920.0;\n"
"float imageHeight = 1080.0;\n"
"float getYPixel(vec2 position) {\n"
" position.y = (position.y * 2.0 / 3.0) + (1.0 / 3.0);\n"
" return texture2D(tex, position).x;\n"
"}\n"
"\n"
"vec2 mapCommon(vec2 position, float planarOffset) {\n"
" planarOffset += (imageWidth * floor(position.y / 2.0)) / 2.0 +\n"
" floor((imageWidth - 1.0 - position.x) / 2.0);\n"
" float x = floor(imageWidth - 1.0 - floor(mod(planarOffset, imageWidth)));\n"
" float y = floor(floor(planarOffset / imageWidth));\n"
" return vec2((x + 0.5) / imageWidth, (y + 0.5) / (1.5 * imageHeight));\n"
"}\n"
"\n"
"vec2 mapU(vec2 position) {\n"
" float planarOffset = (imageWidth * imageHeight) / 4.0;\n"
" return mapCommon(position, planarOffset);\n"
"}\n"
"\n"
"vec2 mapV(vec2 position) {\n"
" return mapCommon(position, 0.0);\n"
"}\n"
"void main() \n"
"{ \n"
"vec2 pixelPosition = vec2(floor(imageWidth * texcoords_out.x),\n"
" floor(imageHeight * texcoords_out.y));\n"
"pixelPosition -= vec2(0.5, 0.5);\n"
"\n"
"float yChannel = getYPixel(texcoords_out);\n"
"float uChannel = texture2D(tex, mapU(pixelPosition)).x;\n"
"float vChannel = texture2D(tex, mapV(pixelPosition)).x;\n"
"vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);\n"
"mat4 conversion = mat4(1.0, 0.0, 1.402, -0.701,\n"
" 1.0, -0.344, -0.714, 0.529,\n"
" 1.0, 1.772, 0.0, -0.886,\n"
" 0, 0, 0, 0);\n"
"vec3 rgb = (channels * conversion).xyz;\n"
" FragColor = vec4(rgb, 1.0); \n"
"} \n";
#elif 1
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
//"uniform sampler2D tex2; \n"
"out vec4 FragColor; \n"
//"out vec4 FragColor2; \n"
"mat4 RGBtoYUV() {\n"
" return mat4(\n"
" vec4(0.257, 0.439, -0.148, 0.0),\n"
" vec4(0.504, -0.368, -0.291, 0.0),\n"
" vec4(0.098, -0.071, 0.439, 0.0),\n"
" vec4(0.0625, 0.500, 0.500, 1.0)\n"
" );\n"
"}\n"
"void main() \n"
"{ \n"
//" vec3 yuv = rgb2yuv(texture(tex1, texcoords_out).rgb); \n"
//" FragColor.x = yuv.x; \n"
//" FragColor2.xy = yuv.xy; \n"
//" vec3 rgb = texture(tex1, texcoords_out).rgb;\n"
//"FragColor.x = (RGBtoYUV() * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x;\n"
"FragColor.xy = (RGBtoYUV() * vec4(texture(tex1, texcoords_out*2.0).rgb, 1.0)).zy;\n"
"} \n";
#else
char fShaderStr[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex; \n"
"out vec4 FragColor; \n"
"vec3 rgb2yuv(vec3 rgb){\n"
" float y = 0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b;\n"
" return vec3(y, 0.493*(rgb.b-y), 0.877*(rgb.r-y));\n"
"}\n"
"vec3 yuv2rgb(vec3 yuv){\n"
" float y = yuv.x;\n"
" float u = yuv.y;\n"
" float v = yuv.z;\n"
" \n"
" return vec3(\n"
" y + 1.0/0.877*v,\n"
" y - 0.39393*u - 0.58081*v,\n"
" y + 1.0/0.493*u\n"
" );\n"
"}\n"
"void main() \n"
"{ \n"
" float s = 0.5;\n"
" vec3 lum = texture(tex, texcoords_out).rgb;\n"
" vec3 chr = texture(tex, floor(texcoords_out*s-.5)/s).rgb;\n"
" vec3 rgb = vec3(rgb2yuv(lum).x, rgb2yuv(chr).yz);\n"
" FragColor = vec4(rgb, 1.0); \n"
"} \n";
#endif
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(!cap_xcomp->egl.eglExportDMABUFImageQueryMESA) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start: could not find eglExportDMABUFImageQueryMESA\n");
gsr_egl_unload(&cap_xcomp->egl);
return -1;
}
if(!cap_xcomp->egl.eglExportDMABUFImageMESA) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_start: could not find eglExportDMABUFImageMESA\n");
gsr_egl_unload(&cap_xcomp->egl);
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);
#if 0
// TODO: Fallback to composite window
if(window_texture_init(&cap_xcomp->window_texture, cap_xcomp->dpy, cap_xcomp->params.window, &cap_xcomp->gl) != 0) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_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);
cap_xcomp->target_texture_id = gl_create_texture(cap_xcomp, cap_xcomp->texture_size.x, cap_xcomp->texture_size.y);
if(cap_xcomp->target_texture_id == 0) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_start: failed to create opengl texture\n");
gsr_capture_xcomposite_stop(cap, video_codec_context);
return -1;
}
video_codec_context->width = cap_xcomp->texture_size.x;
video_codec_context->height = cap_xcomp->texture_size.y;
cap_xcomp->window_resize_timer = clock_get_monotonic_seconds();
return 0;
#else
// 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;
{
const intptr_t pixmap_attrs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE,
};
EGLImage img = cap_xcomp->egl.eglCreateImage(cap_xcomp->egl.egl_display, cap_xcomp->egl.egl_context, EGL_GL_TEXTURE_2D, (EGLClientBuffer)(uint64_t)window_texture_get_opengl_texture_id(&cap_xcomp->window_texture), pixmap_attrs);
if(!img) {
fprintf(stderr, "eglCreateImage failed\n");
return -1;
}
if(!cap_xcomp->egl.eglExportDMABUFImageQueryMESA(cap_xcomp->egl.egl_display, img, &cap_xcomp->fourcc, &cap_xcomp->num_planes, &cap_xcomp->modifiers)) {
fprintf(stderr, "eglExportDMABUFImageQueryMESA failed\n");
return -1;
}
if(cap_xcomp->num_planes != 1) {
// TODO: FAIL!
fprintf(stderr, "Blablalba\n");
return -1;
}
if(!cap_xcomp->egl.eglExportDMABUFImageMESA(cap_xcomp->egl.egl_display, img, &cap_xcomp->dmabuf_fd, &cap_xcomp->stride, &cap_xcomp->offset)) {
fprintf(stderr, "eglExportDMABUFImageMESA failed\n");
return -1;
}
fprintf(stderr, "texture: %u, dmabuf: %d, stride: %d, offset: %d\n", window_texture_get_opengl_texture_id(&cap_xcomp->window_texture), cap_xcomp->dmabuf_fd, cap_xcomp->stride, cap_xcomp->offset);
fprintf(stderr, "fourcc: %d, num planes: %d, modifiers: %zu\n", cap_xcomp->fourcc, cap_xcomp->num_planes, cap_xcomp->modifiers);
}
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;
}
//fprintf(stderr, "sneed: %u\n", cap_xcomp->FramebufferName);
return 0;
#endif
}
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 = AVCOL_RANGE_JPEG;
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;
}
fprintf(stderr, "fourcc: %u\n", cap_xcomp->fourcc);
fprintf(stderr, "va surface id: %u\n", (VASurfaceID)(uintptr_t)(*frame)->data[3]);
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->FramebufferNameY);
cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->FramebufferNameY);
cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cap_xcomp->target_textures[0], 0);
// cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, cap_xcomp->target_textures[1], 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->FramebufferNameUV);
cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->FramebufferNameUV);
cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cap_xcomp->target_textures[1], 0);
// cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, 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->egl.glGenVertexArrays(1, &cap_xcomp->quad_VertexArrayID);
//cap_xcomp->egl.glBindVertexArray(cap_xcomp->quad_VertexArrayID);
static const float g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
//cap_xcomp->egl.glGenBuffers(1, &cap_xcomp->quad_vertexbuffer);
//cap_xcomp->egl.glBindBuffer(GL_ARRAY_BUFFER, cap_xcomp->quad_vertexbuffer);
//cap_xcomp->egl.glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
// Create and compile our GLSL program from the shaders
cap_xcomp->shader_y = LoadShadersY(cap_xcomp);
cap_xcomp->shader_uv = LoadShadersUV(cap_xcomp);
//int tex1 = cap_xcomp->egl.glGetUniformLocation(cap_xcomp->shader_y, "tex1");
//cap_xcomp->egl.glUniform1i(tex1, 0);
//tex1 = cap_xcomp->egl.glGetUniformLocation(cap_xcomp->shader_uv, "tex1");
//cap_xcomp->egl.glUniform1i(tex1, 0);
//int tex2 = cap_xcomp->egl.glGetUniformLocation(shader_program, "tex2");
//fprintf(stderr, "uniform id: %u\n", tex1);
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->quadVAO);
cap_xcomp->egl.glGenBuffers(1, &quadVBO);
cap_xcomp->egl.glBindVertexArray(cap_xcomp->quadVAO);
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);
//cap_xcomp->egl.glUniform1i(tex1, 0);
//cap_xcomp->egl.glUniform1i(tex2, 1);
//cap_xcomp->egl.glViewport(0, 0, 1920, 1080);
//cap_xcomp->egl.glBindBuffer(GL_ARRAY_BUFFER, 0);
//cap_xcomp->egl.glBindVertexArray(0);
} else { // This happens on intel
fprintf(stderr, "unexpected fourcc: %u, expected nv12\n", prime.fourcc);
abort();
}
// 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->quadVAO);
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->FramebufferNameY);
//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->FramebufferNameUV);
//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;
}
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