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|
#include "../../include/capture/xcomposite_drm.h"
#include "../../include/egl.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_drm.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;
int fourcc;
int num_planes;
uint64_t modifiers;
int dmabuf_fd;
int32_t stride;
int32_t offset;
unsigned int target_texture_id;
unsigned int FramebufferName;
unsigned int quad_VertexArrayID;
unsigned int quad_vertexbuffer;
unsigned int quadVAO;
} 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_YUV420P;//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;
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 EGL_SURFACE_TYPE 0x3033
#define EGL_WINDOW_BIT 0x0004
#define EGL_PIXMAP_BIT 0x0002
#define EGL_BIND_TO_TEXTURE_RGB 0x3039
#define EGL_TRUE 1
#define EGL_RED_SIZE 0x3024
#define EGL_GREEN_SIZE 0x3023
#define EGL_BLUE_SIZE 0x3022
#define EGL_ALPHA_SIZE 0x3021
#define EGL_TEXTURE_FORMAT 0x3080
#define EGL_TEXTURE_RGB 0x305D
#define EGL_TEXTURE_TARGET 0x3081
#define EGL_TEXTURE_2D 0x305F
#define EGL_GL_TEXTURE_2D 0x30B1
#define GL_RGBA 0x1908
static unsigned int gl_create_texture(gsr_capture_xcomposite_drm *cap_xcomp, int width, int height) {
// Generating this second texture is needed because
// cuGraphicsGLRegisterImage cant be used with the texture that is mapped
// directly to the pixmap.
// TODO: Investigate if it's somehow possible to use the pixmap texture
// directly, this should improve performance since only less image copy is
// then needed every frame.
// Ignoring failure for now.. TODO: Show proper error
unsigned int texture_id = 0;
cap_xcomp->egl.glGenTextures(1, &texture_id);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, texture_id);
cap_xcomp->egl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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_MAG_FILTER, GL_LINEAR);
cap_xcomp->egl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0);
return texture_id;
}
#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 shader_program = 0;
static unsigned int texID = 0;
static void LoadShaders(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 tex; \n"
"out vec4 FragColor; \n"
"void main() \n"
"{ \n"
" vec3 rgb = texture(tex, texcoords_out).rgb; \n"
" FragColor = vec4(rgb, 1.0); \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
shader_program = esLoadProgram(cap_xcomp, vShaderStr, fShaderStr);
if (shader_program == 0) {
fprintf(stderr, "failed to create shader!\n");
return;
}
cap_xcomp->egl.glBindAttribLocation(shader_program, 0, "pos");
cap_xcomp->egl.glBindAttribLocation(shader_program, 1, "texcoords");
return;
}
#define GL_FLOAT 0x1406
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define DRM_FORMAT_MOD_INVALID 72057594037927935
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_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_start: failed to load opengl\n");
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);
#if 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_drm_start: failed to create opengl texture\n");
return -1;
}
#else
// TODO:
cap_xcomp->target_texture_id = window_texture_get_opengl_texture_id(&cap_xcomp->window_texture);
#endif
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;
{
EGLImage img = cap_xcomp->egl.eglCreateImage(cap_xcomp->egl.egl_display, cap_xcomp->egl.egl_context, EGL_GL_TEXTURE_2D, (EGLClientBuffer)(uint64_t)cap_xcomp->target_texture_id, NULL);
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) || cap_xcomp->modifiers == DRM_FORMAT_MOD_INVALID) {
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", cap_xcomp->target_texture_id, 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);
}
cap_xcomp->egl.glGenFramebuffers(1, &cap_xcomp->FramebufferName);
cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->FramebufferName);
cap_xcomp->egl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cap_xcomp->target_texture_id, 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 -1;
}
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
LoadShaders(cap_xcomp);
texID = cap_xcomp->egl.glGetUniformLocation(shader_program, "tex");
fprintf(stderr, "uniform id: %u\n", texID);
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(texID, window_texture_get_opengl_texture_id(&cap_xcomp->window_texture));
//cap_xcomp->egl.glViewport(0, 0, 1920, 1080);
//cap_xcomp->egl.glBindBuffer(GL_ARRAY_BUFFER, 0);
//cap_xcomp->egl.glBindVertexArray(0);
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
}
// TODO:
static void free_desc(void *opaque, uint8_t *data) {
AVDRMFrameDescriptor *desc = (AVDRMFrameDescriptor*)data;
int i;
//for (i = 0; i < desc->nb_objects; i++)
// close(desc->objects[i].fd);
av_free(desc);
}
static void gsr_capture_xcomposite_drm_tick(gsr_capture *cap, AVCodecContext *video_codec_context, AVFrame **frame) {
gsr_capture_xcomposite_drm *cap_xcomp = cap->priv;
if(!cap_xcomp->created_hw_frame) {
cap_xcomp->created_hw_frame = true;
/*if(av_hwframe_get_buffer(video_codec_context->hw_frames_ctx, *frame, 0) < 0) {
fprintf(stderr, "gsr error: gsr_capture_xcomposite_drm_tick: av_hwframe_get_buffer failed\n");
return;
}*/
AVDRMFrameDescriptor *desc = av_malloc(sizeof(AVDRMFrameDescriptor));
if(!desc) {
fprintf(stderr, "poop\n");
return;
}
fprintf(stderr, "tick fd: %d\n", cap_xcomp->dmabuf_fd);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, cap_xcomp->target_texture_id);
int xx = 0;
int yy = 0;
cap_xcomp->egl.glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &xx);
cap_xcomp->egl.glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &yy);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0);
*desc = (AVDRMFrameDescriptor) {
.nb_objects = 1,
.objects[0] = {
.fd = cap_xcomp->dmabuf_fd,
.size = yy * cap_xcomp->stride,
.format_modifier = cap_xcomp->modifiers,
},
.nb_layers = 1,
.layers[0] = {
.format = cap_xcomp->fourcc, // DRM_FORMAT_NV12
.nb_planes = 1, //cap_xcomp->num_planes, // TODO: Ensure this is 1, otherwise ffmpeg cant handle it in av_hwframe_map
.planes[0] = {
.object_index = 0,
.offset = cap_xcomp->offset,
.pitch = cap_xcomp->stride,
},
},
};
#if 0
AVBufferRef *device_ctx;
if(av_hwdevice_ctx_create(&device_ctx, AV_HWDEVICE_TYPE_DRM, "/dev/dri/card0", NULL, 0) < 0) {
fprintf(stderr, "Error: Failed to create hardware device context\n");
return;
}
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;
}
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_0RGB32;
hw_frame_context->format = AV_PIX_FMT_DRM_PRIME;
hw_frame_context->device_ref = device_ctx;
hw_frame_context->device_ctx = (AVHWDeviceContext*)device_ctx->data;
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;
}
#endif
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;
}
AVFrame *src_frame = av_frame_alloc();
assert(src_frame);
src_frame->format = AV_PIX_FMT_DRM_PRIME;
src_frame->width = video_codec_context->width;
src_frame->height = video_codec_context->height;
src_frame->color_range = AVCOL_RANGE_JPEG;
src_frame->buf[0] = av_buffer_create((uint8_t*)desc, sizeof(*desc),
&free_desc, video_codec_context, 0);
if (!src_frame->buf[0]) {
fprintf(stderr, "failed to create buffer!\n");
return;
}
src_frame->data[0] = (uint8_t*)desc;
src_frame->extended_data = src_frame->data;
src_frame->format = AV_PIX_FMT_DRM_PRIME;
res = av_hwframe_map(*frame, src_frame, AV_HWFRAME_MAP_DIRECT);
if(res < 0) {
fprintf(stderr, "av_hwframe_map failed: %d\n", res);
}
}
cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT);
}
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
void FBO_2_PPM_file(gsr_capture_xcomposite_drm *cap_xcomp, int output_width, int output_height)
{
FILE *output_image;
/// READ THE PIXELS VALUES from FBO AND SAVE TO A .PPM FILE
int i, j, k;
unsigned char *pixels = (unsigned char*)malloc(output_width*output_height*3);
unsigned int err = cap_xcomp->egl.glGetError();
fprintf(stderr, "opengl err 1: %u\n", err);
/// READ THE CONTENT FROM THE FBO
cap_xcomp->egl.glReadBuffer(GL_COLOR_ATTACHMENT0);
err = cap_xcomp->egl.glGetError();
fprintf(stderr, "opengl err 2: %u\n", err);
cap_xcomp->egl.glReadPixels(0, 0, output_width, output_height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
err = cap_xcomp->egl.glGetError();
fprintf(stderr, "opengl err 3: %u\n", err);
output_image = fopen("output.ppm", "wb");
fprintf(output_image,"P3\n");
fprintf(output_image,"# Created by Ricao\n");
fprintf(output_image,"%d %d\n",output_width,output_height);
fprintf(output_image,"255\n");
k = 0;
for(i=0; i<output_width; i++)
{
for(j=0; j<output_height; j++)
{
fprintf(output_image,"%u %u %u ",(unsigned int)pixels[k],(unsigned int)pixels[k+1],
(unsigned int)pixels[k+2]);
k = k+4;
}
fprintf(output_image,"\n");
}
free(pixels);
fclose(output_image);
}
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;
#if 1
// Requires opengl 4.2... TODO: Replace with earlier opengl if opengl < 4.2.
cap_xcomp->egl.glCopyImageSubData(
window_texture_get_opengl_texture_id(&cap_xcomp->window_texture), GL_TEXTURE_2D, 0, 0, 0, 0,
cap_xcomp->target_texture_id, GL_TEXTURE_2D, 0, 0, 0, 0,
source_size.x, source_size.y, 1);
unsigned int err = cap_xcomp->egl.glGetError();
if(err != 0) {
static bool error_shown = false;
if(!error_shown) {
error_shown = true;
fprintf(stderr, "Error: glCopyImageSubData failed, gl error: %d\n", err);
}
}
#elif 0
cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, cap_xcomp->FramebufferName);
cap_xcomp->egl.glViewport(0, 0, 1920, 1080);
//cap_xcomp->egl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT);
cap_xcomp->egl.glUseProgram(shader_program);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&cap_xcomp->window_texture));
cap_xcomp->egl.glBindVertexArray(cap_xcomp->quadVAO);
cap_xcomp->egl.glDrawArrays(GL_TRIANGLES, 0, 6);
cap_xcomp->egl.glBindTexture(GL_TEXTURE_2D, 0);
static int counter = 0;
++counter;
static bool image_saved = false;
if(!image_saved && counter == 5) {
image_saved = true;
FBO_2_PPM_file(cap_xcomp, 1920, 1080);
fprintf(stderr, "saved image!\n");
}
cap_xcomp->egl.glBindVertexArray(0);
cap_xcomp->egl.glUseProgram(0);
cap_xcomp->egl.glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
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) {
if(cap->priv) {
free(cap->priv);
cap->priv = 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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