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viddec.cpp
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viddec.cpp
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#include "moonlight.hpp"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "ppapi/lib/gl/gles2/gl2ext_ppapi.h"
#include <h264_stream.h>
#define INITIAL_DECODE_BUFFER_LEN 128 * 1024
static unsigned char* s_DecodeBuffer;
static unsigned int s_DecodeBufferLength;
static int s_LastTextureType;
static int s_LastTextureId;
static unsigned char s_LastSps[256];
static unsigned char s_LastPps[256];
static unsigned int s_LastSpsLength;
static unsigned int s_LastPpsLength;
static bool s_FirstFrameDisplayed;
static uint64_t s_LastPaintFinishedTime;
#define assertNoGLError() assert(!glGetError())
static const char k_VertexShader[] =
"varying vec2 v_texCoord; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"uniform vec2 v_scale; \n"
"void main() \n"
"{ \n"
" v_texCoord = v_scale * a_texCoord; \n"
" gl_Position = a_position; \n"
"}";
static const char k_FragmentShader2D[] =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"}";
static const char k_FragmentShaderRectangle[] =
"#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2DRect s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2DRect(s_texture, v_texCoord).rgba; \n"
"}";
static const char k_FragmentShaderExternal[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform samplerExternalOES s_texture; \n"
"void main() \n"
"{"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"}";
void MoonlightInstance::DidChangeFocus(bool got_focus) {
// Request an IDR frame to dump the frame queue that may have
// built up from the GL pipeline being stalled.
if (got_focus) {
g_Instance->m_RequestIdrFrame = true;
}
}
bool MoonlightInstance::InitializeRenderingSurface(int width, int height) {
if (!glInitializePPAPI(pp::Module::Get()->get_browser_interface())) {
return false;
}
int32_t contextAttributes[] = {
PP_GRAPHICS3DATTRIB_ALPHA_SIZE, 8,
PP_GRAPHICS3DATTRIB_BLUE_SIZE, 8,
PP_GRAPHICS3DATTRIB_GREEN_SIZE, 8,
PP_GRAPHICS3DATTRIB_RED_SIZE, 8,
PP_GRAPHICS3DATTRIB_DEPTH_SIZE, 0,
PP_GRAPHICS3DATTRIB_STENCIL_SIZE, 0,
PP_GRAPHICS3DATTRIB_SAMPLES, 0,
PP_GRAPHICS3DATTRIB_SAMPLE_BUFFERS, 0,
PP_GRAPHICS3DATTRIB_WIDTH, width,
PP_GRAPHICS3DATTRIB_HEIGHT, height,
PP_GRAPHICS3DATTRIB_NONE
};
g_Instance->m_Graphics3D = pp::Graphics3D(this, contextAttributes);
if (g_Instance->m_Graphics3D.is_null()) {
ClDisplayMessage("Unable to create OpenGL context");
return false;
}
int32_t swapBehaviorAttribute[] = {
PP_GRAPHICS3DATTRIB_SWAP_BEHAVIOR, PP_GRAPHICS3DATTRIB_BUFFER_DESTROYED,
PP_GRAPHICS3DATTRIB_NONE
};
g_Instance->m_Graphics3D.SetAttribs(swapBehaviorAttribute);
if (!BindGraphics(m_Graphics3D)) {
ClDisplayMessage("Unable to bind OpenGL context");
m_Graphics3D = pp::Graphics3D();
glSetCurrentContextPPAPI(0);
return false;
}
glSetCurrentContextPPAPI(m_Graphics3D.pp_resource());
glDisable(GL_DITHER);
glViewport(0, 0, width, height);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
assertNoGLError();
static const float k_Vertices[] = {
-1, -1, -1, 1, 1, -1, 1, 1, // Position coordinates.
0, 1, 0, 0, 1, 1, 1, 0, // Texture coordinates.
};
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER,
sizeof(k_Vertices),
k_Vertices,
GL_STATIC_DRAW);
assertNoGLError();
g_Instance->m_Graphics3D.SwapBuffers(pp::BlockUntilComplete());
return true;
}
int MoonlightInstance::VidDecSetup(int videoFormat, int width, int height, int redrawRate, void* context, int drFlags) {
g_Instance->m_VideoDecoder = new pp::VideoDecoder(g_Instance);
s_DecodeBufferLength = INITIAL_DECODE_BUFFER_LEN;
s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
s_LastTextureType = 0;
s_LastTextureId = 0;
s_LastSpsLength = 0;
s_LastPpsLength = 0;
s_FirstFrameDisplayed = false;
int32_t err;
if (!(drFlags & DR_FLAG_FORCE_SW_DECODE)) {
// Try to initialize hardware decoding only
err = g_Instance->m_VideoDecoder->Initialize(
g_Instance->m_Graphics3D,
PP_VIDEOPROFILE_H264HIGH,
PP_HARDWAREACCELERATION_ONLY,
0,
pp::BlockUntilComplete());
}
else {
err = PP_ERROR_NOTSUPPORTED;
}
if (err == PP_ERROR_NOTSUPPORTED) {
// Fallback to software decoding
err = g_Instance->m_VideoDecoder->Initialize(
g_Instance->m_Graphics3D,
PP_VIDEOPROFILE_H264HIGH,
PP_HARDWAREACCELERATION_NONE,
0,
pp::BlockUntilComplete());
if (err == PP_ERROR_NOTSUPPORTED) {
// No decoders available at all. We can't continue.
ClDisplayMessage("No hardware or software H.264 decoders available!");
g_Instance->StopConnection();
return -1;
}
else if (!(drFlags & DR_FLAG_FORCE_SW_DECODE)) {
// Tell the user we had to fall back
ClDisplayTransientMessage("Hardware decoding is unavailable. Falling back to CPU decoding");
}
}
pp::Module::Get()->core()->CallOnMainThread(0,
g_Instance->m_CallbackFactory.NewCallback(&MoonlightInstance::DispatchGetPicture));
return 0;
}
void MoonlightInstance::DispatchGetPicture(uint32_t unused) {
// Queue the initial GetPicture callback on the main thread
g_Instance->m_VideoDecoder->GetPicture(
g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
}
void MoonlightInstance::VidDecCleanup(void) {
free(s_DecodeBuffer);
// Delete the decoder
delete g_Instance->m_VideoDecoder;
// Delete shader programs
if (g_Instance->m_Texture2DShader.program) {
glDeleteProgram(g_Instance->m_Texture2DShader.program);
g_Instance->m_Texture2DShader.program = 0;
}
if (g_Instance->m_RectangleArbShader.program) {
glDeleteProgram(g_Instance->m_RectangleArbShader.program);
g_Instance->m_RectangleArbShader.program = 0;
}
if (g_Instance->m_ExternalOesShader.program) {
glDeleteProgram(g_Instance->m_ExternalOesShader.program);
g_Instance->m_ExternalOesShader.program = 0;
}
// Unbind graphics device by binding a default constructed object
glSetCurrentContextPPAPI(0);
g_Instance->m_Graphics3D = pp::Graphics3D();
g_Instance->BindGraphics(g_Instance->m_Graphics3D);
}
static void ProcessSpsNalu(unsigned char* data, int length) {
const char naluHeader[] = {0x00, 0x00, 0x00, 0x01};
h264_stream_t* stream = h264_new();
// Read the old NALU
read_nal_unit(stream, &data[sizeof(naluHeader)], length-sizeof(naluHeader));
// Fixup the SPS to what OS X needs to use hardware acceleration
stream->sps->num_ref_frames = 1;
stream->sps->vui.max_dec_frame_buffering = 1;
// Copy the NALU prefix over from the original SPS
memcpy(s_LastSps, naluHeader, sizeof(naluHeader));
// Copy the modified NALU data
s_LastSpsLength = sizeof(naluHeader) + write_nal_unit(stream,
&s_LastSps[sizeof(naluHeader)],
sizeof(s_LastSps)-sizeof(naluHeader));
h264_free(stream);
}
int MoonlightInstance::VidDecSubmitDecodeUnit(PDECODE_UNIT decodeUnit) {
PLENTRY entry;
unsigned int offset;
unsigned int totalLength;
bool isSps = false;
bool isPps = false;
bool isIframe = false;
// Request an IDR frame if needed
if (g_Instance->m_RequestIdrFrame) {
g_Instance->m_RequestIdrFrame = false;
return DR_NEED_IDR;
}
// Look at the NALU type
if (decodeUnit->bufferList->length > 5) {
switch (decodeUnit->bufferList->data[4]) {
case 0x67:
isSps = true;
// Store the SPS for later submission with the I-frame
assert(decodeUnit->bufferList->length == decodeUnit->fullLength);
assert(decodeUnit->fullLength < sizeof(s_LastSps));
ProcessSpsNalu((unsigned char*)decodeUnit->bufferList->data,
decodeUnit->bufferList->length);
// Don't submit anything to the decoder yet
return DR_OK;
case 0x68:
isPps = true;
// Store the PPS for later submission with the I-frame
assert(decodeUnit->bufferList->length == decodeUnit->fullLength);
assert(decodeUnit->fullLength < sizeof(s_LastPps));
s_LastPpsLength = decodeUnit->bufferList->length;
memcpy(s_LastPps, decodeUnit->bufferList->data, s_LastPpsLength);
// Don't submit anything to the decoder yet
return DR_OK;
case 0x65:
isIframe = true;
break;
}
}
// Chrome on OS X requires the SPS and PPS submitted together with
// the first I-frame for hardware acceleration to work.
totalLength = decodeUnit->fullLength;
if (isIframe) {
totalLength += s_LastSpsLength + s_LastPpsLength;
}
// Resize the decode buffer if needed
if (totalLength > s_DecodeBufferLength) {
free(s_DecodeBuffer);
s_DecodeBufferLength = totalLength;
s_DecodeBuffer = (unsigned char *)malloc(s_DecodeBufferLength);
}
if (isIframe) {
// Copy the SPS and PPS in front of the frame data if this is an I-frame
memcpy(&s_DecodeBuffer[0], s_LastSps, s_LastSpsLength);
memcpy(&s_DecodeBuffer[s_LastSpsLength], s_LastPps, s_LastPpsLength);
offset = s_LastSpsLength + s_LastPpsLength;
}
else {
// Copy the frame data at the beginning of the buffer
offset = 0;
}
entry = decodeUnit->bufferList;
while (entry != NULL) {
memcpy(&s_DecodeBuffer[offset], entry->data, entry->length);
offset += entry->length;
entry = entry->next;
}
// Start the decoding
uint32_t packedMillis = ProfilerGetPackedMillis();
g_Instance->m_VideoDecoder->Decode(packedMillis, offset, s_DecodeBuffer, pp::BlockUntilComplete());
ProfilerPrintPackedDeltaFromNow("Decode (blocking)", packedMillis);
return DR_OK;
}
void MoonlightInstance::CreateShader(GLuint program, GLenum type,
const char* source, int size) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, &size);
glCompileShader(shader);
glAttachShader(program, shader);
glDeleteShader(shader);
}
Shader MoonlightInstance::CreateProgram(const char* vertexShader, const char* fragmentShader) {
Shader shader;
shader.program = glCreateProgram();
CreateShader(shader.program, GL_VERTEX_SHADER, vertexShader, strlen(vertexShader));
CreateShader(shader.program, GL_FRAGMENT_SHADER, fragmentShader, strlen(fragmentShader));
glLinkProgram(shader.program);
glUseProgram(shader.program);
glUniform1i(glGetUniformLocation(shader.program, "s_texture"), 0);
assertNoGLError();
shader.texcoord_scale_location = glGetUniformLocation(shader.program, "v_scale");
GLint pos_location = glGetAttribLocation(shader.program, "a_position");
GLint tc_location = glGetAttribLocation(shader.program, "a_texCoord");
assertNoGLError();
glEnableVertexAttribArray( pos_location);
glVertexAttribPointer(pos_location, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(tc_location);
glVertexAttribPointer(tc_location, 2, GL_FLOAT, GL_FALSE, 0, static_cast<float*>(0) + 8);
glUseProgram(0);
assertNoGLError();
return shader;
}
void MoonlightInstance::PaintPicture(void) {
m_IsPainting = true;
// Take the next picture into our ownership
m_CurrentPicture = m_NextPicture;
m_HasNextPicture = false;
// Recycle bogus pictures immediately
if (m_CurrentPicture.texture_target == 0) {
m_VideoDecoder->RecyclePicture(m_CurrentPicture);
m_IsPainting = false;
return;
}
// Calling glClear() once per frame is recommended for modern
// GPUs which use it for state tracking hints.
glClear(GL_COLOR_BUFFER_BIT);
int originalTextureTarget = s_LastTextureType;
// Only make these state changes if we've changed from the last texture type
if (m_CurrentPicture.texture_target != s_LastTextureType) {
if (m_CurrentPicture.texture_target == GL_TEXTURE_2D) {
if (!g_Instance->m_Texture2DShader.program) {
g_Instance->m_Texture2DShader = CreateProgram(k_VertexShader, k_FragmentShader2D);
}
glUseProgram(g_Instance->m_Texture2DShader.program);
glUniform2f(g_Instance->m_Texture2DShader.texcoord_scale_location, 1.0, 1.0);
}
else if (m_CurrentPicture.texture_target == GL_TEXTURE_RECTANGLE_ARB) {
if (!g_Instance->m_RectangleArbShader.program) {
g_Instance->m_RectangleArbShader = CreateProgram(k_VertexShader, k_FragmentShaderRectangle);
}
glUseProgram(g_Instance->m_RectangleArbShader.program);
glUniform2f(g_Instance->m_RectangleArbShader.texcoord_scale_location,
m_CurrentPicture.texture_size.width, m_CurrentPicture.texture_size.height);
}
else if (m_CurrentPicture.texture_target == GL_TEXTURE_EXTERNAL_OES) {
if (!g_Instance->m_ExternalOesShader.program) {
g_Instance->m_ExternalOesShader = CreateProgram(k_VertexShader, k_FragmentShaderExternal);
}
glUseProgram(g_Instance->m_ExternalOesShader.program);
glUniform2f(g_Instance->m_ExternalOesShader.texcoord_scale_location, 1.0, 1.0);
}
glActiveTexture(GL_TEXTURE0);
s_LastTextureType = m_CurrentPicture.texture_target;
}
// Only rebind our texture if we've changed since last time
if (m_CurrentPicture.texture_id != s_LastTextureId || m_CurrentPicture.texture_target != originalTextureTarget) {
glBindTexture(m_CurrentPicture.texture_target, m_CurrentPicture.texture_id);
s_LastTextureId = m_CurrentPicture.texture_id;
}
// Draw the image
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Swap buffers
m_Graphics3D.SwapBuffers(
m_CallbackFactory.NewCallback(&MoonlightInstance::PaintFinished));
}
void MoonlightInstance::PaintFinished(int32_t result) {
m_IsPainting = false;
if (!s_FirstFrameDisplayed) {
// Tell the JS code to display the video stream now
pp::Var response("displayVideo");
g_Instance->PostMessage(response);
s_FirstFrameDisplayed = true;
}
ProfilerPrintDeltaFromNow("Paint -> Paint", s_LastPaintFinishedTime);
s_LastPaintFinishedTime = ProfilerGetMillis();
// Recycle the picture now that it's been painted
uint64_t millis = ProfilerGetMillis();
m_VideoDecoder->RecyclePicture(m_CurrentPicture);
ProfilerPrintDeltaFromNow("RecyclePicture (PaintFinished)", millis);
// Keep painting if we still have frames
if (m_HasNextPicture) {
PaintPicture();
}
}
void MoonlightInstance::PictureReady(int32_t result, PP_VideoPicture picture) {
if (result == PP_ERROR_ABORTED) {
return;
}
ProfilerPrintPackedDeltaFromNow("Decode -> PictureReady", picture.decode_id);
// Free a picture if there's one the renderer hasn't consumed yet
if (m_HasNextPicture) {
ProfilerPrintWarning("Decoder is outpacing renderer!");
uint64_t millis = ProfilerGetMillis();
m_VideoDecoder->RecyclePicture(m_NextPicture);
ProfilerPrintDeltaFromNow("RecyclePicture (PictureReady)", millis);
}
// Put the latest picture in the slot for rendering next
m_NextPicture = picture;
m_HasNextPicture = true;
// Queue another call to get another picture
g_Instance->m_VideoDecoder->GetPicture(
g_Instance->m_CallbackFactory.NewCallbackWithOutput(&MoonlightInstance::PictureReady));
// Start painting if we aren't now
if (!m_IsPainting) {
PaintPicture();
}
}
DECODER_RENDERER_CALLBACKS MoonlightInstance::s_DrCallbacks = {
.setup = MoonlightInstance::VidDecSetup,
.cleanup = MoonlightInstance::VidDecCleanup,
.submitDecodeUnit = MoonlightInstance::VidDecSubmitDecodeUnit,
.capabilities = CAPABILITY_SLICES_PER_FRAME(4)
};