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|
/*
Copyright (C) 2018-2021 Carl Hetherington <cth@carlh.net>
This file is part of DCP-o-matic.
DCP-o-matic is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
DCP-o-matic is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with DCP-o-matic. If not, see <http://www.gnu.org/licenses/>.
*/
#ifdef DCPOMATIC_WINDOWS
#include <GL/glew.h>
#endif
#include "gl_video_view.h"
/* This will only build on an new-enough wxWidgets: see the comment in gl_view.h */
#if wxCHECK_VERSION(3,1,0)
#include "film_viewer.h"
#include "wx_util.h"
#include "lib/butler.h"
#include "lib/cross.h"
#include "lib/dcpomatic_assert.h"
#include "lib/dcpomatic_log.h"
#include "lib/exceptions.h"
#include "lib/image.h"
#include "lib/player_video.h"
#include <boost/bind/bind.hpp>
#include <iostream>
#ifdef DCPOMATIC_OSX
#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
#include <OpenGL/OpenGL.h>
#include <OpenGL/gl3.h>
#endif
#ifdef DCPOMATIC_LINUX
#include <GL/glu.h>
#include <GL/glext.h>
#endif
#ifdef DCPOMATIC_WINDOWS
#include <GL/glu.h>
#include <GL/wglext.h>
#endif
using std::cout;
using std::shared_ptr;
using std::string;
using boost::optional;
#if BOOST_VERSION >= 106100
using namespace boost::placeholders;
#endif
static void
check_gl_error(char const * last)
{
GLenum const e = glGetError();
if (e != GL_NO_ERROR) {
boost::throw_exception(GLError(last, e));
}
}
GLVideoView::GLVideoView(FilmViewer* viewer, wxWindow *parent)
: VideoView(viewer)
, GLView(parent)
, _rec2020(false)
{
_canvas->Bind(wxEVT_PAINT, boost::bind(&GLVideoView::update, this));
_canvas->Bind(wxEVT_TIMER, boost::bind(&GLVideoView::check_for_butler_errors, this));
_timer.reset(new wxTimer(_canvas));
_timer->Start(2000);
}
void
GLVideoView::size_changed(wxSizeEvent const& ev)
{
GLView::size_changed(ev);
Sized();
}
void
GLVideoView::check_for_butler_errors()
{
if (!_viewer->butler()) {
return;
}
try {
_viewer->butler()->rethrow();
} catch (DecodeError& e) {
error_dialog(get(), std_to_wx(e.what()));
} catch (dcp::ReadError& e) {
error_dialog(get(), wxString::Format(_("Could not read DCP: %s"), std_to_wx(e.what())));
}
LOG_DEBUG_PLAYER("Latency %1", _viewer->average_latency());
}
/** Called from the UI thread */
void
GLVideoView::update()
{
GLView::update();
#ifdef DCPOMATIC_OSX
/* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */
if (!_setup_shaders_done) {
setup_shaders();
_setup_shaders_done = true;
}
#endif
}
static constexpr char vertex_source[] =
"#version 330 core\n"
"\n"
"layout (location = 0) in vec3 in_pos;\n"
"layout (location = 1) in vec2 in_tex_coord;\n"
"\n"
"out vec2 TexCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = vec4(in_pos, 1.0);\n"
" TexCoord = in_tex_coord;\n"
"}\n";
/* Bicubic interpolation stolen from https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl */
static constexpr char fragment_source[] =
"#version 330 core\n"
"\n"
"in vec2 TexCoord;\n"
"\n"
"uniform sampler2D texture_sampler_0;\n"
"uniform sampler2D texture_sampler_1;\n"
"uniform sampler2D texture_sampler_2;\n"
"uniform sampler2D texture_sampler_3;\n"
/* type = 0: draw outline content rectangle
* type = 1: draw crop guess rectangle
* type = 2: draw XYZ image from texture_sampler_0
* type = 3: draw RGB image (with sRGB/Rec709 primaries) from texture_sampler_0
* type = 4: draw RGB image (with sRGB/Rec709 primaries) from texture_sampler_3
* type = 5: draw RGB image (converting from Rec2020 primaries) from texture_sampler_0
* type = 6; draw YUV image (Y in texture_sampler_0, U in texture_sampler_1, V in texture_sampler_2)
* See FragmentType enum below.
*/
"uniform int type = 0;\n"
"uniform vec4 outline_content_colour;\n"
"uniform vec4 crop_guess_colour;\n"
"uniform mat4 xyz_rec709_colour_conversion;\n"
"uniform mat4 rec2020_rec709_colour_conversion;\n"
"\n"
"out vec4 FragColor;\n"
"\n"
"vec4 cubic(float x)\n"
"\n"
"#define IN_GAMMA 2.6\n"
"#define OUT_GAMMA 0.454545455\n" // 1 / 2.2
"#define DCI_COEFFICIENT 0.91655528\n" // 48 / 53.37
"\n"
"{\n"
" float x2 = x * x;\n"
" float x3 = x2 * x;\n"
" vec4 w;\n"
" w.x = -x3 + 3 * x2 - 3 * x + 1;\n"
" w.y = 3 * x3 - 6 * x2 + 4;\n"
" w.z = -3 * x3 + 3 * x2 + 3 * x + 1;\n"
" w.w = x3;\n"
" return w / 6.f;\n"
"}\n"
"\n"
"vec4 texture_bicubic(sampler2D sampler, vec2 tex_coords)\n"
"{\n"
" vec2 tex_size = textureSize(sampler, 0);\n"
" vec2 inv_tex_size = 1.0 / tex_size;\n"
"\n"
" tex_coords = tex_coords * tex_size - 0.5;\n"
"\n"
" vec2 fxy = fract(tex_coords);\n"
" tex_coords -= fxy;\n"
"\n"
" vec4 xcubic = cubic(fxy.x);\n"
" vec4 ycubic = cubic(fxy.y);\n"
"\n"
" vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;\n"
"\n"
" vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);\n"
" vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;\n"
"\n"
" offset *= inv_tex_size.xxyy;\n"
"\n"
" vec4 sample0 = texture(sampler, offset.xz);\n"
" vec4 sample1 = texture(sampler, offset.yz);\n"
" vec4 sample2 = texture(sampler, offset.xw);\n"
" vec4 sample3 = texture(sampler, offset.yw);\n"
"\n"
" float sx = s.x / (s.x + s.y);\n"
" float sy = s.z / (s.z + s.w);\n"
"\n"
" return mix(\n"
" mix(sample3, sample2, sx), mix(sample1, sample0, sx)\n"
" , sy);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" switch (type) {\n"
" case 0:\n"
" FragColor = outline_content_colour;\n"
" break;\n"
" case 1:\n"
" FragColor = crop_guess_colour;\n"
" break;\n"
" case 2:\n"
" FragColor = texture_bicubic(texture_sampler_0, TexCoord);\n"
" FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n"
" FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n"
" FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n"
" FragColor = xyz_rec709_colour_conversion * FragColor;\n"
" FragColor.x = pow(FragColor.x, OUT_GAMMA);\n"
" FragColor.y = pow(FragColor.y, OUT_GAMMA);\n"
" FragColor.z = pow(FragColor.z, OUT_GAMMA);\n"
" break;\n"
" case 3:\n"
" FragColor = texture_bicubic(texture_sampler_0, TexCoord);\n"
" break;\n"
" case 4:\n"
" FragColor = texture_bicubic(texture_sampler_3, TexCoord);\n"
" break;\n"
" case 5:\n"
" FragColor = texture_bicubic(texture_sampler_0, TexCoord);\n"
" FragColor = rec2020_rec709_colour_conversion * FragColor;\n"
" break;\n"
" case 6:\n"
" float y = texture_bicubic(texture_sampler_0, TexCoord).x;\n"
" float u = texture_bicubic(texture_sampler_1, TexCoord).x - 0.5;\n"
" float v = texture_bicubic(texture_sampler_2, TexCoord).x - 0.5;\n"
// From https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.709_conversion
" FragColor.x = y + 1.5748 * v;\n"
" FragColor.y = y - 0.1873 * u - 0.4681 * v;\n"
" FragColor.z = y + 1.8556 * u;\n"
" FragColor.a = 1;\n"
" break;\n"
" }\n"
"}\n";
enum class FragmentType
{
OUTLINE_CONTENT = 0,
CROP_GUESS = 1,
XYZ_IMAGE = 2,
REC709_IMAGE = 3,
REC709_SUBTITLE = 4,
REC2020_IMAGE = 5,
YUV420P_IMAGE = 6,
};
/* Offset and number of indices for the things in the indices array below */
static constexpr int indices_video_texture_offset = 0;
static constexpr int indices_video_texture_number = 6;
static constexpr int indices_subtitle_texture_offset = indices_video_texture_offset + indices_video_texture_number;
static constexpr int indices_subtitle_texture_number = 6;
static constexpr int indices_outline_content_offset = indices_subtitle_texture_offset + indices_subtitle_texture_number;
static constexpr int indices_outline_content_number = 8;
static constexpr int indices_crop_guess_offset = indices_outline_content_offset + indices_outline_content_number;
static constexpr int indices_crop_guess_number = 8;
static constexpr unsigned int indices[] = {
0, 1, 3, // video texture triangle #1
1, 2, 3, // video texture triangle #2
4, 5, 7, // subtitle texture triangle #1
5, 6, 7, // subtitle texture triangle #2
8, 9, // outline content line #1
9, 10, // outline content line #2
10, 11, // outline content line #3
11, 8, // outline content line #4
12, 13, // crop guess line #1
13, 14, // crop guess line #2
14, 15, // crop guess line #3
15, 12, // crop guess line #4
};
/* Offsets of things in the GL_ARRAY_BUFFER */
static constexpr int array_buffer_video_offset = 0;
static constexpr int array_buffer_subtitle_offset = array_buffer_video_offset + 4 * 5 * sizeof(float);
static constexpr int array_buffer_outline_content_offset = array_buffer_subtitle_offset + 4 * 5 * sizeof(float);
static constexpr int array_buffer_crop_guess_offset = array_buffer_outline_content_offset + 4 * 5 * sizeof(float);
void
GLVideoView::setup_shaders()
{
DCPOMATIC_ASSERT(_canvas);
DCPOMATIC_ASSERT(_context);
auto r = _canvas->SetCurrent(*_context);
DCPOMATIC_ASSERT(r);
#ifdef DCPOMATIC_WINDOWS
r = glewInit();
if (r != GLEW_OK) {
boost::throw_exception(GLError(reinterpret_cast<char const*>(glewGetErrorString(r))));
}
#endif
auto get_information = [this](GLenum name) {
auto s = glGetString(name);
if (s) {
_information[name] = std::string(reinterpret_cast<char const *>(s));
}
};
get_information(GL_VENDOR);
get_information(GL_RENDERER);
get_information(GL_VERSION);
get_information(GL_SHADING_LANGUAGE_VERSION);
glGenVertexArrays(1, &_vao);
check_gl_error("glGenVertexArrays");
GLuint vbo;
glGenBuffers(1, &vbo);
check_gl_error("glGenBuffers");
GLuint ebo;
glGenBuffers(1, &ebo);
check_gl_error("glGenBuffers");
glBindVertexArray(_vao);
check_gl_error("glBindVertexArray");
glBindBuffer(GL_ARRAY_BUFFER, vbo);
check_gl_error("glBindBuffer");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
check_gl_error("glBindBuffer");
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
check_gl_error("glBufferData");
/* position attribute to vertex shader (location = 0) */
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
/* texture coord attribute to vertex shader (location = 1) */
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
glEnableVertexAttribArray(1);
check_gl_error("glEnableVertexAttribArray");
auto compile = [](GLenum type, char const* source) -> GLuint {
auto shader = glCreateShader(type);
DCPOMATIC_ASSERT(shader);
GLchar const * src[] = { static_cast<GLchar const *>(source) };
glShaderSource(shader, 1, src, nullptr);
check_gl_error("glShaderSource");
glCompileShader(shader);
check_gl_error("glCompileShader");
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok) {
GLint log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
string log;
if (log_length > 0) {
std::vector<char> log_char(log_length);
glGetShaderInfoLog(shader, log_length, nullptr, log_char.data());
log = string(log_char.data());
}
glDeleteShader(shader);
boost::throw_exception(GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1));
}
return shader;
};
auto vertex_shader = compile(GL_VERTEX_SHADER, vertex_source);
auto fragment_shader = compile(GL_FRAGMENT_SHADER, fragment_source);
auto program = glCreateProgram();
check_gl_error("glCreateProgram");
glAttachShader(program, vertex_shader);
check_gl_error("glAttachShader");
glAttachShader(program, fragment_shader);
check_gl_error("glAttachShader");
glLinkProgram(program);
check_gl_error("glLinkProgram");
GLint ok;
glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok) {
GLint log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
string log;
if (log_length > 0) {
std::vector<char> log_char(log_length);
glGetProgramInfoLog(program, log_length, nullptr, log_char.data());
log = string(log_char.data());
}
glDeleteProgram(program);
boost::throw_exception(GLError(String::compose("Could not link shader (%1)", log).c_str(), -1));
}
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
glUseProgram(program);
auto texture_0 = glGetUniformLocation(program, "texture_sampler_0");
check_gl_error("glGetUniformLocation");
glUniform1i(texture_0, 0);
check_gl_error("glUniform1i");
auto texture_1 = glGetUniformLocation(program, "texture_sampler_1");
check_gl_error("glGetUniformLocation");
glUniform1i(texture_1, 1);
check_gl_error("glUniform1i");
auto texture_2 = glGetUniformLocation(program, "texture_sampler_2");
check_gl_error("glGetUniformLocation");
glUniform1i(texture_2, 2);
check_gl_error("glUniform1i");
auto texture_3 = glGetUniformLocation(program, "texture_sampler_3");
check_gl_error("glGetUniformLocation");
glUniform1i(texture_3, 3);
check_gl_error("glUniform1i");
_fragment_type = glGetUniformLocation(program, "type");
check_gl_error("glGetUniformLocation");
set_outline_content_colour(program);
set_crop_guess_colour(program);
auto ublas_to_gl = [](boost::numeric::ublas::matrix<double> const& ublas, GLfloat* gl) {
gl[0] = static_cast<float>(ublas(0, 0));
gl[1] = static_cast<float>(ublas(0, 1));
gl[2] = static_cast<float>(ublas(0, 2));
gl[3] = 0.0f;
gl[4] = static_cast<float>(ublas(1, 0));
gl[5] = static_cast<float>(ublas(1, 1));
gl[6] = static_cast<float>(ublas(1, 2));
gl[7] = 0.0f;
gl[8] = static_cast<float>(ublas(2, 0));
gl[9] = static_cast<float>(ublas(2, 1));
gl[10] = static_cast<float>(ublas(2, 2));
gl[11] = 0.0f;
gl[12] = 0.0f;
gl[13] = 0.0f;
gl[14] = 0.0f;
gl[15] = 1.0f;
};
{
auto conversion = dcp::ColourConversion::rec709_to_xyz();
boost::numeric::ublas::matrix<double> matrix = conversion.xyz_to_rgb();
GLfloat gl_matrix[16];
ublas_to_gl(matrix, gl_matrix);
auto xyz_rec709_colour_conversion = glGetUniformLocation(program, "xyz_rec709_colour_conversion");
check_gl_error("glGetUniformLocation");
glUniformMatrix4fv(xyz_rec709_colour_conversion, 1, GL_TRUE, gl_matrix);
}
{
auto xyz_rec709 = dcp::ColourConversion::rec709_to_xyz().xyz_to_rgb();
auto rec2020_xyz = dcp::ColourConversion::rec2020_to_xyz().rgb_to_xyz();
auto product = boost::numeric::ublas::prod(xyz_rec709, rec2020_xyz);
GLfloat gl_matrix[16];
ublas_to_gl(product, gl_matrix);
auto rec2020_rec709_colour_conversion = glGetUniformLocation(program, "rec2020_rec709_colour_conversion");
check_gl_error("glGetUniformLocation");
glUniformMatrix4fv(rec2020_rec709_colour_conversion, 1, GL_TRUE, gl_matrix);
}
glLineWidth(1.0f);
check_gl_error("glLineWidth");
glEnable(GL_BLEND);
check_gl_error("glEnable");
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
check_gl_error("glBlendFunc");
/* Reserve space for the GL_ARRAY_BUFFER */
glBufferData(GL_ARRAY_BUFFER, 16 * 5 * sizeof(float), nullptr, GL_STATIC_DRAW);
check_gl_error("glBufferData");
}
void
GLVideoView::set_outline_content_colour(GLuint program)
{
auto uniform = glGetUniformLocation(program, "outline_content_colour");
check_gl_error("glGetUniformLocation");
auto colour = outline_content_colour();
glUniform4f(uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f);
check_gl_error("glUniform4f");
}
void
GLVideoView::set_crop_guess_colour(GLuint program)
{
auto uniform = glGetUniformLocation(program, "crop_guess_colour");
check_gl_error("glGetUniformLocation");
auto colour = crop_guess_colour();
glUniform4f(uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f);
check_gl_error("glUniform4f");
}
void
GLVideoView::draw()
{
auto pv = player_video().first;
if (pv) {
set_image(pv);
}
auto pad = pad_colour();
glClearColor(pad.Red() / 255.0, pad.Green() / 255.0, pad.Blue() / 255.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
check_gl_error("glClear");
auto const size = _canvas_size.load();
int const width = size.GetWidth();
int const height = size.GetHeight();
if (width < 64 || height < 0) {
return;
}
glViewport(0, 0, width, height);
check_gl_error("glViewport");
glBindVertexArray(_vao);
check_gl_error("glBindVertexArray");
if (_optimisation == Optimisation::MPEG2) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::YUV420P_IMAGE));
} else if (_optimisation == Optimisation::JPEG2000) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::XYZ_IMAGE));
} else if (_rec2020) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::REC2020_IMAGE));
} else {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::REC709_IMAGE));
}
for (auto& texture: _video_textures) {
texture->bind();
}
glDrawElements(GL_TRIANGLES, indices_video_texture_number, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_video_texture_offset * sizeof(int)));
if (_have_subtitle_to_render) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::REC709_SUBTITLE));
_subtitle_texture->bind();
glDrawElements(GL_TRIANGLES, indices_subtitle_texture_number, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_subtitle_texture_offset * sizeof(int)));
}
if (_viewer->outline_content()) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::OUTLINE_CONTENT));
glDrawElements(GL_LINES, indices_outline_content_number, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_outline_content_offset * sizeof(int)));
check_gl_error("glDrawElements");
}
if (auto guess = _viewer->crop_guess()) {
glUniform1i(_fragment_type, static_cast<GLint>(FragmentType::CROP_GUESS));
glDrawElements(GL_LINES, indices_crop_guess_number, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_crop_guess_offset * sizeof(int)));
check_gl_error("glDrawElements");
}
glFlush();
check_gl_error("glFlush");
_canvas->SwapBuffers();
if (pv) {
_viewer->image_changed(pv);
}
}
void
GLVideoView::set_image(shared_ptr<const PlayerVideo> pv)
{
shared_ptr<const Image> video;
switch (_optimisation) {
case Optimisation::JPEG2000:
case Optimisation::MPEG2:
video = pv->raw_image();
break;
case Optimisation::NONE:
video = pv->image(boost::bind(&PlayerVideo::force, AV_PIX_FMT_RGB24), VideoRange::FULL, true);
break;
}
/* Only the player's black frames should be aligned at this stage, so this should
* almost always have no work to do.
*/
video = Image::ensure_alignment(video, Image::Alignment::COMPACT);
/** If _optimisation is J2K we render a XYZ image, doing the colourspace
* conversion, scaling and video range conversion in the GL shader.
* Similarly for MPEG2 we do YUV -> RGB and scaling in the shader.
* Otherwise we render a RGB image without any shader-side processing.
*/
if (_optimisation == Optimisation::MPEG2) {
for (int i = 0; i < 3; ++i) {
_video_textures[i]->set(video, i);
}
} else {
_video_textures[0]->set(video, 0);
}
auto const text = pv->text();
_have_subtitle_to_render = static_cast<bool>(text) && _optimisation != Optimisation::NONE;
if (_have_subtitle_to_render) {
/* opt: only do this if it's a new subtitle? */
DCPOMATIC_ASSERT(text->image->alignment() == Image::Alignment::COMPACT);
_subtitle_texture->set(text->image);
}
auto const canvas_size = _canvas_size.load();
int const canvas_width = canvas_size.GetWidth();
int const canvas_height = canvas_size.GetHeight();
auto const inter_position = pv->inter_position();
auto const inter_size = pv->inter_size();
auto const out_size = pv->out_size();
auto const crop_guess = _viewer->crop_guess();
auto x_offset = std::max(0, (canvas_width - out_size.width) / 2);
auto y_offset = std::max(0, (canvas_height - out_size.height) / 2);
_last_canvas_size.set_next(canvas_size);
_last_video_size.set_next(video->size());
_last_inter_position.set_next(inter_position);
_last_inter_size.set_next(inter_size);
_last_out_size.set_next(out_size);
_last_crop_guess.set_next(crop_guess);
class Rectangle
{
public:
Rectangle(wxSize canvas_size, float x, float y, dcp::Size size)
: _canvas_size(canvas_size)
{
auto const x1 = x_pixels_to_gl(x);
auto const y1 = y_pixels_to_gl(y);
auto const x2 = x_pixels_to_gl(x + size.width);
auto const y2 = y_pixels_to_gl(y + size.height);
/* The texture coordinates here have to account for the fact that when we put images into the texture OpenGL
* expected us to start at the lower left but we actually started at the top left. So although the
* top of the texture is at 1.0 we pretend it's the other way round.
*/
// bottom right
_vertices[0] = x2;
_vertices[1] = y2;
_vertices[2] = 0.0f;
_vertices[3] = 1.0f;
_vertices[4] = 1.0f;
// top right
_vertices[5] = x2;
_vertices[6] = y1;
_vertices[7] = 0.0f;
_vertices[8] = 1.0f;
_vertices[9] = 0.0f;
// top left
_vertices[10] = x1;
_vertices[11] = y1;
_vertices[12] = 0.0f;
_vertices[13] = 0.0f;
_vertices[14] = 0.0f;
// bottom left
_vertices[15] = x1;
_vertices[16] = y2;
_vertices[17] = 0.0f;
_vertices[18] = 0.0f;
_vertices[19] = 1.0f;
}
float const * vertices() const {
return _vertices;
}
int const size() const {
return sizeof(_vertices);
}
private:
/* @param x x position in pixels where 0 is left and canvas_width is right on screen */
float x_pixels_to_gl(int x) const {
return (x * 2.0f / _canvas_size.GetWidth()) - 1.0f;
}
/* @param y y position in pixels where 0 is top and canvas_height is bottom on screen */
float y_pixels_to_gl(int y) const {
return 1.0f - (y * 2.0f / _canvas_size.GetHeight());
}
wxSize _canvas_size;
float _vertices[20];
};
auto const sizing_changed = _last_canvas_size.changed() || _last_inter_position.changed() || _last_inter_size.changed() || _last_out_size.changed();
if (sizing_changed) {
const auto video = _optimisation == Optimisation::NONE
? Rectangle(canvas_size, x_offset, y_offset, out_size)
: Rectangle(canvas_size, inter_position.x + x_offset, inter_position.y + y_offset, inter_size);
glBufferSubData(GL_ARRAY_BUFFER, array_buffer_video_offset, video.size(), video.vertices());
check_gl_error("glBufferSubData (video)");
const auto outline_content = Rectangle(canvas_size, inter_position.x + x_offset, inter_position.y + y_offset, inter_size);
glBufferSubData(GL_ARRAY_BUFFER, array_buffer_outline_content_offset, outline_content.size(), outline_content.vertices());
check_gl_error("glBufferSubData (outline_content)");
}
if ((sizing_changed || _last_crop_guess.changed()) && crop_guess) {
auto const crop_guess_rectangle = Rectangle(
canvas_size,
inter_position.x + x_offset + inter_size.width * crop_guess->x,
inter_position.y + y_offset + inter_size.height * crop_guess->y,
dcp::Size(inter_size.width * crop_guess->width, inter_size.height * crop_guess->height)
);
glBufferSubData(GL_ARRAY_BUFFER, array_buffer_crop_guess_offset, crop_guess_rectangle.size(), crop_guess_rectangle.vertices());
check_gl_error("glBufferSubData (crop_guess_rectangle)");
}
if (_have_subtitle_to_render) {
const auto subtitle = Rectangle(canvas_size, inter_position.x + x_offset + text->position.x, inter_position.y + y_offset + text->position.y, text->image->size());
glBufferSubData(GL_ARRAY_BUFFER, array_buffer_subtitle_offset, subtitle.size(), subtitle.vertices());
check_gl_error("glBufferSubData (subtitle)");
}
_rec2020 = pv->colour_conversion() && pv->colour_conversion()->about_equal(dcp::ColourConversion::rec2020_to_xyz(), 1e-6);
/* opt: where should these go? */
for (auto i = 0; i < 3; ++i) {
_video_textures[i]->bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_gl_error("glTexParameteri");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_gl_error("glTexParameterf");
}
_subtitle_texture->bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_gl_error("glTexParameteri");
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_gl_error("glTexParameterf");
}
void
GLVideoView::start()
{
VideoView::start();
GLView::start();
}
void
GLVideoView::stop()
{
GLView::stop();
}
void
GLVideoView::thread_playing()
{
if (length() != dcpomatic::DCPTime()) {
auto const next = position() + one_video_frame();
if (next >= length()) {
_viewer->finished();
return;
}
get_next_frame(false);
draw();
}
while (true) {
auto n = time_until_next_frame();
if (!n || *n > 5) {
break;
}
get_next_frame(true);
add_dropped();
}
}
void
GLVideoView::thread_setup()
{
start_of_thread("GLVideoView");
#if defined(DCPOMATIC_OSX)
/* Without this we see errors like
* ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000]
*/
WXGLSetCurrentContext(_context->GetWXGLContext());
#else
if (!_setup_shaders_done) {
setup_shaders();
_setup_shaders_done = true;
}
#endif
for (int i = 0; i < 3; ++i) {
std::unique_ptr<Texture> texture(new Texture(_optimisation == Optimisation::JPEG2000 ? 2 : 1, i));
_video_textures.push_back(std::move(texture));
}
_subtitle_texture.reset(new Texture(1, 3));
}
VideoView::NextFrameResult
GLVideoView::display_next_frame(bool non_blocking)
{
NextFrameResult const r = get_next_frame(non_blocking);
request_one_shot();
return r;
}
Texture::Texture(GLint unpack_alignment, int unit)
: _unpack_alignment(unpack_alignment)
, _unit(unit)
{
glGenTextures(1, &_name);
check_gl_error("glGenTextures");
}
Texture::~Texture()
{
glDeleteTextures(1, &_name);
}
void
Texture::bind()
{
glActiveTexture(GL_TEXTURE0 + _unit);
check_gl_error("glActiveTexture");
glBindTexture(GL_TEXTURE_2D, _name);
check_gl_error("glBindTexture");
}
void
Texture::set(shared_ptr<const Image> image, int component)
{
auto const create = !_size || image->size() != _size;
_size = image->size();
glPixelStorei(GL_UNPACK_ALIGNMENT, _unpack_alignment);
check_gl_error("glPixelStorei");
DCPOMATIC_ASSERT(image->alignment() == Image::Alignment::COMPACT);
GLint internal_format;
GLenum format;
GLenum type;
int subsample = 1;
switch (image->pixel_format()) {
case AV_PIX_FMT_YUV420P:
internal_format = GL_R8;
format = GL_RED;
type = GL_UNSIGNED_BYTE;
subsample = component > 0 ? 2 : 1;
break;
case AV_PIX_FMT_BGRA:
internal_format = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_BYTE;
break;
case AV_PIX_FMT_RGBA:
internal_format = GL_RGBA8;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case AV_PIX_FMT_RGB24:
internal_format = GL_RGBA8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case AV_PIX_FMT_XYZ12:
internal_format = GL_RGBA12;
format = GL_RGB;
type = GL_UNSIGNED_SHORT;
break;
default:
boost::throw_exception(PixelFormatError("Texture::set", image->pixel_format()));
}
bind();
if (create) {
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, _size->width / subsample, _size->height / subsample, 0, format, type, image->data()[component]);
check_gl_error("glTexImage2D");
} else {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _size->width / subsample, _size->height / subsample, format, type, image->data()[component]);
check_gl_error("glTexSubImage2D");
}
}
void
GLVideoView::rethrow()
{
GLView::rethrow();
}
optional<int>
GLVideoView::time_until_next_frame () const
{
return VideoView::time_until_next_frame();
}
#endif
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