Fix cursor capture in nvidia wayland, hdr, clear background immediately in window capture

This commit is contained in:
dec05eba
2024-03-10 20:59:17 +01:00
parent fc5ddc97cf
commit f3c32a880a
9 changed files with 99 additions and 149 deletions

View File

@@ -63,6 +63,6 @@ bool gsr_capture_base_setup_cuda_textures(gsr_capture_base *self, AVFrame *frame
void gsr_capture_base_stop(gsr_capture_base *self);
bool drm_create_codec_context(const char *card_path, AVCodecContext *video_codec_context, int width, int height, bool hdr, VADisplay *va_dpy);
bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, CUstream *cuda_stream);
bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, bool hdr, CUstream *cuda_stream);
#endif /* GSR_CAPTURE_CAPTURE_H */

View File

@@ -16,7 +16,6 @@ typedef enum {
} gsr_source_color;
typedef enum {
GSR_DESTINATION_COLOR_BGR, // TODO: remove
GSR_DESTINATION_COLOR_NV12, /* YUV420, BT709, 8-bit */
GSR_DESTINATION_COLOR_P010 /* YUV420, BT2020, 10-bit */
} gsr_destination_color;
@@ -36,12 +35,13 @@ typedef struct {
int num_destination_textures;
gsr_color_range color_range;
bool load_external_image_shader;
} gsr_color_conversion_params;
typedef struct {
gsr_color_conversion_params params;
gsr_color_uniforms uniforms[2];
gsr_shader shaders[2];
gsr_color_uniforms uniforms[4];
gsr_shader shaders[4];
unsigned int framebuffers[2];

View File

@@ -276,6 +276,7 @@ bool gsr_capture_base_setup_cuda_textures(gsr_capture_base *self, AVFrame *frame
color_conversion_params.destination_textures[0] = self->target_textures[0];
color_conversion_params.destination_textures[1] = self->target_textures[1];
color_conversion_params.num_destination_textures = 2;
color_conversion_params.load_external_image_shader = true;
if(gsr_color_conversion_init(&self->color_conversion, &color_conversion_params) != 0) {
fprintf(stderr, "gsr error: gsr_capture_kms_setup_cuda_textures: failed to create color conversion\n");
@@ -357,7 +358,7 @@ bool drm_create_codec_context(const char *card_path, AVCodecContext *video_codec
return true;
}
bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, CUstream *cuda_stream) {
bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, bool hdr, CUstream *cuda_stream) {
AVBufferRef *device_ctx = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_CUDA);
if(!device_ctx) {
fprintf(stderr, "gsr error: cuda_create_codec_context failed: failed to create hardware device context\n");
@@ -383,7 +384,7 @@ bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_con
AVHWFramesContext *hw_frame_context = (AVHWFramesContext*)frame_context->data;
hw_frame_context->width = width;
hw_frame_context->height = height;
hw_frame_context->sw_format = AV_PIX_FMT_NV12;
hw_frame_context->sw_format = hdr ? AV_PIX_FMT_P010LE : 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;

View File

@@ -349,7 +349,7 @@ bool gsr_capture_kms_capture(gsr_capture_kms *self, AVFrame *frame, bool hdr, bo
gsr_color_conversion_draw(&self->base.color_conversion, self->base.cursor_texture,
cursor_pos, cursor_size,
(vec2i){0, 0}, cursor_size,
texture_rotation, false);
texture_rotation, cursor_texture_is_external);
}
self->base.egl->eglSwapBuffers(self->base.egl->egl_display, self->base.egl->egl_surface);

View File

@@ -38,7 +38,7 @@ static int gsr_capture_kms_cuda_start(gsr_capture *cap, AVCodecContext *video_co
return -1;
}
if(!cuda_create_codec_context(cap_kms->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, &cap_kms->cuda_stream)) {
if(!cuda_create_codec_context(cap_kms->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, cap_kms->params.hdr, &cap_kms->cuda_stream)) {
gsr_capture_kms_cuda_stop(cap, video_codec_context);
return -1;
}

View File

@@ -310,7 +310,7 @@ static int gsr_capture_nvfbc_start(gsr_capture *cap, AVCodecContext *video_codec
frame->width = video_codec_context->width;
frame->height = video_codec_context->height;
if(!cuda_create_codec_context(cap_nvfbc->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, &cap_nvfbc->cuda_stream))
if(!cuda_create_codec_context(cap_nvfbc->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, false, &cap_nvfbc->cuda_stream))
goto error_cleanup;
gsr_cuda_context cuda_context = {

View File

@@ -117,6 +117,7 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
frame->height = video_codec_context->height;
self->window_resize_timer = clock_get_monotonic_seconds();
self->clear_next_frame = true;
return 0;
}

View File

@@ -32,7 +32,7 @@ static int gsr_capture_xcomposite_cuda_start(gsr_capture *cap, AVCodecContext *v
return -1;
}
if(!cuda_create_codec_context(cap_xcomp->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, &cap_xcomp->cuda_stream)) {
if(!cuda_create_codec_context(cap_xcomp->cuda.cu_ctx, video_codec_context, video_codec_context->width, video_codec_context->height, false, &cap_xcomp->cuda_stream)) {
gsr_capture_xcomposite_cuda_stop(cap, video_codec_context);
return -1;
}

View File

@@ -7,7 +7,7 @@
/* TODO: highp instead of mediump? */
#define MAX_SHADERS 2
#define MAX_SHADERS 4
#define MAX_FRAMEBUFFERS 2
static float abs_f(float v) {
@@ -75,83 +75,7 @@ static const char* color_format_range_get_transform_matrix(gsr_destination_color
return NULL;
}
static int load_shader_bgr(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms) {
char vertex_shader[2048];
snprintf(vertex_shader, sizeof(vertex_shader),
"#version 300 es \n"
"in vec2 pos; \n"
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
"uniform vec2 offset; \n"
"uniform float rotation; \n"
ROTATE_Z
"void main() \n"
"{ \n"
" texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n"
" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
"} \n");
char fragment_shader[] =
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
"void main() \n"
"{ \n"
" FragColor = texture(tex1, texcoords_out).bgra; \n"
"} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation");
return 0;
}
static int load_shader_bgr_external_texture(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms) {
char vertex_shader[2048];
snprintf(vertex_shader, sizeof(vertex_shader),
"#version 300 es \n"
"in vec2 pos; \n"
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
"uniform vec2 offset; \n"
"uniform float rotation; \n"
ROTATE_Z
"void main() \n"
"{ \n"
" texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n"
" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
"} \n");
char fragment_shader[] =
"#version 300 es \n"
"#extension GL_OES_EGL_image_external : enable \n"
"#extension GL_OES_EGL_image_external_essl3 : require \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform samplerExternalOES tex1; \n"
"out vec4 FragColor; \n"
"void main() \n"
"{ \n"
" FragColor = texture(tex1, texcoords_out).bgra; \n"
"} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation");
return 0;
}
static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range) {
static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
char vertex_shader[2048];
@@ -170,19 +94,37 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *u
"} \n");
char fragment_shader[2048];
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
if(external_texture) {
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"#extension GL_OES_EGL_image_external : enable \n"
"#extension GL_OES_EGL_image_external_essl3 : require \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform samplerExternalOES tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
} else {
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
}
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
@@ -194,7 +136,7 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *u
return 0;
}
static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range) {
static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
char vertex_shader[2048];
@@ -213,19 +155,37 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_u
"} \n");
char fragment_shader[2048];
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
if(external_texture) {
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"#extension GL_OES_EGL_image_external : enable \n"
"#extension GL_OES_EGL_image_external_essl3 : require \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform samplerExternalOES tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
} else {
snprintf(fragment_shader, sizeof(fragment_shader),
"#version 300 es \n"
"precision mediump float; \n"
"in vec2 texcoords_out; \n"
"uniform sampler2D tex1; \n"
"out vec4 FragColor; \n"
"%s"
"void main() \n"
"{ \n"
" vec4 pixel = texture(tex1, texcoords_out); \n"
" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
" FragColor.w = pixel.a; \n"
"} \n", color_transform_matrix);
}
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
return -1;
@@ -294,23 +254,6 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
self->params = *params;
switch(params->destination_color) {
case GSR_DESTINATION_COLOR_BGR: {
if(self->params.num_destination_textures != 1) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination texture for destination color BGR, got %d destination texture(s)\n", self->params.num_destination_textures);
return -1;
}
if(load_shader_bgr(&self->shaders[0], self->params.egl, &self->uniforms[0]) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load bgr shader\n");
goto err;
}
if(load_shader_bgr_external_texture(&self->shaders[1], self->params.egl, &self->uniforms[1]) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load bgr shader (external texture)\n");
goto err;
}
break;
}
case GSR_DESTINATION_COLOR_NV12:
case GSR_DESTINATION_COLOR_P010: {
if(self->params.num_destination_textures != 2) {
@@ -318,15 +261,27 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
return -1;
}
if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range) != 0) {
if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range, false) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n");
goto err;
}
if(load_shader_uv(&self->shaders[1], self->params.egl, &self->uniforms[1], params->destination_color, params->color_range) != 0) {
if(load_shader_uv(&self->shaders[1], self->params.egl, &self->uniforms[1], params->destination_color, params->color_range, false) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n");
goto err;
}
if(self->params.load_external_image_shader) {
if(load_shader_y(&self->shaders[2], self->params.egl, &self->uniforms[2], params->destination_color, params->color_range, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n");
goto err;
}
if(load_shader_uv(&self->shaders[3], self->params.egl, &self->uniforms[3], params->destination_color, params->color_range, true) != 0) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n");
goto err;
}
}
break;
}
}
@@ -459,15 +414,10 @@ void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_
self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
//cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
if(external_texture) {
gsr_shader_use(&self->shaders[1]);
self->params.egl->glUniform1f(self->uniforms[1].rotation, rotation);
self->params.egl->glUniform2f(self->uniforms[1].offset, pos_norm.x, pos_norm.y);
} else {
gsr_shader_use(&self->shaders[0]);
self->params.egl->glUniform1f(self->uniforms[0].rotation, rotation);
self->params.egl->glUniform2f(self->uniforms[0].offset, pos_norm.x, pos_norm.y);
}
const int shader_index = external_texture ? 2 : 0;
gsr_shader_use(&self->shaders[shader_index]);
self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation);
self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -475,9 +425,10 @@ void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_
self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
//cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);
gsr_shader_use(&self->shaders[1]);
self->params.egl->glUniform1f(self->uniforms[1].rotation, rotation);
self->params.egl->glUniform2f(self->uniforms[1].offset, pos_norm.x, pos_norm.y);
const int shader_index = external_texture ? 3 : 1;
gsr_shader_use(&self->shaders[shader_index]);
self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation);
self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -494,9 +445,6 @@ void gsr_color_conversion_clear(gsr_color_conversion *self) {
float color2[4] = {0.0f, 0.0f, 0.0f, 1.0f};
switch(self->params.destination_color) {
case GSR_DESTINATION_COLOR_BGR: {
break;
}
case GSR_DESTINATION_COLOR_NV12:
case GSR_DESTINATION_COLOR_P010: {
color2[0] = 0.5f;