mirror of
https://repo.dec05eba.com/gpu-screen-recorder
synced 2026-05-05 14:30:43 +09:00
Fix cursor capture in nvidia wayland, hdr, clear background immediately in window capture
This commit is contained in:
@@ -276,6 +276,7 @@ bool gsr_capture_base_setup_cuda_textures(gsr_capture_base *self, AVFrame *frame
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color_conversion_params.destination_textures[0] = self->target_textures[0];
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color_conversion_params.destination_textures[1] = self->target_textures[1];
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color_conversion_params.num_destination_textures = 2;
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color_conversion_params.load_external_image_shader = true;
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if(gsr_color_conversion_init(&self->color_conversion, &color_conversion_params) != 0) {
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fprintf(stderr, "gsr error: gsr_capture_kms_setup_cuda_textures: failed to create color conversion\n");
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@@ -357,7 +358,7 @@ bool drm_create_codec_context(const char *card_path, AVCodecContext *video_codec
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return true;
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}
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bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, CUstream *cuda_stream) {
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bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_context, int width, int height, bool hdr, CUstream *cuda_stream) {
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AVBufferRef *device_ctx = av_hwdevice_ctx_alloc(AV_HWDEVICE_TYPE_CUDA);
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if(!device_ctx) {
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fprintf(stderr, "gsr error: cuda_create_codec_context failed: failed to create hardware device context\n");
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@@ -383,7 +384,7 @@ bool cuda_create_codec_context(CUcontext cu_ctx, AVCodecContext *video_codec_con
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AVHWFramesContext *hw_frame_context = (AVHWFramesContext*)frame_context->data;
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hw_frame_context->width = width;
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hw_frame_context->height = height;
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hw_frame_context->sw_format = AV_PIX_FMT_NV12;
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hw_frame_context->sw_format = hdr ? AV_PIX_FMT_P010LE : AV_PIX_FMT_NV12;
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hw_frame_context->format = video_codec_context->pix_fmt;
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hw_frame_context->device_ref = device_ctx;
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hw_frame_context->device_ctx = (AVHWDeviceContext*)device_ctx->data;
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@@ -349,7 +349,7 @@ bool gsr_capture_kms_capture(gsr_capture_kms *self, AVFrame *frame, bool hdr, bo
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gsr_color_conversion_draw(&self->base.color_conversion, self->base.cursor_texture,
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cursor_pos, cursor_size,
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(vec2i){0, 0}, cursor_size,
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texture_rotation, false);
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texture_rotation, cursor_texture_is_external);
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}
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self->base.egl->eglSwapBuffers(self->base.egl->egl_display, self->base.egl->egl_surface);
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@@ -38,7 +38,7 @@ static int gsr_capture_kms_cuda_start(gsr_capture *cap, AVCodecContext *video_co
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return -1;
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}
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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)) {
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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)) {
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gsr_capture_kms_cuda_stop(cap, video_codec_context);
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return -1;
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}
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@@ -310,7 +310,7 @@ static int gsr_capture_nvfbc_start(gsr_capture *cap, AVCodecContext *video_codec
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frame->width = video_codec_context->width;
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frame->height = video_codec_context->height;
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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))
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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))
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goto error_cleanup;
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gsr_cuda_context cuda_context = {
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@@ -117,6 +117,7 @@ int gsr_capture_xcomposite_start(gsr_capture_xcomposite *self, AVCodecContext *v
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frame->height = video_codec_context->height;
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self->window_resize_timer = clock_get_monotonic_seconds();
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self->clear_next_frame = true;
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return 0;
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}
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@@ -32,7 +32,7 @@ static int gsr_capture_xcomposite_cuda_start(gsr_capture *cap, AVCodecContext *v
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return -1;
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}
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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)) {
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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)) {
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gsr_capture_xcomposite_cuda_stop(cap, video_codec_context);
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return -1;
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}
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@@ -7,7 +7,7 @@
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/* TODO: highp instead of mediump? */
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#define MAX_SHADERS 2
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#define MAX_SHADERS 4
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#define MAX_FRAMEBUFFERS 2
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static float abs_f(float v) {
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@@ -75,83 +75,7 @@ static const char* color_format_range_get_transform_matrix(gsr_destination_color
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return NULL;
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}
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static int load_shader_bgr(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms) {
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char vertex_shader[2048];
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snprintf(vertex_shader, sizeof(vertex_shader),
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"#version 300 es \n"
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"in vec2 pos; \n"
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"in vec2 texcoords; \n"
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"out vec2 texcoords_out; \n"
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"uniform vec2 offset; \n"
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"uniform float rotation; \n"
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ROTATE_Z
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"void main() \n"
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"{ \n"
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" 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"
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" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
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"} \n");
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char fragment_shader[] =
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"#version 300 es \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform sampler2D tex1; \n"
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"out vec4 FragColor; \n"
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"void main() \n"
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"{ \n"
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" FragColor = texture(tex1, texcoords_out).bgra; \n"
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"} \n";
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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gsr_shader_bind_attribute_location(shader, "pos", 0);
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gsr_shader_bind_attribute_location(shader, "texcoords", 1);
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uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
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uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation");
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return 0;
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}
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static int load_shader_bgr_external_texture(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms) {
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char vertex_shader[2048];
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snprintf(vertex_shader, sizeof(vertex_shader),
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"#version 300 es \n"
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"in vec2 pos; \n"
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"in vec2 texcoords; \n"
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"out vec2 texcoords_out; \n"
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"uniform vec2 offset; \n"
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"uniform float rotation; \n"
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ROTATE_Z
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"void main() \n"
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"{ \n"
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" 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"
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" gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
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"} \n");
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char fragment_shader[] =
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"#version 300 es \n"
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"#extension GL_OES_EGL_image_external : enable \n"
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"#extension GL_OES_EGL_image_external_essl3 : require \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform samplerExternalOES tex1; \n"
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"out vec4 FragColor; \n"
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"void main() \n"
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"{ \n"
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" FragColor = texture(tex1, texcoords_out).bgra; \n"
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"} \n";
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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gsr_shader_bind_attribute_location(shader, "pos", 0);
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gsr_shader_bind_attribute_location(shader, "texcoords", 1);
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uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
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uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation");
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return 0;
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}
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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) {
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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) {
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const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
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char vertex_shader[2048];
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@@ -170,19 +94,37 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *u
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"} \n");
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char fragment_shader[2048];
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform sampler2D tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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if(external_texture) {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"#extension GL_OES_EGL_image_external : enable \n"
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"#extension GL_OES_EGL_image_external_essl3 : require \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform samplerExternalOES tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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} else {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform sampler2D tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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}
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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@@ -194,7 +136,7 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *u
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return 0;
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}
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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) {
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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) {
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const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
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char vertex_shader[2048];
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@@ -213,19 +155,37 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_u
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"} \n");
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char fragment_shader[2048];
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform sampler2D tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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if(external_texture) {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
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"#extension GL_OES_EGL_image_external : enable \n"
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"#extension GL_OES_EGL_image_external_essl3 : require \n"
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
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"uniform samplerExternalOES tex1; \n"
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"out vec4 FragColor; \n"
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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} else {
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snprintf(fragment_shader, sizeof(fragment_shader),
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"#version 300 es \n"
|
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"precision mediump float; \n"
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"in vec2 texcoords_out; \n"
|
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"uniform sampler2D tex1; \n"
|
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"out vec4 FragColor; \n"
|
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"%s"
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"void main() \n"
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"{ \n"
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" vec4 pixel = texture(tex1, texcoords_out); \n"
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" FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
|
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" FragColor.w = pixel.a; \n"
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"} \n", color_transform_matrix);
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}
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if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
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return -1;
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@@ -294,23 +254,6 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
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self->params = *params;
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switch(params->destination_color) {
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case GSR_DESTINATION_COLOR_BGR: {
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if(self->params.num_destination_textures != 1) {
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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);
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return -1;
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}
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if(load_shader_bgr(&self->shaders[0], self->params.egl, &self->uniforms[0]) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load bgr shader\n");
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goto err;
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}
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if(load_shader_bgr_external_texture(&self->shaders[1], self->params.egl, &self->uniforms[1]) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load bgr shader (external texture)\n");
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goto err;
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}
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break;
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}
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case GSR_DESTINATION_COLOR_NV12:
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case GSR_DESTINATION_COLOR_P010: {
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if(self->params.num_destination_textures != 2) {
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@@ -318,15 +261,27 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
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return -1;
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}
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if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range) != 0) {
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if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n");
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goto err;
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}
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if(load_shader_uv(&self->shaders[1], self->params.egl, &self->uniforms[1], params->destination_color, params->color_range) != 0) {
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if(load_shader_uv(&self->shaders[1], self->params.egl, &self->uniforms[1], params->destination_color, params->color_range, false) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n");
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goto err;
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}
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if(self->params.load_external_image_shader) {
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if(load_shader_y(&self->shaders[2], self->params.egl, &self->uniforms[2], params->destination_color, params->color_range, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n");
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goto err;
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}
|
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if(load_shader_uv(&self->shaders[3], self->params.egl, &self->uniforms[3], params->destination_color, params->color_range, true) != 0) {
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fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n");
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goto err;
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}
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}
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break;
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}
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}
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@@ -459,15 +414,10 @@ void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_
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self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
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//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)
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if(external_texture) {
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gsr_shader_use(&self->shaders[1]);
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self->params.egl->glUniform1f(self->uniforms[1].rotation, rotation);
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self->params.egl->glUniform2f(self->uniforms[1].offset, pos_norm.x, pos_norm.y);
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} else {
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gsr_shader_use(&self->shaders[0]);
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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;
|
||||
|
||||
Reference in New Issue
Block a user