2 Copyright (C) 2018-2021 Carl Hetherington <cth@carlh.net>
4 This file is part of DCP-o-matic.
6 DCP-o-matic is free software; you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation; either version 2 of the License, or
9 (at your option) any later version.
11 DCP-o-matic is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with DCP-o-matic. If not, see <http://www.gnu.org/licenses/>.
22 #ifdef DCPOMATIC_WINDOWS
26 #include "gl_video_view.h"
27 #include "film_viewer.h"
29 #include "lib/image.h"
30 #include "lib/dcpomatic_assert.h"
31 #include "lib/exceptions.h"
32 #include "lib/cross.h"
33 #include "lib/player_video.h"
34 #include "lib/butler.h"
35 #include <boost/bind/bind.hpp>
39 #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
40 #include <OpenGL/OpenGL.h>
41 #include <OpenGL/gl3.h>
44 #ifdef DCPOMATIC_LINUX
49 #ifdef DCPOMATIC_WINDOWS
51 #include <GL/wglext.h>
56 using std::shared_ptr;
58 using boost::optional;
59 #if BOOST_VERSION >= 106100
60 using namespace boost::placeholders;
65 check_gl_error (char const * last)
67 GLenum const e = glGetError ();
68 if (e != GL_NO_ERROR) {
69 throw GLError (last, e);
74 GLVideoView::GLVideoView (FilmViewer* viewer, wxWindow *parent)
77 , _have_storage (false)
78 , _vsync_enabled (false)
82 wxGLAttributes attributes;
83 /* We don't need a depth buffer, and indeed there is apparently a bug with Windows/Intel HD 630
84 * which puts green lines over the OpenGL display if you have a non-zero depth buffer size.
85 * https://community.intel.com/t5/Graphics/Request-for-details-on-Intel-HD-630-green-lines-in-OpenGL-apps/m-p/1202179
87 attributes.PlatformDefaults().MinRGBA(8, 8, 8, 8).DoubleBuffer().Depth(0).EndList();
88 _canvas = new wxGLCanvas (
89 parent, attributes, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE
91 _canvas->Bind (wxEVT_PAINT, boost::bind(&GLVideoView::update, this));
92 _canvas->Bind (wxEVT_SIZE, boost::bind(&GLVideoView::size_changed, this, _1));
94 _canvas->Bind (wxEVT_TIMER, boost::bind(&GLVideoView::check_for_butler_errors, this));
95 _timer.reset (new wxTimer(_canvas));
101 GLVideoView::size_changed (wxSizeEvent const& ev)
103 _canvas_size = ev.GetSize ();
109 GLVideoView::~GLVideoView ()
111 boost::this_thread::disable_interruption dis;
114 _thread.interrupt ();
118 glDeleteTextures (1, &_texture);
122 GLVideoView::check_for_butler_errors ()
124 if (!_viewer->butler()) {
129 _viewer->butler()->rethrow ();
130 } catch (DecodeError& e) {
131 error_dialog (get(), e.what());
132 } catch (dcp::ReadError& e) {
133 error_dialog (get(), wxString::Format(_("Could not read DCP: %s"), std_to_wx(e.what())));
138 /** Called from the UI thread */
140 GLVideoView::update ()
142 if (!_canvas->IsShownOnScreen()) {
146 /* It appears important to do this from the GUI thread; if we do it from the GL thread
147 * on Linux we get strange failures to create the context for any version of GL higher
153 /* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */
154 if (!_setup_shaders_done) {
156 _setup_shaders_done = true;
160 if (!_thread.joinable()) {
161 _thread = boost::thread (boost::bind(&GLVideoView::thread, this));
170 static constexpr char vertex_source[] =
171 "#version 330 core\n"
173 "layout (location = 0) in vec3 in_pos;\n"
174 "layout (location = 1) in vec2 in_tex_coord;\n"
176 "out vec2 TexCoord;\n"
180 " gl_Position = vec4(in_pos, 1.0);\n"
181 " TexCoord = in_tex_coord;\n"
185 /* Bicubic interpolation stolen from https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl */
186 static constexpr char fragment_source[] =
187 "#version 330 core\n"
189 "in vec2 TexCoord;\n"
191 "uniform sampler2D texture_sampler;\n"
192 "uniform int draw_border;\n"
193 "uniform vec4 border_colour;\n"
195 "out vec4 FragColor;\n"
197 "vec4 cubic(float x)\n"
199 " float x2 = x * x;\n"
200 " float x3 = x2 * x;\n"
202 " w.x = -x3 + 3 * x2 - 3 * x + 1;\n"
203 " w.y = 3 * x3 - 6 * x2 + 4;\n"
204 " w.z = -3 * x3 + 3 * x2 + 3 * x + 1;\n"
209 "vec4 texture_bicubic(sampler2D sampler, vec2 tex_coords)\n"
211 " vec2 tex_size = textureSize(sampler, 0);\n"
212 " vec2 inv_tex_size = 1.0 / tex_size;\n"
214 " tex_coords = tex_coords * tex_size - 0.5;\n"
216 " vec2 fxy = fract(tex_coords);\n"
217 " tex_coords -= fxy;\n"
219 " vec4 xcubic = cubic(fxy.x);\n"
220 " vec4 ycubic = cubic(fxy.y);\n"
222 " vec4 c = tex_coords.xxyy + vec2 (-0.5, +1.5).xyxy;\n"
224 " vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);\n"
225 " vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;\n"
227 " offset *= inv_tex_size.xxyy;\n"
229 " vec4 sample0 = texture(sampler, offset.xz);\n"
230 " vec4 sample1 = texture(sampler, offset.yz);\n"
231 " vec4 sample2 = texture(sampler, offset.xw);\n"
232 " vec4 sample3 = texture(sampler, offset.yw);\n"
234 " float sx = s.x / (s.x + s.y);\n"
235 " float sy = s.z / (s.z + s.w);\n"
238 " mix(sample3, sample2, sx), mix(sample1, sample0, sx)\n"
244 " if (draw_border == 1) {\n"
245 " FragColor = border_colour;\n"
247 " FragColor = texture_bicubic(texture_sampler, TexCoord);\n"
253 GLVideoView::ensure_context ()
256 wxGLContextAttrs attrs;
257 attrs.PlatformDefaults().CoreProfile().OGLVersion(4, 1).EndList();
258 _context = new wxGLContext (_canvas, nullptr, &attrs);
259 if (!_context->IsOK()) {
260 throw GLError ("Making GL context", -1);
266 GLVideoView::setup_shaders ()
268 DCPOMATIC_ASSERT (_canvas);
269 DCPOMATIC_ASSERT (_context);
270 auto r = _canvas->SetCurrent (*_context);
271 DCPOMATIC_ASSERT (r);
273 #ifdef DCPOMATIC_WINDOWS
276 throw GLError(reinterpret_cast<char const*>(glewGetErrorString(r)));
280 unsigned int indices[] = {
281 0, 1, 3, // texture triangle #1
282 1, 2, 3, // texture triangle #2
283 4, 5, // border line #1
284 5, 6, // border line #2
285 6, 7, // border line #3
286 7, 4, // border line #4
289 glGenVertexArrays(1, &_vao);
290 check_gl_error ("glGenVertexArrays");
292 glGenBuffers(1, &vbo);
293 check_gl_error ("glGenBuffers");
295 glGenBuffers(1, &ebo);
296 check_gl_error ("glGenBuffers");
298 glBindVertexArray(_vao);
299 check_gl_error ("glBindVertexArray");
301 glBindBuffer(GL_ARRAY_BUFFER, vbo);
302 check_gl_error ("glBindBuffer");
304 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
305 check_gl_error ("glBindBuffer");
306 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
307 check_gl_error ("glBufferData");
309 /* position attribute to vertex shader (location = 0) */
310 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
311 glEnableVertexAttribArray(0);
312 /* texture coord attribute to vertex shader (location = 1) */
313 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
314 glEnableVertexAttribArray(1);
315 check_gl_error ("glEnableVertexAttribArray");
317 auto compile = [](GLenum type, char const* source) -> GLuint {
318 auto shader = glCreateShader(type);
319 DCPOMATIC_ASSERT (shader);
320 GLchar const * src[] = { static_cast<GLchar const *>(source) };
321 glShaderSource(shader, 1, src, nullptr);
322 check_gl_error ("glShaderSource");
323 glCompileShader(shader);
324 check_gl_error ("glCompileShader");
326 glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
329 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
331 if (log_length > 0) {
332 char* log_char = new char[log_length];
333 glGetShaderInfoLog(shader, log_length, nullptr, log_char);
334 log = string(log_char);
337 glDeleteShader(shader);
338 throw GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1);
343 auto vertex_shader = compile (GL_VERTEX_SHADER, vertex_source);
344 auto fragment_shader = compile (GL_FRAGMENT_SHADER, fragment_source);
346 auto program = glCreateProgram();
347 check_gl_error ("glCreateProgram");
348 glAttachShader (program, vertex_shader);
349 check_gl_error ("glAttachShader");
350 glAttachShader (program, fragment_shader);
351 check_gl_error ("glAttachShader");
352 glLinkProgram (program);
353 check_gl_error ("glLinkProgram");
355 glGetProgramiv (program, GL_LINK_STATUS, &ok);
358 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
360 if (log_length > 0) {
361 char* log_char = new char[log_length];
362 glGetProgramInfoLog(program, log_length, nullptr, log_char);
363 log = string(log_char);
366 glDeleteProgram (program);
367 throw GLError(String::compose("Could not link shader (%1)", log).c_str(), -1);
369 glDeleteShader (vertex_shader);
370 glDeleteShader (fragment_shader);
372 glUseProgram (program);
374 _draw_border = glGetUniformLocation (program, "draw_border");
375 check_gl_error ("glGetUniformLocation");
376 set_border_colour (program);
383 GLVideoView::set_border_colour (GLuint program)
385 auto uniform = glGetUniformLocation (program, "border_colour");
386 check_gl_error ("glGetUniformLocation");
387 auto colour = outline_content_colour ();
388 glUniform4f (uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f);
389 check_gl_error ("glUniform4f");
394 GLVideoView::draw (Position<int>, dcp::Size)
396 auto pad = pad_colour();
397 glClearColor(pad.Red() / 255.0, pad.Green() / 255.0, pad.Blue() / 255.0, 1.0);
398 glClear (GL_COLOR_BUFFER_BIT);
399 check_gl_error ("glClear");
401 auto const size = _canvas_size.load();
402 int const width = size.GetWidth();
403 int const height = size.GetHeight();
405 if (width < 64 || height < 0) {
409 glViewport (0, 0, width, height);
410 check_gl_error ("glViewport");
412 glBindTexture(GL_TEXTURE_2D, _texture);
413 glBindVertexArray(_vao);
414 check_gl_error ("glBindVertexArray");
415 glUniform1i(_draw_border, 0);
416 glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
417 if (_viewer->outline_content()) {
418 glUniform1i(_draw_border, 1);
419 glDrawElements (GL_LINES, 8, GL_UNSIGNED_INT, reinterpret_cast<void*>(6 * sizeof(int)));
420 check_gl_error ("glDrawElements");
424 check_gl_error ("glFlush");
426 _canvas->SwapBuffers();
431 GLVideoView::set_image (shared_ptr<const Image> image)
434 _size = optional<dcp::Size>();
439 DCPOMATIC_ASSERT (image->pixel_format() == AV_PIX_FMT_RGB24);
440 DCPOMATIC_ASSERT (!image->aligned());
442 if (image->size() != _size) {
443 _have_storage = false;
446 _size = image->size ();
447 glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
448 check_gl_error ("glPixelStorei");
451 glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, GL_RGB, GL_UNSIGNED_BYTE, image->data()[0]);
452 check_gl_error ("glTexSubImage2D");
454 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, _size->width, _size->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data()[0]);
455 check_gl_error ("glTexImage2D");
457 auto const canvas_size = _canvas_size.load();
458 int const canvas_width = canvas_size.GetWidth();
459 int const canvas_height = canvas_size.GetHeight();
461 float const image_x = float(_size->width) / canvas_width;
462 float const image_y = float(_size->height) / canvas_height;
464 auto x_pixels_to_gl = [canvas_width](int x) {
465 return (x * 2.0f / canvas_width) - 1.0f;
468 auto y_pixels_to_gl = [canvas_height](int y) {
469 return (y * 2.0f / canvas_height) - 1.0f;
472 auto inter_position = player_video().first->inter_position();
473 auto inter_size = player_video().first->inter_size();
475 float const border_x1 = x_pixels_to_gl (inter_position.x) + 1.0f - image_x;
476 float const border_y1 = y_pixels_to_gl (inter_position.y) + 1.0f - image_y;
477 float const border_x2 = x_pixels_to_gl (inter_position.x + inter_size.width) + 1.0f - image_x;
478 float const border_y2 = y_pixels_to_gl (inter_position.y + inter_size.height) + 1.0f - image_y;
481 // positions // texture coords
482 image_x, image_y, 0.0f, 1.0f, 0.0f, // top right (index 0)
483 image_x, -image_y, 0.0f, 1.0f, 1.0f, // bottom right (index 1)
484 -image_x, -image_y, 0.0f, 0.0f, 1.0f, // bottom left (index 2)
485 -image_x, image_y, 0.0f, 0.0f, 0.0f, // top left (index 3)
486 border_x1, border_y1, 0.0f, 0.0f, 0.0f, // border bottom left (index 4)
487 border_x1, border_y2, 0.0f, 0.0f, 0.0f, // border top left (index 5)
488 border_x2, border_y2, 0.0f, 0.0f, 0.0f, // border top right (index 6)
489 border_x2, border_y1, 0.0f, 0.0f, 0.0f, // border bottom right (index 7)
492 /* Set the vertex shader's input data (GL_ARRAY_BUFFER) */
493 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
494 check_gl_error ("glBufferData");
496 _have_storage = true;
499 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
500 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
501 check_gl_error ("glTexParameteri");
503 glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
504 glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
505 check_gl_error ("glTexParameterf");
509 GLVideoView::start ()
513 boost::mutex::scoped_lock lm (_playing_mutex);
515 _thread_work_condition.notify_all ();
521 boost::mutex::scoped_lock lm (_playing_mutex);
527 GLVideoView::thread_playing ()
529 if (length() != dcpomatic::DCPTime()) {
530 auto const next = position() + one_video_frame();
532 if (next >= length()) {
533 _viewer->finished ();
537 get_next_frame (false);
538 set_image_and_draw ();
542 optional<int> n = time_until_next_frame();
546 get_next_frame (true);
553 GLVideoView::set_image_and_draw ()
555 auto pv = player_video().first;
557 set_image (pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true));
558 draw (pv->inter_position(), pv->inter_size());
559 _viewer->image_changed (pv);
565 GLVideoView::thread ()
568 start_of_thread ("GLVideoView");
570 #if defined(DCPOMATIC_OSX)
571 /* Without this we see errors like
572 * ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000]
574 WXGLSetCurrentContext (_context->GetWXGLContext());
576 if (!_setup_shaders_done) {
578 _setup_shaders_done = true;
582 #if defined(DCPOMATIC_LINUX) && defined(DCPOMATIC_HAVE_GLX_SWAP_INTERVAL_EXT)
583 if (_canvas->IsExtensionSupported("GLX_EXT_swap_control")) {
585 Display* dpy = wxGetX11Display();
586 glXSwapIntervalEXT (dpy, DefaultScreen(dpy), 1);
587 _vsync_enabled = true;
591 #ifdef DCPOMATIC_WINDOWS
592 if (_canvas->IsExtensionSupported("WGL_EXT_swap_control")) {
594 PFNWGLSWAPINTERVALEXTPROC swap = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
597 _vsync_enabled = true;
605 GLint swapInterval = 1;
606 CGLSetParameter (CGLGetCurrentContext(), kCGLCPSwapInterval, &swapInterval);
607 _vsync_enabled = true;
610 glGenTextures (1, &_texture);
611 check_gl_error ("glGenTextures");
612 glBindTexture (GL_TEXTURE_2D, _texture);
613 check_gl_error ("glBindTexture");
616 boost::mutex::scoped_lock lm (_playing_mutex);
617 while (!_playing && !_one_shot) {
618 _thread_work_condition.wait (lm);
624 } else if (_one_shot) {
626 set_image_and_draw ();
629 boost::this_thread::interruption_point ();
630 dcpomatic_sleep_milliseconds (time_until_next_frame().get_value_or(0));
633 /* XXX: leaks _context, but that seems preferable to deleting it here
634 * without also deleting the wxGLCanvas.
643 VideoView::NextFrameResult
644 GLVideoView::display_next_frame (bool non_blocking)
646 NextFrameResult const r = get_next_frame (non_blocking);
653 GLVideoView::request_one_shot ()
655 boost::mutex::scoped_lock lm (_playing_mutex);
657 _thread_work_condition.notify_all ();