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Diffstat (limited to 'source/gameengine/VideoTexture/VideoDeckLink.h')
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diff --git a/source/gameengine/VideoTexture/VideoDeckLink.h b/source/gameengine/VideoTexture/VideoDeckLink.h
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program 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.
+ *
+ * This program 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 this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2015, Blender Foundation
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Blender Foundation.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file VideoDeckLink.h
+ * \ingroup bgevideotex
+ */
+
+#ifndef __VIDEODECKLINK_H__
+#define __VIDEODECKLINK_H__
+
+#ifdef WITH_GAMEENGINE_DECKLINK
+
+/* this needs to be parsed with __cplusplus defined before included through DeckLink_compat.h */
+#if defined(__FreeBSD__)
+# include <inttypes.h>
+#endif
+#include <map>
+#include <set>
+
+extern "C" {
+#include <pthread.h>
+#include "DNA_listBase.h"
+#include "BLI_threads.h"
+#include "BLI_blenlib.h"
+}
+#include "GL/glew.h"
+#ifdef WIN32
+#include "dvpapi.h"
+#endif
+#include "DeckLinkAPI.h"
+#include "VideoBase.h"
+
+class PinnedMemoryAllocator;
+
+struct TextureDesc
+{
+ uint32_t width;
+ uint32_t height;
+ uint32_t stride;
+ uint32_t size;
+ GLenum internalFormat;
+ GLenum format;
+ GLenum type;
+ TextureDesc()
+ {
+ width = 0;
+ height = 0;
+ stride = 0;
+ size = 0;
+ internalFormat = 0;
+ format = 0;
+ type = 0;
+ }
+};
+
+class CaptureDelegate;
+
+// type VideoDeckLink declaration
+class VideoDeckLink : public VideoBase
+{
+ friend class CaptureDelegate;
+public:
+ /// constructor
+ VideoDeckLink (HRESULT * hRslt);
+ /// destructor
+ virtual ~VideoDeckLink ();
+
+ /// open video/image file
+ virtual void openFile(char *file);
+ /// open video capture device
+ virtual void openCam(char *driver, short camIdx);
+
+ /// release video source
+ virtual bool release (void);
+ /// overwrite base refresh to handle fixed image
+ virtual void refresh(void);
+ /// play video
+ virtual bool play (void);
+ /// pause video
+ virtual bool pause (void);
+ /// stop video
+ virtual bool stop (void);
+ /// set play range
+ virtual void setRange (double start, double stop);
+ /// set frame rate
+ virtual void setFrameRate (float rate);
+
+protected:
+ // format and codec information
+ /// image calculation
+ virtual void calcImage (unsigned int texId, double ts);
+
+private:
+ void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame);
+ void LockCache()
+ {
+ pthread_mutex_lock(&mCacheMutex);
+ }
+ void UnlockCache()
+ {
+ pthread_mutex_unlock(&mCacheMutex);
+ }
+
+ IDeckLinkInput* mDLInput;
+ BMDDisplayMode mDisplayMode;
+ BMDPixelFormat mPixelFormat;
+ bool mUse3D;
+ uint32_t mFrameWidth;
+ uint32_t mFrameHeight;
+ TextureDesc mTextureDesc;
+ PinnedMemoryAllocator* mpAllocator;
+ CaptureDelegate* mpCaptureDelegate;
+
+ // cache frame in transit between the callback thread and the main BGE thread
+ // keep only one frame in cache because we just want to keep up with real time
+ pthread_mutex_t mCacheMutex;
+ IDeckLinkVideoInputFrame* mpCacheFrame;
+ bool mClosing;
+
+};
+
+inline VideoDeckLink *getDeckLink(PyImage *self)
+{
+ return static_cast<VideoDeckLink*>(self->m_image);
+}
+
+////////////////////////////////////////////
+// TextureTransfer : Abstract class to perform a transfer to GPU memory using fast transfer if available
+////////////////////////////////////////////
+class TextureTransfer
+{
+public:
+ TextureTransfer() {}
+ virtual ~TextureTransfer() { }
+
+ virtual void PerformTransfer() = 0;
+protected:
+ static bool _PinBuffer(void *address, uint32_t size);
+ static void _UnpinBuffer(void* address, uint32_t size);
+};
+
+////////////////////////////////////////////
+// PinnedMemoryAllocator
+////////////////////////////////////////////
+
+// PinnedMemoryAllocator implements the IDeckLinkMemoryAllocator interface and can be used instead of the
+// built-in frame allocator, by setting with SetVideoInputFrameMemoryAllocator() or SetVideoOutputFrameMemoryAllocator().
+//
+// For this sample application a custom frame memory allocator is used to ensure each address
+// of frame memory is aligned on a 4kB boundary required by the OpenGL pinned memory extension.
+// If the pinned memory extension is not available, this allocator will still be used and
+// demonstrates how to cache frame allocations for efficiency.
+//
+// The frame cache delays the releasing of buffers until the cache fills up, thereby avoiding an
+// allocate plus pin operation for every frame, followed by an unpin and deallocate on every frame.
+
+
+class PinnedMemoryAllocator : public IDeckLinkMemoryAllocator
+{
+public:
+ PinnedMemoryAllocator(unsigned cacheSize, size_t memSize);
+ virtual ~PinnedMemoryAllocator();
+
+ void TransferBuffer(void* address, TextureDesc* texDesc, GLuint texId);
+
+ // IUnknown methods
+ virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID *ppv);
+ virtual ULONG STDMETHODCALLTYPE AddRef(void);
+ virtual ULONG STDMETHODCALLTYPE Release(void);
+
+ // IDeckLinkMemoryAllocator methods
+ virtual HRESULT STDMETHODCALLTYPE AllocateBuffer(dl_size_t bufferSize, void* *allocatedBuffer);
+ virtual HRESULT STDMETHODCALLTYPE ReleaseBuffer(void* buffer);
+ virtual HRESULT STDMETHODCALLTYPE Commit();
+ virtual HRESULT STDMETHODCALLTYPE Decommit();
+
+private:
+ static bool mGPUDirectInitialized;
+ static bool mHasDvp;
+ static bool mHasAMDPinnedMemory;
+ static size_t mReservedProcessMemory;
+ static bool ReserveMemory(size_t size);
+
+ void Lock()
+ {
+ pthread_mutex_lock(&mMutex);
+ }
+ void Unlock()
+ {
+ pthread_mutex_unlock(&mMutex);
+ }
+ HRESULT _ReleaseBuffer(void* buffer);
+
+ uint32_t mRefCount;
+ // protect the cache and the allocated map,
+ // not the pinnedBuffer map as it is only used from main thread
+ pthread_mutex_t mMutex;
+ std::map<void*, uint32_t> mAllocatedSize;
+ std::vector<void*> mBufferCache;
+ std::map<void *, TextureTransfer*> mPinnedBuffer;
+#ifdef WIN32
+ DVPBufferHandle mDvpCaptureTextureHandle;
+#endif
+ // target texture in GPU
+ GLuint mTexId;
+ uint32_t mBufferCacheSize;
+};
+
+////////////////////////////////////////////
+// Capture Delegate Class
+////////////////////////////////////////////
+
+class CaptureDelegate : public IDeckLinkInputCallback
+{
+ VideoDeckLink* mpOwner;
+
+public:
+ CaptureDelegate(VideoDeckLink* pOwner);
+
+ // IUnknown needs only a dummy implementation
+ virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID *ppv) { return E_NOINTERFACE; }
+ virtual ULONG STDMETHODCALLTYPE AddRef() { return 1; }
+ virtual ULONG STDMETHODCALLTYPE Release() { return 1; }
+
+ virtual HRESULT STDMETHODCALLTYPE VideoInputFrameArrived(IDeckLinkVideoInputFrame *videoFrame, IDeckLinkAudioInputPacket *audioPacket);
+ virtual HRESULT STDMETHODCALLTYPE VideoInputFormatChanged(BMDVideoInputFormatChangedEvents notificationEvents, IDeckLinkDisplayMode *newDisplayMode, BMDDetectedVideoInputFormatFlags detectedSignalFlags);
+};
+
+
+#endif /* WITH_GAMEENGINE_DECKLINK */
+
+#endif /* __VIDEODECKLINK_H__ */