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#include "avfvideoframerenderer.h"
#include <QtMultimedia/qabstractvideosurface.h>
#include <QtGui/QOpenGLFramebufferObject>
#include <QtGui/QWindow>
#ifdef QT_DEBUG_AVF
#include <QtCore/qdebug.h>
#endif
#import <CoreVideo/CVBase.h>
#import <AVFoundation/AVFoundation.h>
QT_USE_NAMESPACE
AVFVideoFrameRenderer::AVFVideoFrameRenderer(QAbstractVideoSurface *surface, QObject *parent)
: QObject(parent)
, m_videoLayerRenderer(nullptr)
, m_surface(surface)
, m_offscreenSurface(nullptr)
, m_glContext(nullptr)
, m_currentBuffer(1)
, m_isContextShared(true)
{
m_fbo[0] = nullptr;
m_fbo[1] = nullptr;
}
AVFVideoFrameRenderer::~AVFVideoFrameRenderer()
{
#ifdef QT_DEBUG_AVF
qDebug() << Q_FUNC_INFO;
#endif
[m_videoLayerRenderer release];
delete m_fbo[0];
delete m_fbo[1];
delete m_offscreenSurface;
delete m_glContext;
}
GLuint AVFVideoFrameRenderer::renderLayerToTexture(AVPlayerLayer *layer)
{
//Is layer valid
if (!layer)
return 0;
//If the glContext isn't shared, it doesn't make sense to return a texture for us
if (m_offscreenSurface && !m_isContextShared)
return 0;
QOpenGLFramebufferObject *fbo = initRenderer(layer);
if (!fbo)
return 0;
renderLayerToFBO(layer, fbo);
if (m_glContext)
m_glContext->doneCurrent();
return fbo->texture();
}
QImage AVFVideoFrameRenderer::renderLayerToImage(AVPlayerLayer *layer)
{
//Is layer valid
if (!layer) {
return QImage();
}
QOpenGLFramebufferObject *fbo = initRenderer(layer);
if (!fbo)
return QImage();
renderLayerToFBO(layer, fbo);
QImage fboImage = fbo->toImage();
if (m_glContext)
m_glContext->doneCurrent();
return fboImage;
}
QOpenGLFramebufferObject *AVFVideoFrameRenderer::initRenderer(AVPlayerLayer *layer)
{
//Get size from AVPlayerLayer
m_targetSize = QSize(layer.bounds.size.width, layer.bounds.size.height);
QOpenGLContext *shareContext = !m_glContext && m_surface
? qobject_cast<QOpenGLContext*>(m_surface->property("GLContext").value<QObject*>())
: nullptr;
//Make sure we have an OpenGL context to make current
if ((shareContext && shareContext != QOpenGLContext::currentContext())
|| (!QOpenGLContext::currentContext() && !m_glContext)) {
//Create Hidden QWindow surface to create context in this thread
delete m_offscreenSurface;
m_offscreenSurface = new QWindow();
m_offscreenSurface->setSurfaceType(QWindow::OpenGLSurface);
//Needs geometry to be a valid surface, but size is not important
m_offscreenSurface->setGeometry(0, 0, 1, 1);
m_offscreenSurface->create();
delete m_glContext;
m_glContext = new QOpenGLContext();
m_glContext->setFormat(m_offscreenSurface->requestedFormat());
if (shareContext) {
m_glContext->setShareContext(shareContext);
m_isContextShared = true;
} else {
#ifdef QT_DEBUG_AVF
qWarning("failed to get Render Thread context");
#endif
m_isContextShared = false;
}
if (!m_glContext->create()) {
qWarning("failed to create QOpenGLContext");
return nullptr;
}
// CARenderer must be re-created with different current context, so release it now.
// See lines below where m_videoLayerRenderer is constructed.
if (m_videoLayerRenderer) {
[m_videoLayerRenderer release];
m_videoLayerRenderer = nullptr;
}
}
//Need current context
if (m_glContext)
m_glContext->makeCurrent(m_offscreenSurface);
//Create the CARenderer if needed
if (!m_videoLayerRenderer) {
m_videoLayerRenderer = [CARenderer rendererWithCGLContext: CGLGetCurrentContext() options: nil];
[m_videoLayerRenderer retain];
}
//Set/Change render source if needed
if (m_videoLayerRenderer.layer != layer) {
m_videoLayerRenderer.layer = layer;
m_videoLayerRenderer.bounds = layer.bounds;
}
//Do we have FBO's already?
if ((!m_fbo[0] && !m_fbo[0]) || (m_fbo[0]->size() != m_targetSize)) {
delete m_fbo[0];
delete m_fbo[1];
m_fbo[0] = new QOpenGLFramebufferObject(m_targetSize);
m_fbo[1] = new QOpenGLFramebufferObject(m_targetSize);
}
//Switch buffer target
m_currentBuffer = !m_currentBuffer;
return m_fbo[m_currentBuffer];
}
void AVFVideoFrameRenderer::renderLayerToFBO(AVPlayerLayer *layer, QOpenGLFramebufferObject *fbo)
{
//Start Rendering
//NOTE: This rendering method will NOT work on iOS as there is no CARenderer in iOS
if (!fbo->bind()) {
qWarning("AVFVideoRender FBO failed to bind");
return;
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, m_targetSize.width(), m_targetSize.height());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//Render to FBO with inverted Y
glOrtho(0.0, m_targetSize.width(), 0.0, m_targetSize.height(), 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
[m_videoLayerRenderer beginFrameAtTime:CACurrentMediaTime() timeStamp:NULL];
[m_videoLayerRenderer addUpdateRect:layer.bounds];
[m_videoLayerRenderer render];
[m_videoLayerRenderer endFrame];
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glFinish(); //Rendering needs to be done before passing texture to video frame
fbo->release();
}