shithub: dav1d

ref: 1bcc5ecd8a0a06be8eb964213ceae83f5d1e6d92
dir: /examples/dp_renderer.h/

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/*
 * Copyright © 2020, VideoLAN and dav1d authors
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 *
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include <inttypes.h>
#include <string.h>

#include "dav1d/dav1d.h"

#include <SDL.h>
#ifdef HAVE_PLACEBO
# include <libplacebo/config.h>
#endif

// Check libplacebo Vulkan rendering
#if defined(HAVE_VULKAN) && defined(SDL_VIDEO_VULKAN)
# if defined(PL_HAVE_VULKAN) && PL_HAVE_VULKAN
#  define HAVE_RENDERER_PLACEBO
#  define HAVE_PLACEBO_VULKAN
# endif
#endif

// Check libplacebo OpenGL rendering
#if defined(PL_HAVE_OPENGL) && PL_HAVE_OPENGL
# define HAVE_RENDERER_PLACEBO
# define HAVE_PLACEBO_OPENGL
#endif

/**
 * Settings structure
 * Hold all settings available for the player,
 * this is usually filled by parsing arguments
 * from the console.
 */
typedef struct {
    const char *inputfile;
    const char *renderer_name;
    int highquality;
    int untimed;
    int zerocopy;
    int gpugrain;
} Dav1dPlaySettings;

#define WINDOW_WIDTH  910
#define WINDOW_HEIGHT 512

#define DAV1D_EVENT_NEW_FRAME 1
#define DAV1D_EVENT_DEC_QUIT  2

/**
 * Renderer info
 */
typedef struct rdr_info
{
    // Renderer name
    const char *name;
    // Cookie passed to the renderer implementation callbacks
    void *cookie;
    // Callback to create the renderer
    void* (*create_renderer)();
    // Callback to destroy the renderer
    void (*destroy_renderer)(void *cookie);
    // Callback to the render function that renders a prevously sent frame
    void (*render)(void *cookie, const Dav1dPlaySettings *settings);
    // Callback to the send frame function
    int (*update_frame)(void *cookie, Dav1dPicture *dav1d_pic,
                        const Dav1dPlaySettings *settings);
    // Callback for alloc/release pictures (optional)
    int (*alloc_pic)(Dav1dPicture *pic, void *cookie);
    void (*release_pic)(Dav1dPicture *pic, void *cookie);
    // Whether or not this renderer can apply on-GPU film grain synthesis
    int supports_gpu_grain;
} Dav1dPlayRenderInfo;

extern const Dav1dPlayRenderInfo rdr_placebo_vk;
extern const Dav1dPlayRenderInfo rdr_placebo_gl;
extern const Dav1dPlayRenderInfo rdr_sdl;

// Available renderes ordered by priority
static const Dav1dPlayRenderInfo* const dp_renderers[] = {
    &rdr_placebo_vk,
    &rdr_placebo_gl,
    &rdr_sdl,
};

static inline const Dav1dPlayRenderInfo *dp_get_renderer(const char *name)
{
    for (size_t i = 0; i < (sizeof(dp_renderers)/sizeof(*dp_renderers)); ++i)
    {
        if (dp_renderers[i]->name == NULL)
            continue;

        if (name == NULL || strcmp(name, dp_renderers[i]->name) == 0) {
            return dp_renderers[i];
        }
    }
    return NULL;
}

static inline SDL_Window *dp_create_sdl_window(int window_flags)
{
    SDL_Window *win;
    window_flags |= SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI;

    win = SDL_CreateWindow("Dav1dPlay", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
        WINDOW_WIDTH, WINDOW_HEIGHT, window_flags);
    SDL_SetWindowResizable(win, SDL_TRUE);

    return win;
}