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video_uploading.c
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video_uploading.c
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#include "example_base.h"
#include <string.h>
#include "../core/video_decode.h"
/* -------------------------------------------------------------------------- *
* WebGPU Example - Video Texture
*
* This example shows how to upload video frames to WebGPU.
*
* Note:
* - Uses FFMPEG for decoding video frames
* - Video loops by default
*
* Ref:
* https://github.com/austinEng/webgpu-samples/blob/main/src/pages/samples/videoUploading.ts
* -------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
static const char* vertex_shader_wgsl;
static const char* fragment_shader_wgsl;
/* -------------------------------------------------------------------------- *
* Video Texture example
* -------------------------------------------------------------------------- */
// Vertex buffer
static wgpu_buffer_t vertices = {0};
// Pipeline
static WGPURenderPipeline pipeline = {0};
// Bind groups stores the resources bound to the binding points in a shader
static WGPUBindGroup uniform_bind_group = {0};
// Render pass descriptor for frame buffer writes
static struct {
WGPURenderPassColorAttachment color_attachments[1];
WGPURenderPassDescriptor descriptor;
} render_pass = {0};
// Texture and sampler
static struct {
WGPUSampler sampler;
WGPUTexture texture;
WGPUTextureView view;
} video_texture = {0};
static struct {
struct {
int32_t width;
int32_t height;
} frame_size;
} video_info = {0};
static const char* video_file_location
= "videos/video_uploading/big_buck_bunny_trailer.mp4";
// Other variables
static const char* example_title = "Video Texture";
static bool prepared = false;
// clang-format off
static const float rectangle_vertices[30] = {
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, //
1.0f, -1.0f, 0.0f, 1.0f, 1.0f, //
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, //
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, //
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, //
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //
};
// clang-format on
// Prepare vertex buffer
static void prepare_vertex_buffer(wgpu_context_t* wgpu_context)
{
vertices = wgpu_create_buffer(
wgpu_context, &(wgpu_buffer_desc_t){
.label = "Vertex buffer",
.usage = WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex,
.size = sizeof(rectangle_vertices),
.count = 6,
.initial.data = rectangle_vertices,
});
}
static void prepare_video_texture(wgpu_context_t* wgpu_context)
{
// Create the texture
video_texture.texture = wgpuDeviceCreateTexture(
wgpu_context->device,
&(WGPUTextureDescriptor){
.label = "Video texture",
.size = (WGPUExtent3D){
.width = video_info.frame_size.width,
.height = video_info.frame_size.height,
.depthOrArrayLayers = 1,
},
.mipLevelCount = 1,
.sampleCount = 1,
.dimension = WGPUTextureDimension_2D,
.format = WGPUTextureFormat_RGBA8Unorm,
.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding,
});
// Create the texture view
video_texture.view = wgpuTextureCreateView(
video_texture.texture, &(WGPUTextureViewDescriptor){
.label = "Video texture view",
.format = WGPUTextureFormat_RGBA8Unorm,
.dimension = WGPUTextureViewDimension_2D,
.baseMipLevel = 0,
.mipLevelCount = 1,
.baseArrayLayer = 0,
.arrayLayerCount = 1,
});
ASSERT(video_texture.view != NULL);
// Create the sampler
video_texture.sampler = wgpuDeviceCreateSampler(
wgpu_context->device, &(WGPUSamplerDescriptor){
.label = "Video texture sampler",
.addressModeU = WGPUAddressMode_ClampToEdge,
.addressModeV = WGPUAddressMode_ClampToEdge,
.addressModeW = WGPUAddressMode_ClampToEdge,
.minFilter = WGPUFilterMode_Linear,
.magFilter = WGPUFilterMode_Linear,
.mipmapFilter = WGPUMipmapFilterMode_Nearest,
.maxAnisotropy = 1,
});
ASSERT(video_texture.sampler != NULL);
}
static void setup_render_pass(wgpu_context_t* wgpu_context)
{
UNUSED_VAR(wgpu_context);
// Color attachment
render_pass.color_attachments[0] = (WGPURenderPassColorAttachment) {
.view = NULL, /* Assigned later */
.depthSlice = ~0,
.loadOp = WGPULoadOp_Clear,
.storeOp = WGPUStoreOp_Store,
.clearValue = (WGPUColor) {
.r = 0.0f,
.g = 0.0f,
.b = 0.0f,
.a = 1.0f,
},
};
// Render pass descriptor
render_pass.descriptor = (WGPURenderPassDescriptor){
.label = "Render pass descriptor",
.colorAttachmentCount = 1,
.colorAttachments = render_pass.color_attachments,
};
}
static void prepare_uniform_bind_group(wgpu_context_t* wgpu_context)
{
// Uniform bind group
WGPUBindGroupEntry bg_entries[2] = {
[0] = (WGPUBindGroupEntry) {
/* Binding 0 : video texture sampler */
.binding = 0,
.sampler = video_texture.sampler,
},
[1] = (WGPUBindGroupEntry) {
/* Binding 1 : video texture view */
.binding = 1,
.textureView = video_texture.view,
},
};
uniform_bind_group = wgpuDeviceCreateBindGroup(
wgpu_context->device,
&(WGPUBindGroupDescriptor){
.label = "Uniform - Bind group",
.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline, 0),
.entryCount = (uint32_t)ARRAY_SIZE(bg_entries),
.entries = bg_entries,
});
ASSERT(uniform_bind_group != NULL)
}
static void prepare_pipelines(wgpu_context_t* wgpu_context)
{
/* Primitive state */
WGPUPrimitiveState primitive_state = {
.topology = WGPUPrimitiveTopology_TriangleList,
.frontFace = WGPUFrontFace_CW,
.cullMode = WGPUCullMode_Back,
};
/* Color target state */
WGPUBlendState blend_state = wgpu_create_blend_state(true);
WGPUColorTargetState color_target_state = (WGPUColorTargetState){
.format = wgpu_context->swap_chain.format,
.blend = &blend_state,
.writeMask = WGPUColorWriteMask_All,
};
/* Vertex buffer layout */
WGPU_VERTEX_BUFFER_LAYOUT(
video_uploading, 20,
/* Attribute location 0: Position */
WGPU_VERTATTR_DESC(0, WGPUVertexFormat_Float32x3, 0),
/* Attribute location 1: UV */
WGPU_VERTATTR_DESC(1, WGPUVertexFormat_Float32x2, 12))
/* Vertex state */
WGPUVertexState vertex_state = wgpu_create_vertex_state(
wgpu_context, &(wgpu_vertex_state_t){
.shader_desc = (wgpu_shader_desc_t){
/* Vertex shader WGSL */
.label = "Vertex shader WGSL",
.wgsl_code.source = vertex_shader_wgsl,
},
.buffer_count = 1,
.buffers = &video_uploading_vertex_buffer_layout,
});
/* Fragment state */
WGPUFragmentState fragment_state = wgpu_create_fragment_state(
wgpu_context, &(wgpu_fragment_state_t){
.shader_desc = (wgpu_shader_desc_t){
/* Fragment shader WGSL */
.label = "Fragment shader WGSL",
.wgsl_code.source = fragment_shader_wgsl,
},
.target_count = 1,
.targets = &color_target_state,
});
/* Multisample state */
WGPUMultisampleState multisample_state
= wgpu_create_multisample_state_descriptor(
&(create_multisample_state_desc_t){
.sample_count = 1,
});
/* Create rendering pipeline using the specified states */
pipeline = wgpuDeviceCreateRenderPipeline(
wgpu_context->device, &(WGPURenderPipelineDescriptor){
.label = "Video uploading render pipeline",
.primitive = primitive_state,
.vertex = vertex_state,
.fragment = &fragment_state,
.multisample = multisample_state,
});
ASSERT(pipeline != NULL);
/* Partial cleanup */
WGPU_RELEASE_RESOURCE(ShaderModule, vertex_state.module);
WGPU_RELEASE_RESOURCE(ShaderModule, fragment_state.module);
}
static int prepare_video(const char* fname)
{
init_video_decode();
open_video_file(fname);
get_video_dimension(&video_info.frame_size.width,
&video_info.frame_size.height);
start_video_decode();
return EXIT_SUCCESS;
}
static int update_capture_texture(wgpu_context_t* wgpu_context)
{
int video_w = 0, video_h = 0;
void* video_buf = NULL;
get_video_dimension(&video_w, &video_h);
get_video_buffer(&video_buf);
if (video_buf) {
wgpu_image_to_texure(wgpu_context, video_texture.texture,
(uint8_t*)video_buf,
(WGPUExtent3D){
.width = video_info.frame_size.width,
.height = video_info.frame_size.height,
.depthOrArrayLayers = 1,
},
4u);
}
return EXIT_SUCCESS;
}
static int example_initialize(wgpu_example_context_t* context)
{
if (context) {
prepare_video(video_file_location);
prepare_vertex_buffer(context->wgpu_context);
prepare_video_texture(context->wgpu_context);
prepare_pipelines(context->wgpu_context);
prepare_uniform_bind_group(context->wgpu_context);
setup_render_pass(context->wgpu_context);
prepared = true;
return EXIT_SUCCESS;
}
return EXIT_FAILURE;
}
static WGPUCommandBuffer build_command_buffer(wgpu_context_t* wgpu_context)
{
/* Set target frame buffer */
render_pass.color_attachments[0].view = wgpu_context->swap_chain.frame_buffer;
/* Create command encoder */
wgpu_context->cmd_enc
= wgpuDeviceCreateCommandEncoder(wgpu_context->device, NULL);
/* Create render pass */
wgpu_context->rpass_enc = wgpuCommandEncoderBeginRenderPass(
wgpu_context->cmd_enc, &render_pass.descriptor);
wgpuRenderPassEncoderSetPipeline(wgpu_context->rpass_enc, pipeline);
wgpuRenderPassEncoderSetVertexBuffer(wgpu_context->rpass_enc, 0,
vertices.buffer, 0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(wgpu_context->rpass_enc, 0,
uniform_bind_group, 0, 0);
wgpuRenderPassEncoderDraw(wgpu_context->rpass_enc, vertices.count, 1, 0, 0);
/* End render pass */
wgpuRenderPassEncoderEnd(wgpu_context->rpass_enc);
WGPU_RELEASE_RESOURCE(RenderPassEncoder, wgpu_context->rpass_enc)
/* Get command buffer */
WGPUCommandBuffer command_buffer
= wgpu_get_command_buffer(wgpu_context->cmd_enc);
WGPU_RELEASE_RESOURCE(CommandEncoder, wgpu_context->cmd_enc)
return command_buffer;
}
static int example_draw(wgpu_example_context_t* context)
{
wgpu_context_t* wgpu_context = context->wgpu_context;
update_capture_texture(wgpu_context);
// Prepare frame
prepare_frame(context);
// Command buffer to be submitted to the queue
wgpu_context->submit_info.command_buffer_count = 1;
wgpu_context->submit_info.command_buffers[0]
= build_command_buffer(context->wgpu_context);
// Submit to queue
submit_command_buffers(context);
// Submit frame
submit_frame(context);
return EXIT_SUCCESS;
}
static int example_render(wgpu_example_context_t* context)
{
if (!prepared) {
return EXIT_FAILURE;
}
return example_draw(context);
}
static void example_destroy(wgpu_example_context_t* context)
{
UNUSED_VAR(context);
WGPU_RELEASE_RESOURCE(Buffer, vertices.buffer)
WGPU_RELEASE_RESOURCE(RenderPipeline, pipeline)
WGPU_RELEASE_RESOURCE(BindGroup, uniform_bind_group)
WGPU_RELEASE_RESOURCE(Sampler, video_texture.sampler)
WGPU_RELEASE_RESOURCE(Texture, video_texture.texture)
WGPU_RELEASE_RESOURCE(TextureView, video_texture.view)
}
void example_video_uploading(int argc, char* argv[])
{
// clang-format off
example_run(argc, argv, &(refexport_t){
.example_settings = (wgpu_example_settings_t){
.title = example_title,
.vsync = true,
},
.example_initialize_func = &example_initialize,
.example_render_func = &example_render,
.example_destroy_func = &example_destroy,
});
// clang-format on
}
/* -------------------------------------------------------------------------- *
* WGSL Shaders
* -------------------------------------------------------------------------- */
// clang-format off
static const char* vertex_shader_wgsl = CODE(
struct VertexInput {
@location(0) position : vec3<f32>,
@location(1) uv : vec2<f32>
};
struct VertexOutput {
@builtin(position) Position : vec4<f32>,
@location(0) fragUV : vec2<f32>
};
@vertex
fn main(input : VertexInput) -> VertexOutput {
return VertexOutput(vec4<f32>(input.position, 1.0), input.uv);
}
);
static const char* fragment_shader_wgsl = CODE(
@group(0) @binding(0) var mySampler: sampler;
@group(0) @binding(1) var myTexture: texture_2d<f32>;
@fragment
fn main(@location(0) fragUV : vec2<f32>) -> @location(0) vec4<f32> {
return textureSample(myTexture, mySampler, fragUV);
}
);
// clang-format on