testffmpeg: refactored texture creation properties into a single function

This commit is contained in:
Sam Lantinga 2024-02-26 16:01:23 -08:00
parent ff18d7cfa0
commit 24e021c67e

View File

@ -432,6 +432,33 @@ static SDL_Colorspace GetFrameColorspace(AVFrame *frame)
return colorspace;
}
static SDL_PropertiesID CreateVideoTextureProperties(AVFrame *frame, Uint32 format, int access, int w, int h)
{
AVFrameSideData *pSideData;
SDL_PropertiesID props;
props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
if (pSideData) {
/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
static const float k_flSDRWhitePoint = 203.0f;
AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
if (flMaxLuminance > k_flSDRWhitePoint) {
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
}
}
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, access);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, w);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, h);
return props;
}
static void SDLCALL FreeSwsContextContainer(void *userdata, void *value)
{
struct SwsContextContainer *sws_container = (struct SwsContextContainer *)value;
@ -457,16 +484,12 @@ static SDL_bool GetTextureForMemoryFrame(AVFrame *frame, SDL_Texture **texture)
SDL_DestroyTexture(*texture);
}
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
SDL_PropertiesID props;
if (frame_format == SDL_PIXELFORMAT_UNKNOWN) {
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_ARGB8888);
props = CreateVideoTextureProperties(frame, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, frame->width, frame->height);
} else {
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, frame_format);
props = CreateVideoTextureProperties(frame, frame_format, SDL_TEXTUREACCESS_STREAMING, frame->width, frame->height);
}
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame->width);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame->height);
*texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
if (!*texture) {
@ -556,12 +579,7 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
SDL_SetHint("SDL_RENDER_OPENGL_NV12_RG_SHADER", "1");
}
props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_NV12);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame->width);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame->height);
props = CreateVideoTextureProperties(frame, SDL_PIXELFORMAT_NV12, SDL_TEXTUREACCESS_STATIC, frame->width, frame->height);
*texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
if (!*texture) {
@ -644,7 +662,6 @@ static SDL_bool GetTextureForD3D11Frame(AVFrame *frame, SDL_Texture **texture)
}
if (!*texture || (UINT)texture_width != desc.Width || (UINT)texture_height != desc.Height) {
Uint32 format;
AVFrameSideData *pSideData;
switch (desc.Format) {
case DXGI_FORMAT_NV12:
@ -662,21 +679,7 @@ static SDL_bool GetTextureForD3D11Frame(AVFrame *frame, SDL_Texture **texture)
SDL_DestroyTexture(*texture);
}
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
if (pSideData) {
/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
static const float k_flSDRWhitePoint = 203.0f;
AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
}
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, desc.Width);
SDL_PropertiesID props = CreateVideoTextureProperties(frame, format, SDL_TEXTUREACCESS_STATIC, desc.Width, desc.Height);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, desc.Height);
*texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);
@ -707,7 +710,6 @@ static SDL_bool GetTextureForVideoToolboxFrame(AVFrame *frame, SDL_Texture **tex
size_t nPixelBufferHeight = CVPixelBufferGetHeightOfPlane(pPixelBuffer, 0);
SDL_PropertiesID props;
Uint32 format;
AVFrameSideData *pSideData;
switch (nPixelBufferType) {
case kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange:
@ -733,22 +735,7 @@ static SDL_bool GetTextureForVideoToolboxFrame(AVFrame *frame, SDL_Texture **tex
SDL_DestroyTexture(*texture);
}
props = SDL_CreateProperties();
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
if (pSideData) {
/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
static const float k_flSDRWhitePoint = 203.0f;
AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
}
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, nPixelBufferWidth);
SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, nPixelBufferHeight);
props = CreateVideoTextureProperties(frame, format, SDL_TEXTUREACCESS_STATIC, nPixelBufferWidth, nPixelBufferHeight);
SDL_SetProperty(props, SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER, pPixelBuffer);
*texture = SDL_CreateTextureWithProperties(renderer, props);
SDL_DestroyProperties(props);