static void uploadTextures(QOpenGLContext* context, SharedFrame& frame, GLuint texture[]) { int width = frame.get_image_width(); int height = frame.get_image_height(); const uint8_t* image = frame.get_image(); QOpenGLFunctions* f = context->functions(); // Upload each plane of YUV to a texture. if (texture[0] && texture[1] && texture[2]) f->glDeleteTextures(3, texture); check_error(f); f->glGenTextures(3, texture); check_error(f); f->glPixelStorei(GL_UNPACK_ROW_LENGTH, width); f->glBindTexture (GL_TEXTURE_2D, texture[0]); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(f); f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, image); check_error(f); f->glBindTexture (GL_TEXTURE_2D, texture[1]); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(f); int y = context->isOpenGLES() ? 2 : 4; f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width/2, height/y, 0, GL_RED, GL_UNSIGNED_BYTE, image + width * height); check_error(f); f->glBindTexture (GL_TEXTURE_2D, texture[2]); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(f); f->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(f); f->glTexImage2D (GL_TEXTURE_2D, 0, GL_RED, width/2, height/y, 0, GL_RED, GL_UNSIGNED_BYTE, image + width * height + width/2 * height/2); check_error(f); }
void bind() { QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions(); QMutexLocker lock(&m_frameMutex); if (m_frame.isValid()) { if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) { QSize textureSize = m_frame.size(); int stride = m_frame.bytesPerLine(); switch (m_frame.pixelFormat()) { case QVideoFrame::Format_RGB565: stride /= 2; break; default: stride /= 4; } m_width = qreal(m_frame.width()) / stride; textureSize.setWidth(stride); if (m_textureSize != textureSize) { if (!m_textureSize.isEmpty()) functions->glDeleteTextures(1, &m_textureId); functions->glGenTextures(1, &m_textureId); m_textureSize = textureSize; } GLint dataType = GL_UNSIGNED_BYTE; GLint dataFormat = GL_RGBA; if (m_frame.pixelFormat() == QVideoFrame::Format_RGB565) { dataType = GL_UNSIGNED_SHORT_5_6_5; dataFormat = GL_RGB; } GLint previousAlignment; functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment); functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); functions->glActiveTexture(GL_TEXTURE0); functions->glBindTexture(GL_TEXTURE_2D, m_textureId); functions->glTexImage2D(GL_TEXTURE_2D, 0, dataFormat, m_textureSize.width(), m_textureSize.height(), 0, dataFormat, dataType, m_frame.bits()); functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment); functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); m_frame.unmap(); } m_frame = QVideoFrame(); } else { functions->glActiveTexture(GL_TEXTURE0); functions->glBindTexture(GL_TEXTURE_2D, m_textureId); } }
void QSGVideoMaterial_YUV::bind() { QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions(); QMutexLocker lock(&m_frameMutex); if (m_frame.isValid()) { if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) { int fw = m_frame.width(); int fh = m_frame.height(); // Frame has changed size, recreate textures... if (m_textureSize != m_frame.size()) { if (!m_textureSize.isEmpty()) functions->glDeleteTextures(m_planeCount, m_textureIds); functions->glGenTextures(m_planeCount, m_textureIds); m_textureSize = m_frame.size(); } GLint previousAlignment; functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment); functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (m_format.pixelFormat() == QVideoFrame::Format_NV12 || m_format.pixelFormat() == QVideoFrame::Format_NV21) { const int y = 0; const int uv = 1; m_planeWidth[0] = m_planeWidth[1] = qreal(fw) / m_frame.bytesPerLine(y); functions->glActiveTexture(GL_TEXTURE1); bindTexture(m_textureIds[1], m_frame.bytesPerLine(uv) / 2, fh / 2, m_frame.bits(uv), GL_LUMINANCE_ALPHA); functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE); } else { // YUV420P || YV12 const int y = 0; const int u = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 1 : 2; const int v = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 2 : 1; m_planeWidth[0] = qreal(fw) / m_frame.bytesPerLine(y); m_planeWidth[1] = m_planeWidth[2] = qreal(fw) / (2 * m_frame.bytesPerLine(u)); functions->glActiveTexture(GL_TEXTURE1); bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u), GL_LUMINANCE); functions->glActiveTexture(GL_TEXTURE2); bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v), GL_LUMINANCE); functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE); } functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment); m_frame.unmap(); } m_frame = QVideoFrame(); } else { // Go backwards to finish with GL_TEXTURE0 for (int i = m_planeCount - 1; i >= 0; --i) { functions->glActiveTexture(GL_TEXTURE0 + i); functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[i]); } } }