예제 #1
0
VideoFrame VideoDecoderFFmpegHW::copyToFrame(const VideoFormat& fmt, int surface_h, quint8 *src[], int pitch[], bool swapUV)
{
    DPTR_D(VideoDecoderFFmpegHW);
    Q_ASSERT_X(src[0] && pitch[0] > 0, "VideoDecoderFFmpegHW::copyToFrame", "src[0] and pitch[0] must be set");
    const int nb_planes = fmt.planeCount();
    const int chroma_pitch = nb_planes > 1 ? fmt.bytesPerLine(pitch[0], 1) : 0;
    const int chroma_h = fmt.chromaHeight(surface_h);
    int h[] = { surface_h, 0, 0};
    for (int i = 1; i < nb_planes; ++i) {
        h[i] = chroma_h;
        // set chroma address and pitch if not set
        if (pitch[i] <= 0)
            pitch[i] = chroma_pitch;
        if (!src[i])
            src[i] = src[i-1] + pitch[i-1]*h[i-1];
    }
    if (swapUV) {
        std::swap(src[1], src[2]);
        std::swap(pitch[1], pitch[2]);
    }
    VideoFrame frame;
    if (copyMode() == VideoDecoderFFmpegHW::OptimizedCopy && d.gpu_mem.isReady()) {
        int yuv_size = 0;
        for (int i = 0; i < nb_planes; ++i) {
            yuv_size += pitch[i]*h[i];
        }
        // additional 15 bytes to ensure 16 bytes aligned
        QByteArray buf(15 + yuv_size, 0);
        const int offset_16 = (16 - ((uintptr_t)buf.data() & 0x0f)) & 0x0f;
        // plane 1, 2... is aligned?
        uchar* plane_ptr = (uchar*)buf.data() + offset_16;
        QVector<uchar*> dst(nb_planes, 0);
        for (int i = 0; i < nb_planes; ++i) {
            dst[i] = plane_ptr;
            // TODO: add VideoFormat::planeWidth/Height() ?
            // pitch instead of surface_width
            plane_ptr += pitch[i] * h[i];
            d.gpu_mem.copyFrame(src[i], dst[i], pitch[i], h[i], pitch[i]);
        }
        frame = VideoFrame(buf, width(), height(), fmt);
        frame.setBits(dst);
        frame.setBytesPerLine(pitch);
    } else {
        frame = VideoFrame(width(), height(), fmt);
        frame.setBits(src);
        frame.setBytesPerLine(pitch);
        // TODO: why clone is faster()?
        // TODO: buffer pool and create VideoFrame when needed to avoid copy? also for other va
        frame = frame.clone();
    }
    frame.setTimestamp(double(d.frame->pkt_pts)/1000.0);
    frame.setDisplayAspectRatio(d.getDAR(d.frame));
    d.updateColorDetails(&frame);
    return frame;
}
예제 #2
0
void GLWidgetRendererPrivate::uploadPlane(int p, GLint internalFormat, GLenum format, const QRect& roi)
{
    // FIXME: why happens on win?
    if (video_frame.bytesPerLine(p) <= 0)
        return;
    glActiveTexture(GL_TEXTURE0 + p); //xbmc: only for es, not for desktop?
    glBindTexture(GL_TEXTURE_2D, textures[p]);
    ////nv12: 2
    //glPixelStorei(GL_UNPACK_ALIGNMENT, 1);//GetAlign(video_frame.bytesPerLine(p)));
#if defined(GL_UNPACK_ROW_LENGTH)
//    glPixelStorei(GL_UNPACK_ROW_LENGTH, video_frame.bytesPerLine(p));
#endif
    setupQuality();
    //qDebug("bpl[%d]=%d width=%d", p, video_frame.bytesPerLine(p), video_frame.planeWidth(p));
    // This is necessary for non-power-of-two textures
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    //uploading part of image eats less gpu memory, but may be more cpu(gles)
    //FIXME: more cpu usage then qpainter. FBO, VBO?
    //roi for planes?
    if (ROI_TEXCOORDS || roi.size() == video_frame.size()) {
        glTexSubImage2D(GL_TEXTURE_2D
                     , 0                //level
                     , 0                // xoffset
                     , 0                // yoffset
                     , texture_size[p].width()
                     , texture_size[p].height()
                     , format          //format, must the same as internal format?
                     , data_type[p]
                     , video_frame.bits(p));
    } else {
        int roi_x = roi.x();
        int roi_y = roi.y();
        int roi_w = roi.width();
        int roi_h = roi.height();
        int plane_w = video_frame.planeWidth(p);
        VideoFormat fmt = video_frame.format();
        if (p == 0) {
            plane0Size = QSize(roi_w, roi_h);
        } else {
            roi_x = fmt.chromaWidth(roi_x);
            roi_y = fmt.chromaHeight(roi_y);
            roi_w = fmt.chromaWidth(roi_w);
            roi_h = fmt.chromaHeight(roi_h);
        }
        qDebug("roi: %d, %d %dx%d", roi_x, roi_y, roi_w, roi_h);
#if 0// defined(GL_UNPACK_ROW_LENGTH) && defined(GL_UNPACK_SKIP_PIXELS)
// http://stackoverflow.com/questions/205522/opengl-subtexturing
        glPixelStorei(GL_UNPACK_ROW_LENGTH, plane_w);
        //glPixelStorei or compute pointer
        glPixelStorei(GL_UNPACK_SKIP_PIXELS, roi_x);
        glPixelStorei(GL_UNPACK_SKIP_ROWS, roi_y);
        glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, roi_w, roi_h, 0, format, GL_UNSIGNED_BYTE, video_frame.bits(p));
        //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, roi_w, roi_h, format, GL_UNSIGNED_BYTE, video_frame.bits(p));
        glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
        glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
        glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
#else // GL ES
//define it? or any efficient way?
        //glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, roi_w, roi_h, 0, format, GL_UNSIGNED_BYTE, NULL);
        const char *src = (char*)video_frame.bits(p) + roi_y*plane_w + roi_x*fmt.bytesPerPixel(p);
#define UPLOAD_LINE 1
#if UPLOAD_LINE
        for (int y = 0; y < roi_h; y++) {
            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, y, roi_w, 1, format, GL_UNSIGNED_BYTE, src);
        }
#else
        int line_size = roi_w*fmt.bytesPerPixel(p);
        char *sub = (char*)malloc(roi_h*line_size);
        char *dst = sub;
        for (int y = 0; y < roi_h; y++) {
            memcpy(dst, src, line_size);
            src += video_frame.bytesPerLine(p);
            dst += line_size;
        }
        // FIXME: crash
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, roi_w, roi_h, format, GL_UNSIGNED_BYTE, sub);
        free(sub);
#endif //UPLOAD_LINE
#endif //GL_UNPACK_ROW_LENGTH
    }
#if defined(GL_UNPACK_ROW_LENGTH)
//    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
    //glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

    glBindTexture(GL_TEXTURE_2D, 0);
}