示例#1
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);
}
示例#2
0
bool GLWidgetRendererPrivate::prepareShaderProgram(const VideoFormat &fmt)
{
    // isSupported(pixfmt)
    if (!fmt.isValid())
        return false;
    releaseShaderProgram();
    video_format.setPixelFormatFFmpeg(fmt.pixelFormatFFmpeg());
    // TODO: only to kinds, packed.glsl, planar.glsl
    QString frag;
    if (fmt.isPlanar()) {
        frag = getShaderFromFile("shaders/yuv_rgb.f.glsl");
    } else {
        frag = getShaderFromFile("shaders/rgb.f.glsl");
    }
    if (frag.isEmpty())
        return false;
    if (!fmt.isRGB() && fmt.isPlanar() && fmt.bytesPerPixel(0) == 2) {
        if (fmt.isBigEndian())
            frag.prepend("#define YUV16BITS_BE_LUMINANCE_ALPHA\n");
        else
            frag.prepend("#define YUV16BITS_LE_LUMINANCE_ALPHA\n");
        frag.prepend(QString("#define YUV%1P\n").arg(fmt.bitsPerPixel(0)));
    }
#if NO_QGL_SHADER
    program = createProgram(kVertexShader, frag.toUtf8().constData());
    if (!program) {
        qWarning("Could not create shader program.");
        return false;
    }
    // vertex shader
    a_Position = glGetAttribLocation(program, "a_Position");
    a_TexCoords = glGetAttribLocation(program, "a_TexCoords");
    u_matrix = glGetUniformLocation(program, "u_MVP_matrix");
    // fragment shader
    u_colorMatrix = glGetUniformLocation(program, "u_colorMatrix");
#else
    if (!shader_program->addShaderFromSourceCode(QGLShader::Vertex, kVertexShader)) {
        qWarning("Failed to add vertex shader: %s", shader_program->log().toUtf8().constData());
        return false;
    }
    if (!shader_program->addShaderFromSourceCode(QGLShader::Fragment, frag)) {
        qWarning("Failed to add fragment shader: %s", shader_program->log().toUtf8().constData());
        return false;
    }
    if (!shader_program->link()) {
        qWarning("Failed to link shader program...%s", shader_program->log().toUtf8().constData());
        return false;
    }
    // vertex shader
    a_Position = shader_program->attributeLocation("a_Position");
    a_TexCoords = shader_program->attributeLocation("a_TexCoords");
    u_matrix = shader_program->uniformLocation("u_MVP_matrix");
    // fragment shader
    u_colorMatrix = shader_program->uniformLocation("u_colorMatrix");
#endif //NO_QGL_SHADER
    qDebug("glGetAttribLocation(\"a_Position\") = %d\n", a_Position);
    qDebug("glGetAttribLocation(\"a_TexCoords\") = %d\n", a_TexCoords);
    qDebug("glGetUniformLocation(\"u_MVP_matrix\") = %d\n", u_matrix);
    qDebug("glGetUniformLocation(\"u_colorMatrix\") = %d\n", u_colorMatrix);

    if (fmt.isRGB())
        u_Texture.resize(1);
    else
        u_Texture.resize(fmt.channels());
    for (int i = 0; i < u_Texture.size(); ++i) {
        QString tex_var = QString("u_Texture%1").arg(i);
#if NO_QGL_SHADER
        u_Texture[i] = glGetUniformLocation(program, tex_var.toUtf8().constData());
#else
        u_Texture[i] = shader_program->uniformLocation(tex_var);
#endif
        qDebug("glGetUniformLocation(\"%s\") = %d\n", tex_var.toUtf8().constData(), u_Texture[i]);
    }
    return true;
}
示例#3
0
bool GLWidgetRendererPrivate::initTextures(const VideoFormat &fmt)
{
    // isSupported(pixfmt)
    if (!fmt.isValid())
        return false;
    video_format.setPixelFormatFFmpeg(fmt.pixelFormatFFmpeg());

    //http://www.berkelium.com/OpenGL/GDC99/internalformat.html
    //NV12: UV is 1 plane. 16 bits as a unit. GL_LUMINANCE4, 8, 16, ... 32?
    //GL_LUMINANCE, GL_LUMINANCE_ALPHA are deprecated in GL3, removed in GL3.1
    //replaced by GL_RED, GL_RG, GL_RGB, GL_RGBA? for 1, 2, 3, 4 channel image
    //http://www.gamedev.net/topic/634850-do-luminance-textures-still-exist-to-opengl/
    //https://github.com/kivy/kivy/issues/1738: GL_LUMINANCE does work on a Galaxy Tab 2. LUMINANCE_ALPHA very slow on Linux
     //ALPHA: vec4(1,1,1,A), LUMINANCE: (L,L,L,1), LUMINANCE_ALPHA: (L,L,L,A)
    /*
     * To support both planar and packed use GL_ALPHA and in shader use r,g,a like xbmc does.
     * or use Swizzle_mask to layout the channels: http://www.opengl.org/wiki/Texture#Swizzle_mask
     * GL ES2 support: GL_RGB, GL_RGBA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_ALPHA
     * http://stackoverflow.com/questions/18688057/which-opengl-es-2-0-texture-formats-are-color-depth-or-stencil-renderable
     */
    internal_format = QVector<GLint>(fmt.planeCount(), FMT_INTERNAL);
    data_format = QVector<GLenum>(fmt.planeCount(), FMT);
    data_type = QVector<GLenum>(fmt.planeCount(), GL_UNSIGNED_BYTE);
    if (fmt.isPlanar()) {
        /*!
         * GLES internal_format == data_format, GL_LUMINANCE_ALPHA is 2 bytes
         * so if NV12 use GL_LUMINANCE_ALPHA, YV12 use GL_ALPHA
         */
        qDebug("///////////bpp %d", fmt.bytesPerPixel());

        internal_format[0] = data_format[0] = GL_LUMINANCE; //or GL_RED for GL
        if (fmt.planeCount() == 2) {
            internal_format[1] = data_format[1] = GL_LUMINANCE_ALPHA;
        } else {
            if (fmt.bytesPerPixel(1) == 2) {
                // read 16 bits and compute the real luminance in shader
                internal_format[0] = data_format[0] = GL_LUMINANCE_ALPHA;
                internal_format[1] = data_format[1] = GL_LUMINANCE_ALPHA; //vec4(L,L,L,A)
                internal_format[2] = data_format[2] = GL_LUMINANCE_ALPHA;
            } else {
                internal_format[1] = data_format[1] = GL_LUMINANCE; //vec4(L,L,L,1)
                internal_format[2] = data_format[2] = GL_ALPHA;//GL_ALPHA;
            }
        }
        for (int i = 0; i < internal_format.size(); ++i) {
            // xbmc use bpp not bpp(plane)
            //internal_format[i] = GetGLInternalFormat(data_format[i], fmt.bytesPerPixel(i));
            //data_format[i] = internal_format[i];
        }
    } else {
        //glPixelStorei(GL_UNPACK_ALIGNMENT, fmt.bytesPerPixel());
        // TODO: if no alpha, data_fmt is not GL_BGRA. align at every upload?
    }
    for (int i = 0; i < fmt.planeCount(); ++i) {
        //qDebug("format: %#x GL_LUMINANCE_ALPHA=%#x", data_format[i], GL_LUMINANCE_ALPHA);
        if (fmt.bytesPerPixel(i) == 2 && fmt.planeCount() == 3) {
            //data_type[i] = GL_UNSIGNED_SHORT;
        }
        int bpp_gl = bytesOfGLFormat(data_format[i], data_type[i]);
        int pad = qCeil((qreal)(texture_size[i].width() - effective_tex_width[i])/(qreal)bpp_gl);
        texture_size[i].setWidth(qCeil((qreal)texture_size[i].width()/(qreal)bpp_gl));
        effective_tex_width[i] /= bpp_gl; //fmt.bytesPerPixel(i);
        //effective_tex_width_ratio =
        qDebug("texture width: %d - %d = pad: %d. bpp(gl): %d", texture_size[i].width(), effective_tex_width[i], pad, bpp_gl);
    }

    /*
     * there are 2 fragment shaders: rgb and yuv.
     * only 1 texture for packed rgb. planar rgb likes yuv
     * To support both planar and packed yuv, and mixed yuv(NV12), we give a texture sample
     * for each channel. For packed, each (channel) texture sample is the same. For planar,
     * packed channels has the same texture sample.
     * But the number of actural textures we upload is plane count.
     * Which means the number of texture id equals to plane count
     */
    if (textures.size() != fmt.planeCount()) {
        glDeleteTextures(textures.size(), textures.data());
        qDebug("delete %d textures", textures.size());
        textures.clear();
        textures.resize(fmt.planeCount());
        glGenTextures(textures.size(), textures.data());
    }

    if (!hasGLSL) {
        initTexture(textures[0], internal_format[0], data_format[0], data_type[0], texture_size[0].width(), texture_size[0].height());
        // more than 1?
        qWarning("Does not support GLSL!");
        return false;
    }
    qDebug("init textures...");
    initTexture(textures[0], internal_format[0], data_format[0], data_type[0], texture_size[0].width(), texture_size[0].height());
    for (int i = 1; i < textures.size(); ++i) {
        initTexture(textures[i], internal_format[i], data_format[i], data_type[i], texture_size[i].width(), texture_size[i].height());
    }
    return true;
}
示例#4
0
bool videoFormatToGL(const VideoFormat& fmt, GLint* internal_format, GLenum* data_format, GLenum* data_type, QMatrix4x4* mat)
{
    typedef struct fmt_entry {
        VideoFormat::PixelFormat pixfmt;
        GLint internal_format;
        GLenum format;
        GLenum type;
    } fmt_entry;
    static const fmt_entry pixfmt_to_gles[] = {
        {VideoFormat::Format_BGRA32, GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE }, //tested for angle
        {VideoFormat::Format_RGB32,  GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_Invalid, 0, 0, 0}
    };
    Q_UNUSED(pixfmt_to_gles);
    static const fmt_entry pixfmt_to_desktop[] = {
        {VideoFormat::Format_BGRA32, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE }, //bgra bgra works on win but not osx
        {VideoFormat::Format_RGB32,  GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE }, //FIXMEL endian check
        //{VideoFormat::Format_BGRA32,  GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, //{2,1,0,3}
        //{VideoFormat::Format_BGR24,   GL_RGB,  GL_BGR,  GL_UNSIGNED_BYTE }, //{0,1,2,3}
    #ifdef GL_UNSIGNED_SHORT_5_6_5_REV
        {VideoFormat::Format_BGR565, GL_RGB,  GL_RGB,  GL_UNSIGNED_SHORT_5_6_5_REV}, // es error, use channel map
    #endif
    #ifdef GL_UNSIGNED_SHORT_1_5_5_5_REV
        {VideoFormat::Format_RGB555, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV},
    #endif
    #ifdef GL_UNSIGNED_SHORT_1_5_5_5_REV
        {VideoFormat::Format_BGR555, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV},
    #endif
        // TODO: BE formats not implemeted
        {VideoFormat::Format_RGB48, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT }, //TODO: they are not work for ANGLE, and rgb16 works on desktop gl, so remove these lines to use rgb16?
        {VideoFormat::Format_RGB48LE, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_RGB48BE, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_BGR48, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT }, //RGB16?
        {VideoFormat::Format_BGR48LE, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_BGR48BE, GL_RGB, GL_BGR, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_RGBA64LE, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_RGBA64BE, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_BGRA64LE, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_BGRA64BE, GL_RGBA, GL_BGRA, GL_UNSIGNED_SHORT },
        {VideoFormat::Format_Invalid, 0, 0, 0}
    };
    Q_UNUSED(pixfmt_to_desktop);
    const fmt_entry *pixfmt_gl_entry = pixfmt_to_desktop;
    if (OpenGLHelper::isOpenGLES())
        pixfmt_gl_entry = pixfmt_to_gles;
    // Very special formats, for which OpenGL happens to have direct support
    static const fmt_entry pixfmt_gl_base[] = {
        {VideoFormat::Format_RGBA32, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, // only tested for osx, win, angle
        {VideoFormat::Format_RGB24,  GL_RGB,  GL_RGB,  GL_UNSIGNED_BYTE },
        {VideoFormat::Format_RGB565, GL_RGB,  GL_RGB,  GL_UNSIGNED_SHORT_5_6_5},
        {VideoFormat::Format_BGR32,  GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE }, //rgba(tested) or abgr, depending on endian
    };
    const VideoFormat::PixelFormat pixfmt = fmt.pixelFormat();
    // can not use array size because pixfmt_gl_entry is set on runtime
    for (const fmt_entry* e = pixfmt_gl_entry; e->pixfmt != VideoFormat::Format_Invalid; ++e) {
        if (e->pixfmt == pixfmt) {
            *internal_format = e->internal_format;
            *data_format = e->format;
            *data_type = e->type;
            if (mat)
                *mat = QMatrix4x4();
            return true;
        }
    }
    for (size_t i = 0; i < ARRAY_SIZE(pixfmt_gl_base); ++i) {
        const fmt_entry& e = pixfmt_gl_base[i];
        if (e.pixfmt == pixfmt) {
            *internal_format = e.internal_format;
            *data_format = e.format;
            *data_type = e.type;
            if (mat)
                *mat = QMatrix4x4();
            return true;
        }
    }
    static const fmt_entry pixfmt_to_gl_swizzele[] = {
        {VideoFormat::Format_VYU, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_UYVY, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_YUYV, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_VYUY, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_YVYU, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE },
        {VideoFormat::Format_BGR565, GL_RGB,  GL_RGB,  GL_UNSIGNED_SHORT_5_6_5}, //swizzle
        {VideoFormat::Format_RGB555, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, //not working
        {VideoFormat::Format_BGR555, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1}, //not working
    };
    for (size_t i = 0; i < ARRAY_SIZE(pixfmt_to_gl_swizzele); ++i) {
        const fmt_entry& e = pixfmt_to_gl_swizzele[i];
        if (e.pixfmt == pixfmt) {
            *internal_format = e.internal_format;
            *data_format = e.format;
            *data_type = e.type;
            if (mat)
                *mat = channelMap(fmt);
            return true;
        }
    }
    GLint *i_f = internal_format;
    GLenum *d_f = data_format;
    GLenum *d_t = data_type;
    gl_param_t* gp = (gl_param_t*)get_gl_param();
    const int nb_planes = fmt.planeCount();
    if (gp == gl_param_desktop && (
                nb_planes == 2 // nv12 UV plane is 16bit, but we use rg
                || (OpenGLHelper::depth16BitTexture() == 16 && OpenGLHelper::has16BitTexture() && fmt.isBigEndian() && fmt.bitsPerComponent() > 8) // 16bit texture does not support be channel now
                )) {
        gp = (gl_param_t*)gl_param_desktop_fallback;
        qDebug("desktop_fallback for %s", nb_planes == 2 ? "bi-plane format" : "16bit big endian channel");
    }
    for (int p = 0; p < nb_planes; ++p) {
        // for packed rgb(swizzle required) and planar formats
        const int c = (fmt.channels(p)-1) + 4*((fmt.bitsPerComponent() + 7)/8 - 1);
        if (gp[c].format == 0)
            return false;
        const gl_param_t& f = gp[c];
        *(i_f++) = f.internal_format;
        *(d_f++) = f.format;
        *(d_t++) = f.type;
    }
    if (nb_planes > 2 && data_format[2] == GL_LUMINANCE && fmt.bytesPerPixel(1) == 1) { // QtAV uses the same shader for planar and semi-planar yuv format
        internal_format[2] = data_format[2] = GL_ALPHA;
        if (nb_planes == 4)
            internal_format[3] = data_format[3] = data_format[2]; // vec4(,,,A)
    }
    if (mat)
        *mat = channelMap(fmt);
    return true;
}