Add NV12/NV21 support into SG videonode.
Add new fragment shaders and update declarative render (video node) to support NV12/NV21 pixel format. Task-number: QTBUG-45021 Change-Id: I5d52007f0da56165752268d06efca156f7496b42 Reviewed-by: Yoann Lopes <yoann.lopes@theqtcompany.com>
This commit is contained in:
460
src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
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460
src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
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/****************************************************************************
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**
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** Copyright (C) 2015 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL21$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 or version 3 as published by the Free
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** Software Foundation and appearing in the file LICENSE.LGPLv21 and
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** LICENSE.LGPLv3 included in the packaging of this file. Please review the
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** following information to ensure the GNU Lesser General Public License
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** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** As a special exception, The Qt Company gives you certain additional
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** rights. These rights are described in The Qt Company LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsgvideonode_yuv.h"
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#include <QtCore/qmutex.h>
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#include <QtQuick/qsgtexturematerial.h>
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#include <QtQuick/qsgmaterial.h>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLFunctions>
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#include <QtGui/QOpenGLShaderProgram>
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QT_BEGIN_NAMESPACE
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QList<QVideoFrame::PixelFormat> QSGVideoNodeFactory_YUV::supportedPixelFormats(
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QAbstractVideoBuffer::HandleType handleType) const
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{
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QList<QVideoFrame::PixelFormat> formats;
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if (handleType == QAbstractVideoBuffer::NoHandle) {
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formats << QVideoFrame::Format_YUV420P << QVideoFrame::Format_YV12
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<< QVideoFrame::Format_NV12 << QVideoFrame::Format_NV21;
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}
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return formats;
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}
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QSGVideoNode *QSGVideoNodeFactory_YUV::createNode(const QVideoSurfaceFormat &format)
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{
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if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat()))
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return new QSGVideoNode_YUV(format);
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return 0;
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}
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class QSGVideoMaterialShader_YUV420 : public QSGMaterialShader
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{
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public:
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void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
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virtual char const *const *attributeNames() const {
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static const char *names[] = {
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"qt_VertexPosition",
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"qt_VertexTexCoord",
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0
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};
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return names;
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}
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protected:
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virtual const char *vertexShader() const {
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const char *shader =
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"uniform highp mat4 qt_Matrix; \n"
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"uniform highp float yWidth; \n"
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"uniform highp float uvWidth; \n"
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"attribute highp vec4 qt_VertexPosition; \n"
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"attribute highp vec2 qt_VertexTexCoord; \n"
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"varying highp vec2 yTexCoord; \n"
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"varying highp vec2 uvTexCoord; \n"
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"void main() { \n"
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" yTexCoord = qt_VertexTexCoord * vec2(yWidth, 1);\n"
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" uvTexCoord = qt_VertexTexCoord * vec2(uvWidth, 1);\n"
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" gl_Position = qt_Matrix * qt_VertexPosition; \n"
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"}";
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return shader;
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}
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virtual const char *fragmentShader() const {
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static const char *shader =
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"uniform sampler2D yTexture;"
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"uniform sampler2D uTexture;"
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"uniform sampler2D vTexture;"
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"uniform mediump mat4 colorMatrix;"
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"uniform lowp float opacity;"
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""
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"varying highp vec2 yTexCoord;"
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"varying highp vec2 uvTexCoord;"
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""
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"void main()"
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"{"
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" mediump float Y = texture2D(yTexture, yTexCoord).r;"
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" mediump float U = texture2D(uTexture, uvTexCoord).r;"
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" mediump float V = texture2D(vTexture, uvTexCoord).r;"
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" mediump vec4 color = vec4(Y, U, V, 1.);"
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" gl_FragColor = colorMatrix * color * opacity;"
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"}";
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return shader;
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}
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virtual void initialize() {
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m_id_matrix = program()->uniformLocation("qt_Matrix");
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m_id_yWidth = program()->uniformLocation("yWidth");
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m_id_uvWidth = program()->uniformLocation("uvWidth");
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m_id_yTexture = program()->uniformLocation("yTexture");
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m_id_uTexture = program()->uniformLocation("uTexture");
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m_id_vTexture = program()->uniformLocation("vTexture");
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m_id_colorMatrix = program()->uniformLocation("colorMatrix");
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m_id_opacity = program()->uniformLocation("opacity");
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}
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int m_id_matrix;
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int m_id_yWidth;
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int m_id_uvWidth;
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int m_id_yTexture;
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int m_id_uTexture;
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int m_id_vTexture;
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int m_id_colorMatrix;
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int m_id_opacity;
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};
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class QSGVideoMaterialShader_NV_12_21 : public QSGVideoMaterialShader_YUV420
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{
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public:
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QSGVideoMaterialShader_NV_12_21(bool isNV21) : m_isNV21(isNV21) {
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}
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virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
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protected:
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virtual const char *vertexShader() const {
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const char *shader =
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"uniform highp mat4 qt_Matrix; \n"
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"uniform highp float yWidth; \n"
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"attribute highp vec4 qt_VertexPosition; \n"
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"attribute highp vec2 qt_VertexTexCoord; \n"
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"varying highp vec2 yTexCoord; \n"
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"void main() { \n"
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" yTexCoord = qt_VertexTexCoord * vec2(yWidth, 1);\n"
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" gl_Position = qt_Matrix * qt_VertexPosition; \n"
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"}";
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return shader;
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}
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virtual const char *fragmentShader() const {
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static const char *shaderNV12 =
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"uniform sampler2D yTexture; \n"
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"uniform sampler2D uvTexture; \n"
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"uniform mediump mat4 colorMatrix; \n"
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"uniform lowp float opacity; \n"
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"varying highp vec2 yTexCoord; \n"
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"void main() \n"
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"{ \n"
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" mediump float Y = texture2D(yTexture, yTexCoord).r; \n"
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" mediump vec2 UV = texture2D(uvTexture, yTexCoord).ra; \n"
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" mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); \n"
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" gl_FragColor = colorMatrix * color * opacity; \n"
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"}";
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static const char *shaderNV21 =
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"uniform sampler2D yTexture; \n"
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"uniform sampler2D uvTexture; \n"
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"uniform mediump mat4 colorMatrix; \n"
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"uniform lowp float opacity; \n"
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"varying highp vec2 yTexCoord; \n"
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"void main() \n"
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"{ \n"
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" mediump float Y = texture2D(yTexture, yTexCoord).r; \n"
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" mediump vec2 UV = texture2D(uvTexture, yTexCoord).ar; \n"
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" mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); \n"
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" gl_FragColor = colorMatrix * color * opacity; \n"
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"}";
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return m_isNV21 ? shaderNV21 : shaderNV12;
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}
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virtual void initialize() {
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m_id_yTexture = program()->uniformLocation("yTexture");
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m_id_uTexture = program()->uniformLocation("uvTexture");
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m_id_matrix = program()->uniformLocation("qt_Matrix");
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m_id_yWidth = program()->uniformLocation("yWidth");
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m_id_colorMatrix = program()->uniformLocation("colorMatrix");
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m_id_opacity = program()->uniformLocation("opacity");
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}
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private:
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bool m_isNV21;
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};
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class QSGVideoMaterial_YUV : public QSGMaterial
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{
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public:
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QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format);
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~QSGVideoMaterial_YUV();
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bool isNV12_21() const {
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const QVideoFrame::PixelFormat pf = m_format.pixelFormat();
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return pf == QVideoFrame::Format_NV12 || pf == QVideoFrame::Format_NV21;
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}
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virtual QSGMaterialType *type() const {
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static QSGMaterialType theType;
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return &theType;
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}
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virtual QSGMaterialShader *createShader() const {
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const QVideoFrame::PixelFormat pf = m_format.pixelFormat();
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if (isNV12_21())
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return new QSGVideoMaterialShader_NV_12_21(pf == QVideoFrame::Format_NV21);
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return new QSGVideoMaterialShader_YUV420;
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}
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virtual int compare(const QSGMaterial *other) const {
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const QSGVideoMaterial_YUV *m = static_cast<const QSGVideoMaterial_YUV *>(other);
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int d = m_textureIds[0] - m->m_textureIds[0];
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if (d)
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return d;
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d = m_textureIds[1] - m->m_textureIds[1];
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if (m_textureIds.size() == 2 || d != 0)
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return d;
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return m_textureIds[2] - m->m_textureIds[2];
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}
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void updateBlending() {
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setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true);
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}
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void setCurrentFrame(const QVideoFrame &frame) {
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QMutexLocker lock(&m_frameMutex);
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m_frame = frame;
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}
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void bind();
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void bindTexture(int id, int w, int h, const uchar *bits, GLenum format);
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QVideoSurfaceFormat m_format;
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QSize m_textureSize;
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QVector<GLuint> m_textureIds;
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qreal m_opacity;
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GLfloat m_yWidth;
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GLfloat m_uvWidth;
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QMatrix4x4 m_colorMatrix;
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QVideoFrame m_frame;
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QMutex m_frameMutex;
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};
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QSGVideoMaterial_YUV::QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format) :
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m_format(format),
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m_opacity(1.0),
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m_yWidth(1.0),
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m_uvWidth(1.0)
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{
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m_textureIds.resize(isNV12_21() ? 2 : 3);
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switch (format.yCbCrColorSpace()) {
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case QVideoSurfaceFormat::YCbCr_JPEG:
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m_colorMatrix = QMatrix4x4(
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1.0f, 0.000f, 1.402f, -0.701f,
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1.0f, -0.344f, -0.714f, 0.529f,
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1.0f, 1.772f, 0.000f, -0.886f,
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0.0f, 0.000f, 0.000f, 1.0000f);
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break;
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case QVideoSurfaceFormat::YCbCr_BT709:
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case QVideoSurfaceFormat::YCbCr_xvYCC709:
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m_colorMatrix = QMatrix4x4(
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1.164f, 0.000f, 1.793f, -0.5727f,
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1.164f, -0.534f, -0.213f, 0.3007f,
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1.164f, 2.115f, 0.000f, -1.1302f,
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0.0f, 0.000f, 0.000f, 1.0000f);
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break;
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default: //BT 601:
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m_colorMatrix = QMatrix4x4(
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1.164f, 0.000f, 1.596f, -0.8708f,
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1.164f, -0.392f, -0.813f, 0.5296f,
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1.164f, 2.017f, 0.000f, -1.081f,
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0.0f, 0.000f, 0.000f, 1.0000f);
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}
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setFlag(Blending, false);
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}
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QSGVideoMaterial_YUV::~QSGVideoMaterial_YUV()
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{
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if (!m_textureSize.isEmpty()) {
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if (QOpenGLContext *current = QOpenGLContext::currentContext())
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current->functions()->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
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else
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qWarning() << "QSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete textures";
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}
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}
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void QSGVideoMaterial_YUV::bind()
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{
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QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
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QMutexLocker lock(&m_frameMutex);
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if (m_frame.isValid()) {
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if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
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int fw = m_frame.width();
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int fh = m_frame.height();
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// Frame has changed size, recreate textures...
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if (m_textureSize != m_frame.size()) {
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if (!m_textureSize.isEmpty())
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functions->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
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functions->glGenTextures(m_textureIds.size(), &m_textureIds[0]);
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m_textureSize = m_frame.size();
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}
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GLint previousAlignment;
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functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
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functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (isNV12_21()) {
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const int y = 0;
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const int uv = 1;
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m_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
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m_uvWidth = m_yWidth;
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functions->glActiveTexture(GL_TEXTURE1);
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bindTexture(m_textureIds[1], m_frame.bytesPerLine(uv) / 2, fh / 2, m_frame.bits(uv), GL_LUMINANCE_ALPHA);
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functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
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bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);
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} else {
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const int y = 0;
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const int u = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 1 : 2;
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const int v = m_frame.pixelFormat() == QVideoFrame::Format_YUV420P ? 2 : 1;
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m_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
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m_uvWidth = qreal(fw) / (2 * m_frame.bytesPerLine(u));
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functions->glActiveTexture(GL_TEXTURE1);
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bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u), GL_LUMINANCE);
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functions->glActiveTexture(GL_TEXTURE2);
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bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v), GL_LUMINANCE);
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functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
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bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y), GL_LUMINANCE);
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}
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functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
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m_frame.unmap();
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}
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m_frame = QVideoFrame();
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} else {
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functions->glActiveTexture(GL_TEXTURE1);
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functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[1]);
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if (!isNV12_21()) {
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functions->glActiveTexture(GL_TEXTURE2);
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functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[2]);
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}
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functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
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functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
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}
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}
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void QSGVideoMaterial_YUV::bindTexture(int id, int w, int h, const uchar *bits, GLenum format)
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{
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QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
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functions->glBindTexture(GL_TEXTURE_2D, id);
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functions->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, bits);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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QSGVideoNode_YUV::QSGVideoNode_YUV(const QVideoSurfaceFormat &format) :
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m_format(format)
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{
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setFlag(QSGNode::OwnsMaterial);
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m_material = new QSGVideoMaterial_YUV(format);
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setMaterial(m_material);
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}
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QSGVideoNode_YUV::~QSGVideoNode_YUV()
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||||
{
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}
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void QSGVideoNode_YUV::setCurrentFrame(const QVideoFrame &frame, FrameFlags)
|
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{
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m_material->setCurrentFrame(frame);
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markDirty(DirtyMaterial);
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}
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void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
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QSGMaterial *newMaterial,
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QSGMaterial *oldMaterial)
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{
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Q_UNUSED(oldMaterial);
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QSGVideoMaterial_YUV *mat = static_cast<QSGVideoMaterial_YUV *>(newMaterial);
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program()->setUniformValue(m_id_yTexture, 0);
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program()->setUniformValue(m_id_uTexture, 1);
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program()->setUniformValue(m_id_vTexture, 2);
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||||
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mat->bind();
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||||
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program()->setUniformValue(m_id_colorMatrix, mat->m_colorMatrix);
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program()->setUniformValue(m_id_yWidth, mat->m_yWidth);
|
||||
program()->setUniformValue(m_id_uvWidth, mat->m_uvWidth);
|
||||
if (state.isOpacityDirty()) {
|
||||
mat->m_opacity = state.opacity();
|
||||
program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity));
|
||||
}
|
||||
if (state.isMatrixDirty())
|
||||
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
|
||||
}
|
||||
|
||||
void QSGVideoMaterialShader_NV_12_21::updateState(const RenderState &state,
|
||||
QSGMaterial *newMaterial,
|
||||
QSGMaterial *oldMaterial)
|
||||
{
|
||||
Q_UNUSED(oldMaterial);
|
||||
|
||||
QSGVideoMaterial_YUV *mat = static_cast<QSGVideoMaterial_YUV *>(newMaterial);
|
||||
program()->setUniformValue(m_id_yTexture, 0);
|
||||
program()->setUniformValue(m_id_uTexture, 1);
|
||||
|
||||
mat->bind();
|
||||
|
||||
program()->setUniformValue(m_id_colorMatrix, mat->m_colorMatrix);
|
||||
program()->setUniformValue(m_id_yWidth, mat->m_yWidth);
|
||||
if (state.isOpacityDirty()) {
|
||||
mat->m_opacity = state.opacity();
|
||||
program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity));
|
||||
}
|
||||
if (state.isMatrixDirty())
|
||||
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
|
||||
}
|
||||
|
||||
QT_END_NAMESPACE
|
||||
Reference in New Issue
Block a user