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:
Timur Pocheptsov
2015-03-18 11:36:50 +01:00
parent 09afe9377d
commit 71fc289373
4 changed files with 178 additions and 63 deletions

View File

@@ -0,0 +1,460 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
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**
** $QT_BEGIN_LICENSE:LGPL21$
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** following information to ensure the GNU Lesser General Public License
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****************************************************************************/
#include "qsgvideonode_yuv.h"
#include <QtCore/qmutex.h>
#include <QtQuick/qsgtexturematerial.h>
#include <QtQuick/qsgmaterial.h>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
QT_BEGIN_NAMESPACE
QList<QVideoFrame::PixelFormat> QSGVideoNodeFactory_YUV::supportedPixelFormats(
QAbstractVideoBuffer::HandleType handleType) const
{
QList<QVideoFrame::PixelFormat> formats;
if (handleType == QAbstractVideoBuffer::NoHandle) {
formats << QVideoFrame::Format_YUV420P << QVideoFrame::Format_YV12
<< QVideoFrame::Format_NV12 << QVideoFrame::Format_NV21;
}
return formats;
}
QSGVideoNode *QSGVideoNodeFactory_YUV::createNode(const QVideoSurfaceFormat &format)
{
if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat()))
return new QSGVideoNode_YUV(format);
return 0;
}
class QSGVideoMaterialShader_YUV420 : public QSGMaterialShader
{
public:
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
virtual char const *const *attributeNames() const {
static const char *names[] = {
"qt_VertexPosition",
"qt_VertexTexCoord",
0
};
return names;
}
protected:
virtual const char *vertexShader() const {
const char *shader =
"uniform highp mat4 qt_Matrix; \n"
"uniform highp float yWidth; \n"
"uniform highp float uvWidth; \n"
"attribute highp vec4 qt_VertexPosition; \n"
"attribute highp vec2 qt_VertexTexCoord; \n"
"varying highp vec2 yTexCoord; \n"
"varying highp vec2 uvTexCoord; \n"
"void main() { \n"
" yTexCoord = qt_VertexTexCoord * vec2(yWidth, 1);\n"
" uvTexCoord = qt_VertexTexCoord * vec2(uvWidth, 1);\n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
return shader;
}
virtual const char *fragmentShader() const {
static const char *shader =
"uniform sampler2D yTexture;"
"uniform sampler2D uTexture;"
"uniform sampler2D vTexture;"
"uniform mediump mat4 colorMatrix;"
"uniform lowp float opacity;"
""
"varying highp vec2 yTexCoord;"
"varying highp vec2 uvTexCoord;"
""
"void main()"
"{"
" mediump float Y = texture2D(yTexture, yTexCoord).r;"
" mediump float U = texture2D(uTexture, uvTexCoord).r;"
" mediump float V = texture2D(vTexture, uvTexCoord).r;"
" mediump vec4 color = vec4(Y, U, V, 1.);"
" gl_FragColor = colorMatrix * color * opacity;"
"}";
return shader;
}
virtual void initialize() {
m_id_matrix = program()->uniformLocation("qt_Matrix");
m_id_yWidth = program()->uniformLocation("yWidth");
m_id_uvWidth = program()->uniformLocation("uvWidth");
m_id_yTexture = program()->uniformLocation("yTexture");
m_id_uTexture = program()->uniformLocation("uTexture");
m_id_vTexture = program()->uniformLocation("vTexture");
m_id_colorMatrix = program()->uniformLocation("colorMatrix");
m_id_opacity = program()->uniformLocation("opacity");
}
int m_id_matrix;
int m_id_yWidth;
int m_id_uvWidth;
int m_id_yTexture;
int m_id_uTexture;
int m_id_vTexture;
int m_id_colorMatrix;
int m_id_opacity;
};
class QSGVideoMaterialShader_NV_12_21 : public QSGVideoMaterialShader_YUV420
{
public:
QSGVideoMaterialShader_NV_12_21(bool isNV21) : m_isNV21(isNV21) {
}
virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
protected:
virtual const char *vertexShader() const {
const char *shader =
"uniform highp mat4 qt_Matrix; \n"
"uniform highp float yWidth; \n"
"attribute highp vec4 qt_VertexPosition; \n"
"attribute highp vec2 qt_VertexTexCoord; \n"
"varying highp vec2 yTexCoord; \n"
"void main() { \n"
" yTexCoord = qt_VertexTexCoord * vec2(yWidth, 1);\n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
return shader;
}
virtual const char *fragmentShader() const {
static const char *shaderNV12 =
"uniform sampler2D yTexture; \n"
"uniform sampler2D uvTexture; \n"
"uniform mediump mat4 colorMatrix; \n"
"uniform lowp float opacity; \n"
"varying highp vec2 yTexCoord; \n"
"void main() \n"
"{ \n"
" mediump float Y = texture2D(yTexture, yTexCoord).r; \n"
" mediump vec2 UV = texture2D(uvTexture, yTexCoord).ra; \n"
" mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); \n"
" gl_FragColor = colorMatrix * color * opacity; \n"
"}";
static const char *shaderNV21 =
"uniform sampler2D yTexture; \n"
"uniform sampler2D uvTexture; \n"
"uniform mediump mat4 colorMatrix; \n"
"uniform lowp float opacity; \n"
"varying highp vec2 yTexCoord; \n"
"void main() \n"
"{ \n"
" mediump float Y = texture2D(yTexture, yTexCoord).r; \n"
" mediump vec2 UV = texture2D(uvTexture, yTexCoord).ar; \n"
" mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); \n"
" gl_FragColor = colorMatrix * color * opacity; \n"
"}";
return m_isNV21 ? shaderNV21 : shaderNV12;
}
virtual void initialize() {
m_id_yTexture = program()->uniformLocation("yTexture");
m_id_uTexture = program()->uniformLocation("uvTexture");
m_id_matrix = program()->uniformLocation("qt_Matrix");
m_id_yWidth = program()->uniformLocation("yWidth");
m_id_colorMatrix = program()->uniformLocation("colorMatrix");
m_id_opacity = program()->uniformLocation("opacity");
}
private:
bool m_isNV21;
};
class QSGVideoMaterial_YUV : public QSGMaterial
{
public:
QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format);
~QSGVideoMaterial_YUV();
bool isNV12_21() const {
const QVideoFrame::PixelFormat pf = m_format.pixelFormat();
return pf == QVideoFrame::Format_NV12 || pf == QVideoFrame::Format_NV21;
}
virtual QSGMaterialType *type() const {
static QSGMaterialType theType;
return &theType;
}
virtual QSGMaterialShader *createShader() const {
const QVideoFrame::PixelFormat pf = m_format.pixelFormat();
if (isNV12_21())
return new QSGVideoMaterialShader_NV_12_21(pf == QVideoFrame::Format_NV21);
return new QSGVideoMaterialShader_YUV420;
}
virtual int compare(const QSGMaterial *other) const {
const QSGVideoMaterial_YUV *m = static_cast<const QSGVideoMaterial_YUV *>(other);
int d = m_textureIds[0] - m->m_textureIds[0];
if (d)
return d;
d = m_textureIds[1] - m->m_textureIds[1];
if (m_textureIds.size() == 2 || d != 0)
return d;
return m_textureIds[2] - m->m_textureIds[2];
}
void updateBlending() {
setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true);
}
void setCurrentFrame(const QVideoFrame &frame) {
QMutexLocker lock(&m_frameMutex);
m_frame = frame;
}
void bind();
void bindTexture(int id, int w, int h, const uchar *bits, GLenum format);
QVideoSurfaceFormat m_format;
QSize m_textureSize;
QVector<GLuint> m_textureIds;
qreal m_opacity;
GLfloat m_yWidth;
GLfloat m_uvWidth;
QMatrix4x4 m_colorMatrix;
QVideoFrame m_frame;
QMutex m_frameMutex;
};
QSGVideoMaterial_YUV::QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format) :
m_format(format),
m_opacity(1.0),
m_yWidth(1.0),
m_uvWidth(1.0)
{
m_textureIds.resize(isNV12_21() ? 2 : 3);
switch (format.yCbCrColorSpace()) {
case QVideoSurfaceFormat::YCbCr_JPEG:
m_colorMatrix = QMatrix4x4(
1.0f, 0.000f, 1.402f, -0.701f,
1.0f, -0.344f, -0.714f, 0.529f,
1.0f, 1.772f, 0.000f, -0.886f,
0.0f, 0.000f, 0.000f, 1.0000f);
break;
case QVideoSurfaceFormat::YCbCr_BT709:
case QVideoSurfaceFormat::YCbCr_xvYCC709:
m_colorMatrix = QMatrix4x4(
1.164f, 0.000f, 1.793f, -0.5727f,
1.164f, -0.534f, -0.213f, 0.3007f,
1.164f, 2.115f, 0.000f, -1.1302f,
0.0f, 0.000f, 0.000f, 1.0000f);
break;
default: //BT 601:
m_colorMatrix = QMatrix4x4(
1.164f, 0.000f, 1.596f, -0.8708f,
1.164f, -0.392f, -0.813f, 0.5296f,
1.164f, 2.017f, 0.000f, -1.081f,
0.0f, 0.000f, 0.000f, 1.0000f);
}
setFlag(Blending, false);
}
QSGVideoMaterial_YUV::~QSGVideoMaterial_YUV()
{
if (!m_textureSize.isEmpty()) {
if (QOpenGLContext *current = QOpenGLContext::currentContext())
current->functions()->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
else
qWarning() << "QSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete textures";
}
}
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_textureIds.size(), &m_textureIds[0]);
functions->glGenTextures(m_textureIds.size(), &m_textureIds[0]);
m_textureSize = m_frame.size();
}
GLint previousAlignment;
functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (isNV12_21()) {
const int y = 0;
const int uv = 1;
m_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
m_uvWidth = m_yWidth;
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 {
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_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
m_uvWidth = 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 {
functions->glActiveTexture(GL_TEXTURE1);
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[1]);
if (!isNV12_21()) {
functions->glActiveTexture(GL_TEXTURE2);
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[2]);
}
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
}
}
void QSGVideoMaterial_YUV::bindTexture(int id, int w, int h, const uchar *bits, GLenum format)
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
functions->glBindTexture(GL_TEXTURE_2D, id);
functions->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, bits);
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);
}
QSGVideoNode_YUV::QSGVideoNode_YUV(const QVideoSurfaceFormat &format) :
m_format(format)
{
setFlag(QSGNode::OwnsMaterial);
m_material = new QSGVideoMaterial_YUV(format);
setMaterial(m_material);
}
QSGVideoNode_YUV::~QSGVideoNode_YUV()
{
}
void QSGVideoNode_YUV::setCurrentFrame(const QVideoFrame &frame, FrameFlags)
{
m_material->setCurrentFrame(frame);
markDirty(DirtyMaterial);
}
void QSGVideoMaterialShader_YUV420::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);
program()->setUniformValue(m_id_vTexture, 2);
mat->bind();
program()->setUniformValue(m_id_colorMatrix, mat->m_colorMatrix);
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