Initial implementation of QML2 VideoOutput element
Change-Id: I5ed00433fe5e993086ae1698b7344c8d60a5f0f6 Reviewed-on: http://codereview.qt.nokia.com/2727 Reviewed-by: Qt Sanity Bot <qt_sanity_bot@ovi.com> Reviewed-by: Gunnar Sletta <gunnar.sletta@nokia.com> Reviewed-by: Jonas Rabbe <jonas.rabbe@nokia.com> Reviewed-by: Michael Goddard <michael.goddard@nokia.com>
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src/imports/multimedia/qsgvideonode_i420.cpp
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src/imports/multimedia/qsgvideonode_i420.cpp
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/****************************************************************************
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**
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** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** GNU Lesser General Public License Usage
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** This file may be used under the terms of the GNU Lesser General Public
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** License version 2.1 as published by the Free Software Foundation and
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** appearing in the file LICENSE.LGPL included in the packaging of this
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** file. Please review the following information to ensure the GNU Lesser
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** General Public License version 2.1 requirements will be met:
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** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt 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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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU General
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** Public License version 3.0 as published by the Free Software Foundation
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** and appearing in the file LICENSE.GPL included in the packaging of this
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** file. Please review the following information to ensure the GNU General
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** Public License version 3.0 requirements will be met:
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** http://www.gnu.org/copyleft/gpl.html.
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**
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** Other Usage
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** Alternatively, this file may be used in accordance with the terms and
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** conditions contained in a signed written agreement between you and Nokia.
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**
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**
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**
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**
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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_i420.h"
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#include <QtDeclarative/qsgtexturematerial.h>
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#include <QtDeclarative/qsgmaterial.h>
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#include <QtOpenGL/qglshaderprogram.h>
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QList<QVideoFrame::PixelFormat> QSGVideoNodeFactory_I420::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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return formats;
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}
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QSGVideoNode *QSGVideoNodeFactory_I420::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_I420(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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"attribute highp vec4 qt_VertexPosition; \n"
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"attribute highp vec2 qt_VertexTexCoord; \n"
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"varying highp vec2 qt_TexCoord; \n"
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"void main() { \n"
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" qt_TexCoord = qt_VertexTexCoord; \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 qt_TexCoord;"
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""
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"void main()"
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"{"
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" mediump float Y = texture2D(yTexture, qt_TexCoord).r;"
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" mediump float U = texture2D(uTexture, qt_TexCoord).r;"
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" mediump float V = texture2D(vTexture, qt_TexCoord).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_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_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 QSGVideoMaterial_YUV420 : public QSGMaterial
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{
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public:
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QSGVideoMaterial_YUV420(const QVideoSurfaceFormat &format)
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{
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switch (format.yCbCrColorSpace()) {
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case QVideoSurfaceFormat::YCbCr_JPEG:
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colorMatrix = QMatrix4x4(
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1.0, 0.000, 1.402, -0.701,
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1.0, -0.344, -0.714, 0.529,
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1.0, 1.772, 0.000, -0.886,
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0.0, 0.000, 0.000, 1.0000);
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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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colorMatrix = QMatrix4x4(
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1.164, 0.000, 1.793, -0.5727,
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1.164, -0.534, -0.213, 0.3007,
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1.164, 2.115, 0.000, -1.1302,
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0.0, 0.000, 0.000, 1.0000);
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break;
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default: //BT 601:
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colorMatrix = QMatrix4x4(
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1.164, 0.000, 1.596, -0.8708,
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1.164, -0.392, -0.813, 0.5296,
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1.164, 2.017, 0.000, -1.081,
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0.0, 0.000, 0.000, 1.0000);
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}
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setFlag(Blending, false);
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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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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_YUV420 *m = static_cast<const QSGVideoMaterial_YUV420 *>(other);
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int d = idY - m->idY;
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if (d)
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return d;
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else if ((d = idU - m->idU) != 0)
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return d;
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else
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return idV - m->idV;
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}
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void updateBlending() {
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setFlag(Blending, qFuzzyCompare(opacity, 1.0) ? false : true);
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}
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GLuint idY;
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GLuint idU;
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GLuint idV;
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qreal opacity;
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QMatrix4x4 colorMatrix;
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};
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QSGVideoNode_I420::QSGVideoNode_I420(const QVideoSurfaceFormat &format) :
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m_width(0),
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m_height(0),
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m_format(format)
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{
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m_material = new QSGVideoMaterial_YUV420(format);
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setMaterial(m_material);
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m_material->opacity = 1;
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}
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QSGVideoNode_I420::~QSGVideoNode_I420()
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{
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if (m_width != 0 && m_height != 0)
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glDeleteTextures(3, m_id);
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}
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void QSGVideoNode_I420::setCurrentFrame(const QVideoFrame &frame)
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{
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m_frame = frame;
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m_frame.map(QAbstractVideoBuffer::ReadOnly);
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int fw = frame.width();
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int fh = frame.height();
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// Frame has changed size, recreate textures...
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if (fw != m_width || fh != m_height) {
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if (m_width != 0 && m_height != 0)
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glDeleteTextures(3, m_id);
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glGenTextures(3, m_id);
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m_width = fw;
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m_height = fh;
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m_material->idY = m_id[0];
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m_material->idU = m_id[1];
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m_material->idV = m_id[2];
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}
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const uchar *bits = frame.bits();
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int bpl = frame.bytesPerLine();
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int bpl2 = (bpl / 2 + 3) & ~3;
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int offsetU = bpl * fh;
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int offsetV = bpl * fh + bpl2 * fh / 2;
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if (m_frame.pixelFormat() == QVideoFrame::Format_YV12)
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qSwap(offsetU, offsetV);
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bindTexture(m_id[0], GL_TEXTURE0, fw, fh, bits);
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bindTexture(m_id[1], GL_TEXTURE1, fw/2, fh / 2, bits + offsetU);
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bindTexture(m_id[2], GL_TEXTURE2, fw/2, fh / 2, bits + offsetV);
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m_frame.unmap();
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markDirty(DirtyMaterial);
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}
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void QSGVideoNode_I420::bindTexture(int id, int unit, int w, int h, const uchar *bits)
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{
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QGLFunctions *functions = QGLContext::currentContext()->functions();
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functions->glActiveTexture(unit);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, bits);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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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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QGLFunctions *functions = state.context()->functions();
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QSGVideoMaterial_YUV420 *mat = static_cast<QSGVideoMaterial_YUV420 *>(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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functions->glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mat->idY);
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functions->glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, mat->idU);
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functions->glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, mat->idV);
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program()->setUniformValue(m_id_colorMatrix, mat->colorMatrix);
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if (state.isOpacityDirty()) {
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mat->opacity = state.opacity();
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program()->setUniformValue(m_id_opacity, GLfloat(mat->opacity));
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}
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if (state.isMatrixDirty())
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program()->setUniformValue(m_id_matrix, state.combinedMatrix());
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}
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