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>
This commit is contained in:
Dmytro Poplavskiy
2011-08-08 15:57:32 +10:00
committed by Qt by Nokia
parent e70ebfd2ed
commit abee3a6548
12 changed files with 1227 additions and 2 deletions

View File

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/****************************************************************************
**
** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
** All rights reserved.
** Contact: Nokia Corporation (qt-info@nokia.com)
**
** This file is part of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** GNU Lesser General Public License Usage
** This file may be used under the terms of the GNU Lesser General Public
** License version 2.1 as published by the Free Software Foundation and
** appearing in the file LICENSE.LGPL included in the packaging of this
** file. Please review the following information to ensure the GNU Lesser
** General Public License version 2.1 requirements will be met:
** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU General
** Public License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of this
** file. Please review the following information to ensure the GNU General
** Public License version 3.0 requirements will be met:
** http://www.gnu.org/copyleft/gpl.html.
**
** Other Usage
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
**
**
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsgvideonode_i420.h"
#include <QtDeclarative/qsgtexturematerial.h>
#include <QtDeclarative/qsgmaterial.h>
#include <QtOpenGL/qglshaderprogram.h>
QList<QVideoFrame::PixelFormat> QSGVideoNodeFactory_I420::supportedPixelFormats(
QAbstractVideoBuffer::HandleType handleType) const
{
QList<QVideoFrame::PixelFormat> formats;
if (handleType == QAbstractVideoBuffer::NoHandle)
formats << QVideoFrame::Format_YUV420P << QVideoFrame::Format_YV12;
return formats;
}
QSGVideoNode *QSGVideoNodeFactory_I420::createNode(const QVideoSurfaceFormat &format)
{
if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat()))
return new QSGVideoNode_I420(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"
"attribute highp vec4 qt_VertexPosition; \n"
"attribute highp vec2 qt_VertexTexCoord; \n"
"varying highp vec2 qt_TexCoord; \n"
"void main() { \n"
" qt_TexCoord = qt_VertexTexCoord; \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 qt_TexCoord;"
""
"void main()"
"{"
" mediump float Y = texture2D(yTexture, qt_TexCoord).r;"
" mediump float U = texture2D(uTexture, qt_TexCoord).r;"
" mediump float V = texture2D(vTexture, qt_TexCoord).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_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_yTexture;
int m_id_uTexture;
int m_id_vTexture;
int m_id_colorMatrix;
int m_id_opacity;
};
class QSGVideoMaterial_YUV420 : public QSGMaterial
{
public:
QSGVideoMaterial_YUV420(const QVideoSurfaceFormat &format)
{
switch (format.yCbCrColorSpace()) {
case QVideoSurfaceFormat::YCbCr_JPEG:
colorMatrix = QMatrix4x4(
1.0, 0.000, 1.402, -0.701,
1.0, -0.344, -0.714, 0.529,
1.0, 1.772, 0.000, -0.886,
0.0, 0.000, 0.000, 1.0000);
break;
case QVideoSurfaceFormat::YCbCr_BT709:
case QVideoSurfaceFormat::YCbCr_xvYCC709:
colorMatrix = QMatrix4x4(
1.164, 0.000, 1.793, -0.5727,
1.164, -0.534, -0.213, 0.3007,
1.164, 2.115, 0.000, -1.1302,
0.0, 0.000, 0.000, 1.0000);
break;
default: //BT 601:
colorMatrix = QMatrix4x4(
1.164, 0.000, 1.596, -0.8708,
1.164, -0.392, -0.813, 0.5296,
1.164, 2.017, 0.000, -1.081,
0.0, 0.000, 0.000, 1.0000);
}
setFlag(Blending, false);
}
virtual QSGMaterialType *type() const {
static QSGMaterialType theType;
return &theType;
}
virtual QSGMaterialShader *createShader() const {
return new QSGVideoMaterialShader_YUV420;
}
virtual int compare(const QSGMaterial *other) const {
const QSGVideoMaterial_YUV420 *m = static_cast<const QSGVideoMaterial_YUV420 *>(other);
int d = idY - m->idY;
if (d)
return d;
else if ((d = idU - m->idU) != 0)
return d;
else
return idV - m->idV;
}
void updateBlending() {
setFlag(Blending, qFuzzyCompare(opacity, 1.0) ? false : true);
}
GLuint idY;
GLuint idU;
GLuint idV;
qreal opacity;
QMatrix4x4 colorMatrix;
};
QSGVideoNode_I420::QSGVideoNode_I420(const QVideoSurfaceFormat &format) :
m_width(0),
m_height(0),
m_format(format)
{
m_material = new QSGVideoMaterial_YUV420(format);
setMaterial(m_material);
m_material->opacity = 1;
}
QSGVideoNode_I420::~QSGVideoNode_I420()
{
if (m_width != 0 && m_height != 0)
glDeleteTextures(3, m_id);
}
void QSGVideoNode_I420::setCurrentFrame(const QVideoFrame &frame)
{
m_frame = frame;
m_frame.map(QAbstractVideoBuffer::ReadOnly);
int fw = frame.width();
int fh = frame.height();
// Frame has changed size, recreate textures...
if (fw != m_width || fh != m_height) {
if (m_width != 0 && m_height != 0)
glDeleteTextures(3, m_id);
glGenTextures(3, m_id);
m_width = fw;
m_height = fh;
m_material->idY = m_id[0];
m_material->idU = m_id[1];
m_material->idV = m_id[2];
}
const uchar *bits = frame.bits();
int bpl = frame.bytesPerLine();
int bpl2 = (bpl / 2 + 3) & ~3;
int offsetU = bpl * fh;
int offsetV = bpl * fh + bpl2 * fh / 2;
if (m_frame.pixelFormat() == QVideoFrame::Format_YV12)
qSwap(offsetU, offsetV);
bindTexture(m_id[0], GL_TEXTURE0, fw, fh, bits);
bindTexture(m_id[1], GL_TEXTURE1, fw/2, fh / 2, bits + offsetU);
bindTexture(m_id[2], GL_TEXTURE2, fw/2, fh / 2, bits + offsetV);
m_frame.unmap();
markDirty(DirtyMaterial);
}
void QSGVideoNode_I420::bindTexture(int id, int unit, int w, int h, const uchar *bits)
{
QGLFunctions *functions = QGLContext::currentContext()->functions();
functions->glActiveTexture(unit);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w, h, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, bits);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
QGLFunctions *functions = state.context()->functions();
QSGVideoMaterial_YUV420 *mat = static_cast<QSGVideoMaterial_YUV420 *>(newMaterial);
program()->setUniformValue(m_id_yTexture, 0);
program()->setUniformValue(m_id_uTexture, 1);
program()->setUniformValue(m_id_vTexture, 2);
functions->glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mat->idY);
functions->glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mat->idU);
functions->glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, mat->idV);
program()->setUniformValue(m_id_colorMatrix, mat->colorMatrix);
if (state.isOpacityDirty()) {
mat->opacity = state.opacity();
program()->setUniformValue(m_id_opacity, GLfloat(mat->opacity));
}
if (state.isMatrixDirty())
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
}