Fix QSGVideoNode rendering of frames with stride != width.

Adjust texture coordinates to not render padding at the end of lines,
and better calculate the stride of UV planes.

Task-number: QTBUG-38218
Task-number: QTBUG-30447
Change-Id: I7b7577979719c48460b838f7dcc89b9d17741f79
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
This commit is contained in:
Andrew den Exter
2014-05-14 04:18:16 +00:00
committed by The Qt Project
parent 9cf77e3bb5
commit c376e13abd
2 changed files with 73 additions and 18 deletions

View File

@@ -87,11 +87,15 @@ 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 qt_TexCoord; \n"
"varying highp vec2 yTexCoord; \n"
"varying highp vec2 uvTexCoord; \n"
"void main() { \n"
" qt_TexCoord = qt_VertexTexCoord; \n"
" yTexCoord = qt_VertexTexCoord * vec2(yWidth, 1);\n"
" uvTexCoord = qt_VertexTexCoord * vec2(uvWidth, 1);\n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
return shader;
@@ -105,13 +109,14 @@ protected:
"uniform mediump mat4 colorMatrix;"
"uniform lowp float opacity;"
""
"varying highp vec2 qt_TexCoord;"
"varying highp vec2 yTexCoord;"
"varying highp vec2 uvTexCoord;"
""
"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 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;"
"}";
@@ -120,6 +125,8 @@ protected:
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");
@@ -128,6 +135,8 @@ protected:
}
int m_id_matrix;
int m_id_yWidth;
int m_id_uvWidth;
int m_id_yTexture;
int m_id_uTexture;
int m_id_vTexture;
@@ -181,6 +190,8 @@ public:
GLuint m_textureIds[Num_Texture_IDs];
qreal m_opacity;
GLfloat m_yWidth;
GLfloat m_uvWidth;
QMatrix4x4 m_colorMatrix;
QVideoFrame m_frame;
@@ -189,7 +200,9 @@ public:
QSGVideoMaterial_YUV420::QSGVideoMaterial_YUV420(const QVideoSurfaceFormat &format) :
m_format(format),
m_opacity(1.0)
m_opacity(1.0),
m_yWidth(1.0),
m_uvWidth(1.0)
{
memset(m_textureIds, 0, sizeof(m_textureIds));
@@ -245,21 +258,34 @@ void QSGVideoMaterial_YUV420::bind()
}
const uchar *bits = m_frame.bits();
int bpl = m_frame.bytesPerLine();
int bpl2 = (bpl / 2 + 3) & ~3;
int offsetU = bpl * fh;
int offsetV = bpl * fh + bpl2 * fh / 2;
int yStride = m_frame.bytesPerLine();
// The UV stride is usually half the Y stride and is 32-bit aligned.
// However it's not always the case, at least on Windows where the
// UV planes are sometimes not aligned.
// We calculate the stride using the UV byte count to always
// have a correct stride.
int uvStride = (m_frame.mappedBytes() - yStride * fh) / fh;
int offsetU = yStride * fh;
int offsetV = yStride * fh + uvStride * fh / 2;
m_yWidth = qreal(fw) / yStride;
m_uvWidth = qreal(fw) / (2 * uvStride);
if (m_frame.pixelFormat() == QVideoFrame::Format_YV12)
qSwap(offsetU, offsetV);
GLint previousAlignment;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
functions->glActiveTexture(GL_TEXTURE1);
bindTexture(m_textureIds[1], fw/2, fh / 2, bits + offsetU);
bindTexture(m_textureIds[1], uvStride, fh / 2, bits + offsetU);
functions->glActiveTexture(GL_TEXTURE2);
bindTexture(m_textureIds[2], fw/2, fh / 2, bits + offsetV);
bindTexture(m_textureIds[2], uvStride, fh / 2, bits + offsetV);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
bindTexture(m_textureIds[0], fw, fh, bits);
bindTexture(m_textureIds[0], yStride, fh, bits);
glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
m_frame.unmap();
}
@@ -318,6 +344,8 @@ void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
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));