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