Minor refactor of built-in QSGVideoNodes.

- Load shader source from resource files.
- Correctly report material types: each material can use different
  shaders depending on the video pixel format but it was reporting
  a unique material type. This was causing the node to keep using
  the same shader even if its pixel format changed.

Change-Id: Ib903ecd6e7dd1dd56d7cefe255ab7049933df17d
Reviewed-by: Gunnar Sletta <gunnar@sletta.org>
This commit is contained in:
Yoann Lopes
2015-04-28 18:35:38 +02:00
parent 61033aa420
commit fe13f5bb05
14 changed files with 292 additions and 286 deletions

View File

@@ -68,14 +68,15 @@ QSGVideoNode *QSGVideoNodeFactory_RGB::createNode(const QVideoSurfaceFormat &for
class QSGVideoMaterialShader_RGB : public QSGMaterialShader
{
public:
QSGVideoMaterialShader_RGB(QVideoFrame::PixelFormat pixelFormat)
QSGVideoMaterialShader_RGB()
: QSGMaterialShader(),
m_id_matrix(-1),
m_id_width(-1),
m_id_rgbTexture(-1),
m_id_opacity(-1),
m_pixelFormat(pixelFormat)
m_id_opacity(-1)
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo_padded.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
@@ -90,54 +91,6 @@ public:
}
protected:
virtual const char *vertexShader() const {
const char *shader =
"uniform highp mat4 qt_Matrix; \n"
"uniform highp float width; \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 * vec2(width, 1);\n"
" gl_Position = qt_Matrix * qt_VertexPosition; \n"
"}";
return shader;
}
virtual const char *fragmentShader() const {
static const char *shader =
"uniform sampler2D rgbTexture;"
"uniform lowp float opacity;"
""
"varying highp vec2 qt_TexCoord;"
""
"void main()"
"{"
" gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;"
"}";
static const char *colorsSwapShader =
"uniform sampler2D rgbTexture;"
"uniform lowp float opacity;"
""
"varying highp vec2 qt_TexCoord;"
""
"void main()"
"{"
" gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity;"
"}";
switch (m_pixelFormat) {
case QVideoFrame::Format_RGB32:
case QVideoFrame::Format_ARGB32:
return colorsSwapShader;
default:
return shader;
}
}
virtual void initialize() {
m_id_matrix = program()->uniformLocation("qt_Matrix");
m_id_width = program()->uniformLocation("width");
@@ -149,7 +102,16 @@ protected:
int m_id_width;
int m_id_rgbTexture;
int m_id_opacity;
QVideoFrame::PixelFormat m_pixelFormat;
};
class QSGVideoMaterialShader_RGB_swizzle : public QSGVideoMaterialShader_RGB
{
public:
QSGVideoMaterialShader_RGB_swizzle()
: QSGVideoMaterialShader_RGB()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag"));
}
};
@@ -172,12 +134,13 @@ public:
}
virtual QSGMaterialType *type() const {
static QSGMaterialType theType;
return &theType;
static QSGMaterialType normalType, swizzleType;
return needsSwizzling() ? &swizzleType : &normalType;
}
virtual QSGMaterialShader *createShader() const {
return new QSGVideoMaterialShader_RGB(m_format.pixelFormat());
return needsSwizzling() ? new QSGVideoMaterialShader_RGB_swizzle
: new QSGVideoMaterialShader_RGB;
}
virtual int compare(const QSGMaterial *other) const {
@@ -263,6 +226,12 @@ public:
GLuint m_textureId;
qreal m_opacity;
GLfloat m_width;
private:
bool needsSwizzling() const {
return m_format.pixelFormat() == QVideoFrame::Format_RGB32
|| m_format.pixelFormat() == QVideoFrame::Format_ARGB32;
}
};

View File

@@ -69,10 +69,11 @@ QSGVideoNode *QSGVideoNodeFactory_Texture::createNode(const QVideoSurfaceFormat
class QSGVideoMaterialShader_Texture : public QSGMaterialShader
{
public:
QSGVideoMaterialShader_Texture(QVideoFrame::PixelFormat pixelFormat)
: QSGMaterialShader(),
m_pixelFormat(pixelFormat)
QSGVideoMaterialShader_Texture()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo.frag"));
}
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
@@ -87,56 +88,6 @@ public:
}
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 rgbTexture;"
"uniform lowp float opacity;"
""
"varying highp vec2 qt_TexCoord;"
""
"void main()"
"{"
" gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;"
"}";
static const char *colorsSwapShader =
"uniform sampler2D rgbTexture;"
"uniform lowp float opacity;"
""
"varying highp vec2 qt_TexCoord;"
""
"void main()"
"{"
" gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity;"
"}";
if (!QMediaOpenGLHelper::isANGLE()) {
switch (m_pixelFormat) {
case QVideoFrame::Format_RGB32:
case QVideoFrame::Format_ARGB32:
return colorsSwapShader;
default:
break;
}
}
return shader;
}
virtual void initialize() {
m_id_matrix = program()->uniformLocation("qt_Matrix");
m_id_Texture = program()->uniformLocation("rgbTexture");
@@ -146,7 +97,16 @@ protected:
int m_id_matrix;
int m_id_Texture;
int m_id_opacity;
QVideoFrame::PixelFormat m_pixelFormat;
};
class QSGVideoMaterialShader_Texture_swizzle : public QSGVideoMaterialShader_Texture
{
public:
QSGVideoMaterialShader_Texture_swizzle()
: QSGVideoMaterialShader_Texture()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag"));
}
};
@@ -167,12 +127,13 @@ public:
}
virtual QSGMaterialType *type() const {
static QSGMaterialType theType;
return &theType;
static QSGMaterialType normalType, swizzleType;
return needsSwizzling() ? &swizzleType : &normalType;
}
virtual QSGMaterialShader *createShader() const {
return new QSGVideoMaterialShader_Texture(m_format.pixelFormat());
return needsSwizzling() ? new QSGVideoMaterialShader_Texture_swizzle
: new QSGVideoMaterialShader_Texture;
}
virtual int compare(const QSGMaterial *other) const {
@@ -220,6 +181,13 @@ public:
QVideoSurfaceFormat m_format;
GLuint m_textureId;
qreal m_opacity;
private:
bool needsSwizzling() const {
return !QMediaOpenGLHelper::isANGLE()
&& (m_format.pixelFormat() == QVideoFrame::Format_RGB32
|| m_format.pixelFormat() == QVideoFrame::Format_ARGB32);
}
};

View File

@@ -62,10 +62,17 @@ QSGVideoNode *QSGVideoNodeFactory_YUV::createNode(const QVideoSurfaceFormat &for
}
class QSGVideoMaterialShader_YUV420 : public QSGMaterialShader
class QSGVideoMaterialShader_YUV_BiPlanar : public QSGMaterialShader
{
public:
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
QSGVideoMaterialShader_YUV_BiPlanar()
: QSGMaterialShader()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qtmultimediaquicktools/shaders/biplanaryuvvideo.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/biplanaryuvvideo.frag"));
}
virtual void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
virtual char const *const *attributeNames() const {
static const char *names[] = {
@@ -77,133 +84,58 @@ public:
}
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_plane1Width = program()->uniformLocation("plane1Width");
m_id_plane2Width = program()->uniformLocation("plane2Width");
m_id_plane1Texture = program()->uniformLocation("plane1Texture");
m_id_plane2Texture = program()->uniformLocation("plane2Texture");
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_plane1Width;
int m_id_plane2Width;
int m_id_plane1Texture;
int m_id_plane2Texture;
int m_id_colorMatrix;
int m_id_opacity;
};
class QSGVideoMaterialShader_NV_12_21 : public QSGVideoMaterialShader_YUV420
class QSGVideoMaterialShader_YUV_BiPlanar_swizzle : public QSGVideoMaterialShader_YUV_BiPlanar
{
public:
QSGVideoMaterialShader_NV_12_21(bool isNV21) : m_isNV21(isNV21) {
QSGVideoMaterialShader_YUV_BiPlanar_swizzle()
: QSGVideoMaterialShader_YUV_BiPlanar()
{
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/biplanaryuvvideo_swizzle.frag"));
}
};
class QSGVideoMaterialShader_YUV_TriPlanar : public QSGVideoMaterialShader_YUV_BiPlanar
{
public:
QSGVideoMaterialShader_YUV_TriPlanar()
: QSGVideoMaterialShader_YUV_BiPlanar()
{
setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qtmultimediaquicktools/shaders/triplanaryuvvideo.vert"));
setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/triplanaryuvvideo.frag"));
}
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");
m_id_plane3Width = program()->uniformLocation("plane3Width");
m_id_plane3Texture = program()->uniformLocation("plane3Texture");
QSGVideoMaterialShader_YUV_BiPlanar::initialize();
}
private:
bool m_isNV21;
int m_id_plane3Width;
int m_id_plane3Texture;
};
@@ -213,22 +145,28 @@ 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;
static QSGMaterialType biPlanarType, biPlanarSwizzleType, triPlanarType;
switch (m_format.pixelFormat()) {
case QVideoFrame::Format_NV12:
return &biPlanarType;
case QVideoFrame::Format_NV21:
return &biPlanarSwizzleType;
default: // Currently: YUV420P and YV12
return &triPlanarType;
}
}
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;
switch (m_format.pixelFormat()) {
case QVideoFrame::Format_NV12:
return new QSGVideoMaterialShader_YUV_BiPlanar;
case QVideoFrame::Format_NV21:
return new QSGVideoMaterialShader_YUV_BiPlanar_swizzle;
default: // Currently: YUV420P and YV12
return new QSGVideoMaterialShader_YUV_TriPlanar;
}
}
virtual int compare(const QSGMaterial *other) const {
@@ -236,13 +174,10 @@ public:
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)
else if ((d = m_textureIds[1] - m->m_textureIds[1]) != 0)
return d;
return m_textureIds[2] - m->m_textureIds[2];
else
return m_textureIds[2] - m->m_textureIds[2];
}
void updateBlending() {
@@ -259,12 +194,12 @@ public:
QVideoSurfaceFormat m_format;
QSize m_textureSize;
int m_planeCount;
QVector<GLuint> m_textureIds;
GLuint m_textureIds[3];
GLfloat m_planeWidth[3];
qreal m_opacity;
GLfloat m_yWidth;
GLfloat m_uvWidth;
QMatrix4x4 m_colorMatrix;
QVideoFrame m_frame;
@@ -273,11 +208,23 @@ public:
QSGVideoMaterial_YUV::QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format) :
m_format(format),
m_opacity(1.0),
m_yWidth(1.0),
m_uvWidth(1.0)
m_opacity(1.0)
{
m_textureIds.resize(isNV12_21() ? 2 : 3);
memset(m_textureIds, 0, sizeof(m_textureIds));
switch (format.pixelFormat()) {
case QVideoFrame::Format_NV12:
case QVideoFrame::Format_NV21:
m_planeCount = 2;
break;
case QVideoFrame::Format_YUV420P:
case QVideoFrame::Format_YV12:
m_planeCount = 3;
break;
default:
m_planeCount = 1;
break;
}
switch (format.yCbCrColorSpace()) {
case QVideoSurfaceFormat::YCbCr_JPEG:
@@ -310,7 +257,7 @@ QSGVideoMaterial_YUV::~QSGVideoMaterial_YUV()
{
if (!m_textureSize.isEmpty()) {
if (QOpenGLContext *current = QOpenGLContext::currentContext())
current->functions()->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
current->functions()->glDeleteTextures(m_planeCount, m_textureIds);
else
qWarning() << "QSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete textures";
}
@@ -328,8 +275,8 @@ void QSGVideoMaterial_YUV::bind()
// 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]);
functions->glDeleteTextures(m_planeCount, m_textureIds);
functions->glGenTextures(m_planeCount, m_textureIds);
m_textureSize = m_frame.size();
}
@@ -337,24 +284,25 @@ void QSGVideoMaterial_YUV::bind()
functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (isNV12_21()) {
if (m_format.pixelFormat() == QVideoFrame::Format_NV12
|| m_format.pixelFormat() == QVideoFrame::Format_NV21) {
const int y = 0;
const int uv = 1;
m_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
m_uvWidth = m_yWidth;
m_planeWidth[0] = m_planeWidth[1] = qreal(fw) / m_frame.bytesPerLine(y);
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 {
} else { // YUV420P || YV12
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));
m_planeWidth[0] = qreal(fw) / m_frame.bytesPerLine(y);
m_planeWidth[1] = m_planeWidth[2] = 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);
@@ -370,14 +318,10 @@ void QSGVideoMaterial_YUV::bind()
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]);
for (int i = 0; i < m_planeCount; ++i) {
functions->glActiveTexture(GL_TEXTURE0 + i);
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[i]);
}
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
}
}
@@ -411,22 +355,21 @@ void QSGVideoNode_YUV::setCurrentFrame(const QVideoFrame &frame, FrameFlags)
markDirty(DirtyMaterial);
}
void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
void QSGVideoMaterialShader_YUV_BiPlanar::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);
program()->setUniformValue(m_id_plane1Texture, 0);
program()->setUniformValue(m_id_plane2Texture, 1);
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);
program()->setUniformValue(m_id_plane1Width, mat->m_planeWidth[0]);
program()->setUniformValue(m_id_plane2Width, mat->m_planeWidth[1]);
if (state.isOpacityDirty()) {
mat->m_opacity = state.opacity();
program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity));
@@ -435,26 +378,15 @@ void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
}
void QSGVideoMaterialShader_NV_12_21::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
void QSGVideoMaterialShader_YUV_TriPlanar::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
QSGVideoMaterialShader_YUV_BiPlanar::updateState(state, newMaterial, 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());
program()->setUniformValue(m_id_plane3Texture, 2);
program()->setUniformValue(m_id_plane3Width, mat->m_planeWidth[2]);
}
QT_END_NAMESPACE

View File

@@ -32,3 +32,17 @@ HEADERS += \
qsgvideonode_yuv.h \
qsgvideonode_rgb.h \
qsgvideonode_texture.h
RESOURCES += \
qtmultimediaquicktools.qrc
OTHER_FILES += \
shaders/rgbvideo.vert \
shaders/rgbvideo_padded.vert \
shaders/rgbvideo.frag \
shaders/rgbvideo_swizzle.frag \
shaders/biplanaryuvvideo.vert \
shaders/biplanaryuvvideo.frag \
shaders/biplanaryuvvideo_swizzle.frag \
shaders/triplanaryuvvideo.vert \
shaders/triplanaryuvvideo.frag

View File

@@ -0,0 +1,13 @@
<RCC>
<qresource prefix="/qtmultimediaquicktools">
<file>shaders/rgbvideo.vert</file>
<file>shaders/rgbvideo.frag</file>
<file>shaders/rgbvideo_swizzle.frag</file>
<file>shaders/rgbvideo_padded.vert</file>
<file>shaders/biplanaryuvvideo.frag</file>
<file>shaders/biplanaryuvvideo.vert</file>
<file>shaders/biplanaryuvvideo_swizzle.frag</file>
<file>shaders/triplanaryuvvideo.frag</file>
<file>shaders/triplanaryuvvideo.vert</file>
</qresource>
</RCC>

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@@ -0,0 +1,14 @@
uniform sampler2D plane1Texture;
uniform sampler2D plane2Texture;
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
void main()
{
mediump float Y = texture2D(plane1Texture, plane1TexCoord).r;
mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ra;
mediump vec4 color = vec4(Y, UV.x, UV.y, 1.);
gl_FragColor = colorMatrix * color * opacity;
}

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uniform highp mat4 qt_Matrix;
uniform highp float plane1Width;
uniform highp float plane2Width;
attribute highp vec4 qt_VertexPosition;
attribute highp vec2 qt_VertexTexCoord;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
void main() {
plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1);
plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1);
gl_Position = qt_Matrix * qt_VertexPosition;
}

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uniform sampler2D plane1Texture;
uniform sampler2D plane2Texture;
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
void main()
{
mediump float Y = texture2D(plane1Texture, plane1TexCoord).r;
mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ar;
mediump vec4 color = vec4(Y, UV.x, UV.y, 1.);
gl_FragColor = colorMatrix * color * opacity;
}

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uniform sampler2D rgbTexture;
uniform lowp float opacity;
varying highp vec2 qt_TexCoord;
void main()
{
gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;
}

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uniform highp mat4 qt_Matrix;
attribute highp vec4 qt_VertexPosition;
attribute highp vec2 qt_VertexTexCoord;
varying highp vec2 qt_TexCoord;
void main() {
qt_TexCoord = qt_VertexTexCoord;
gl_Position = qt_Matrix * qt_VertexPosition;
}

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uniform highp mat4 qt_Matrix;
uniform highp float width;
attribute highp vec4 qt_VertexPosition;
attribute highp vec2 qt_VertexTexCoord;
varying highp vec2 qt_TexCoord;
void main() {
qt_TexCoord = qt_VertexTexCoord * vec2(width, 1);
gl_Position = qt_Matrix * qt_VertexPosition;
}

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uniform sampler2D rgbTexture;
uniform lowp float opacity;
varying highp vec2 qt_TexCoord;
void main()
{
gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity;
}

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uniform sampler2D plane1Texture;
uniform sampler2D plane2Texture;
uniform sampler2D plane3Texture;
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
varying highp vec2 plane3TexCoord;
void main()
{
mediump float Y = texture2D(plane1Texture, plane1TexCoord).r;
mediump float U = texture2D(plane2Texture, plane2TexCoord).r;
mediump float V = texture2D(plane3Texture, plane3TexCoord).r;
mediump vec4 color = vec4(Y, U, V, 1.);
gl_FragColor = colorMatrix * color * opacity;
}

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uniform highp mat4 qt_Matrix;
uniform highp float plane1Width;
uniform highp float plane2Width;
uniform highp float plane3Width;
attribute highp vec4 qt_VertexPosition;
attribute highp vec2 qt_VertexTexCoord;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
varying highp vec2 plane3TexCoord;
void main() {
plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1);
plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1);
plane3TexCoord = qt_VertexTexCoord * vec2(plane3Width, 1);
gl_Position = qt_Matrix * qt_VertexPosition;
}