Files
qtmultimedia/src/qtmultimediaquicktools/qsgvideonode_i420.cpp
Andrew den Exter 1a3ae99441 Support per-plane strides and data offsets in QVideoFrame.
Since just adding a new virtual isn't binary compatible add a new derivative
type with a virtual member and connect it up through a virtual in the private
class.

[ChangeLog] Support for per-plane strides and data offsets in QVideoFrame.

Task-number: QTBUG-38345
Change-Id: I1974c2b0b454d130e17971ce549031259d61f9cd
Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
2014-07-08 13:20:54 +02:00

348 lines
12 KiB
C++

/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
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** accordance with the commercial license agreement provided with the
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** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, 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.
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
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** 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
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****************************************************************************/
#include "qsgvideonode_i420.h"
#include <QtCore/qmutex.h>
#include <QtQuick/qsgtexturematerial.h>
#include <QtQuick/qsgmaterial.h>
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
QT_BEGIN_NAMESPACE
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"
"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_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_colorMatrix;
int m_id_opacity;
};
class QSGVideoMaterial_YUV420 : public QSGMaterial
{
public:
QSGVideoMaterial_YUV420(const QVideoSurfaceFormat &format);
~QSGVideoMaterial_YUV420();
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 = m_textureIds[0] - m->m_textureIds[0];
if (d)
return d;
else if ((d = m_textureIds[1] - m->m_textureIds[1]) != 0)
return d;
else
return m_textureIds[2] - m->m_textureIds[2];
}
void updateBlending() {
setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true);
}
void setCurrentFrame(const QVideoFrame &frame) {
QMutexLocker lock(&m_frameMutex);
m_frame = frame;
}
void bind();
void bindTexture(int id, int w, int h, const uchar *bits);
QVideoSurfaceFormat m_format;
QSize m_textureSize;
static const uint Num_Texture_IDs = 3;
GLuint m_textureIds[Num_Texture_IDs];
qreal m_opacity;
GLfloat m_yWidth;
GLfloat m_uvWidth;
QMatrix4x4 m_colorMatrix;
QVideoFrame m_frame;
QMutex m_frameMutex;
};
QSGVideoMaterial_YUV420::QSGVideoMaterial_YUV420(const QVideoSurfaceFormat &format) :
m_format(format),
m_opacity(1.0),
m_yWidth(1.0),
m_uvWidth(1.0)
{
memset(m_textureIds, 0, sizeof(m_textureIds));
switch (format.yCbCrColorSpace()) {
case QVideoSurfaceFormat::YCbCr_JPEG:
m_colorMatrix = QMatrix4x4(
1.0f, 0.000f, 1.402f, -0.701f,
1.0f, -0.344f, -0.714f, 0.529f,
1.0f, 1.772f, 0.000f, -0.886f,
0.0f, 0.000f, 0.000f, 1.0000f);
break;
case QVideoSurfaceFormat::YCbCr_BT709:
case QVideoSurfaceFormat::YCbCr_xvYCC709:
m_colorMatrix = QMatrix4x4(
1.164f, 0.000f, 1.793f, -0.5727f,
1.164f, -0.534f, -0.213f, 0.3007f,
1.164f, 2.115f, 0.000f, -1.1302f,
0.0f, 0.000f, 0.000f, 1.0000f);
break;
default: //BT 601:
m_colorMatrix = QMatrix4x4(
1.164f, 0.000f, 1.596f, -0.8708f,
1.164f, -0.392f, -0.813f, 0.5296f,
1.164f, 2.017f, 0.000f, -1.081f,
0.0f, 0.000f, 0.000f, 1.0000f);
}
setFlag(Blending, false);
}
QSGVideoMaterial_YUV420::~QSGVideoMaterial_YUV420()
{
if (!m_textureSize.isEmpty())
glDeleteTextures(Num_Texture_IDs, m_textureIds);
}
void QSGVideoMaterial_YUV420::bind()
{
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
QMutexLocker lock(&m_frameMutex);
if (m_frame.isValid()) {
if (m_frame.map(QAbstractVideoBuffer::ReadOnly)) {
int fw = m_frame.width();
int fh = m_frame.height();
// Frame has changed size, recreate textures...
if (m_textureSize != m_frame.size()) {
if (!m_textureSize.isEmpty())
glDeleteTextures(Num_Texture_IDs, m_textureIds);
glGenTextures(Num_Texture_IDs, m_textureIds);
m_textureSize = m_frame.size();
}
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));
GLint previousAlignment;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
functions->glActiveTexture(GL_TEXTURE1);
bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u));
functions->glActiveTexture(GL_TEXTURE2);
bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v));
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
bindTexture(m_textureIds[0], m_frame.bytesPerLine(y), fh, m_frame.bits(y));
glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
m_frame.unmap();
}
m_frame = QVideoFrame();
} else {
functions->glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_textureIds[1]);
functions->glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_textureIds[2]);
functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
}
}
void QSGVideoMaterial_YUV420::bindTexture(int id, int w, int h, const uchar *bits)
{
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);
}
QSGVideoNode_I420::QSGVideoNode_I420(const QVideoSurfaceFormat &format) :
m_format(format)
{
setFlag(QSGNode::OwnsMaterial);
m_material = new QSGVideoMaterial_YUV420(format);
setMaterial(m_material);
}
QSGVideoNode_I420::~QSGVideoNode_I420()
{
}
void QSGVideoNode_I420::setCurrentFrame(const QVideoFrame &frame)
{
m_material->setCurrentFrame(frame);
markDirty(DirtyMaterial);
}
void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
QSGMaterial *newMaterial,
QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
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);
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));
}
if (state.isMatrixDirty())
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
}
QT_END_NAMESPACE