It also applies to QGraphicsVideoItem when used on a GL viewport. We now have a new video sink that is based on Microsoft's EVR sink, we just replace the default Presenter with our own. Frames are rendered into D3D surfaces using DXVA, then copied into a shared D3D/EGL surface and finally bound to a GL texture to be used by the video surface. The shared D3D/EGL surface is a feature provided by ANGLE and therefore Qt must be compiled with ANGLE for this new video sink to be compiled and used. Change-Id: I0b7b9968eed5488f9ef1a2dcca5213bd0af232ab Reviewed-by: Yoann Lopes <yoann.lopes@digia.com>
268 lines
8.4 KiB
C++
268 lines
8.4 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "qsgvideonode_texture.h"
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#include <QtQuick/qsgtexturematerial.h>
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#include <QtQuick/qsgmaterial.h>
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#include <QtCore/qmutex.h>
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLFunctions>
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#include <QtGui/QOpenGLShaderProgram>
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QList<QVideoFrame::PixelFormat> QSGVideoNodeFactory_Texture::supportedPixelFormats(
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QAbstractVideoBuffer::HandleType handleType) const
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{
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QList<QVideoFrame::PixelFormat> pixelFormats;
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if (handleType == QAbstractVideoBuffer::GLTextureHandle) {
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pixelFormats.append(QVideoFrame::Format_RGB565);
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pixelFormats.append(QVideoFrame::Format_RGB32);
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pixelFormats.append(QVideoFrame::Format_ARGB32);
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pixelFormats.append(QVideoFrame::Format_BGR32);
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pixelFormats.append(QVideoFrame::Format_BGRA32);
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}
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return pixelFormats;
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}
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QSGVideoNode *QSGVideoNodeFactory_Texture::createNode(const QVideoSurfaceFormat &format)
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{
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if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat()))
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return new QSGVideoNode_Texture(format);
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return 0;
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}
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class QSGVideoMaterialShader_Texture : public QSGMaterialShader
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{
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public:
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QSGVideoMaterialShader_Texture(QVideoFrame::PixelFormat pixelFormat)
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: QSGMaterialShader(),
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m_pixelFormat(pixelFormat)
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{
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}
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void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial);
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virtual char const *const *attributeNames() const {
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static const char *names[] = {
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"qt_VertexPosition",
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"qt_VertexTexCoord",
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0
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};
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return names;
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}
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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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"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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"void main() { \n"
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" qt_TexCoord = qt_VertexTexCoord; \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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}
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virtual const char *fragmentShader() const {
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static const char *shader =
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"uniform sampler2D rgbTexture;"
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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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""
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"void main()"
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"{"
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" gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;"
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"}";
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#ifndef QT_OPENGL_ES_2_ANGLE
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static const char *colorsSwapShader =
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"uniform sampler2D rgbTexture;"
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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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""
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"void main()"
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"{"
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" gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity;"
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"}";
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switch (m_pixelFormat) {
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case QVideoFrame::Format_RGB32:
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case QVideoFrame::Format_ARGB32:
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return colorsSwapShader;
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default:
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return shader;
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}
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#else
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return shader;
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#endif
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}
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virtual void initialize() {
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m_id_matrix = program()->uniformLocation("qt_Matrix");
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m_id_Texture = program()->uniformLocation("rgbTexture");
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m_id_opacity = program()->uniformLocation("opacity");
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}
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int m_id_matrix;
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int m_id_Texture;
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int m_id_opacity;
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QVideoFrame::PixelFormat m_pixelFormat;
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};
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class QSGVideoMaterial_Texture : public QSGMaterial
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{
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public:
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QSGVideoMaterial_Texture(const QVideoSurfaceFormat &format) :
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m_format(format),
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m_textureId(0),
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m_opacity(1.0)
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{
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setFlag(Blending, false);
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}
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~QSGVideoMaterial_Texture()
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{
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m_frame = QVideoFrame();
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}
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virtual QSGMaterialType *type() const {
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static QSGMaterialType theType;
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return &theType;
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}
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virtual QSGMaterialShader *createShader() const {
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return new QSGVideoMaterialShader_Texture(m_format.pixelFormat());
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}
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virtual int compare(const QSGMaterial *other) const {
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const QSGVideoMaterial_Texture *m = static_cast<const QSGVideoMaterial_Texture *>(other);
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int diff = m_textureId - m->m_textureId;
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if (diff)
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return diff;
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diff = m_format.pixelFormat() - m->m_format.pixelFormat();
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if (diff)
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return diff;
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return (m_opacity > m->m_opacity) ? 1 : -1;
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}
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void updateBlending() {
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setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true);
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}
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void setVideoFrame(const QVideoFrame &frame) {
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QMutexLocker lock(&m_frameMutex);
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m_frame = frame;
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}
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void bind()
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{
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QMutexLocker lock(&m_frameMutex);
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if (m_frame.isValid()) {
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m_textureId = m_frame.handle().toUInt();
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glBindTexture(GL_TEXTURE_2D, m_textureId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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} else {
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m_textureId = 0;
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}
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}
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QVideoFrame m_frame;
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QMutex m_frameMutex;
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QSize m_textureSize;
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QVideoSurfaceFormat m_format;
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GLuint m_textureId;
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qreal m_opacity;
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};
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QSGVideoNode_Texture::QSGVideoNode_Texture(const QVideoSurfaceFormat &format) :
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m_format(format)
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{
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setFlag(QSGNode::OwnsMaterial);
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m_material = new QSGVideoMaterial_Texture(format);
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setMaterial(m_material);
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}
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QSGVideoNode_Texture::~QSGVideoNode_Texture()
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{
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}
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void QSGVideoNode_Texture::setCurrentFrame(const QVideoFrame &frame)
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{
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m_material->setVideoFrame(frame);
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markDirty(DirtyMaterial);
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}
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void QSGVideoMaterialShader_Texture::updateState(const RenderState &state,
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QSGMaterial *newMaterial,
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QSGMaterial *oldMaterial)
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{
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Q_UNUSED(oldMaterial);
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QSGVideoMaterial_Texture *mat = static_cast<QSGVideoMaterial_Texture *>(newMaterial);
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program()->setUniformValue(m_id_Texture, 0);
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mat->bind();
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if (state.isOpacityDirty()) {
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mat->m_opacity = state.opacity();
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mat->updateBlending();
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program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity));
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}
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if (state.isMatrixDirty())
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program()->setUniformValue(m_id_matrix, state.combinedMatrix());
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}
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