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+/****************************************************************************
+**
+** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** 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.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** 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 met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#include "qsgvideonode_i420.h"
+#include <QtDeclarative/qsgtexturematerial.h>
+#include <QtDeclarative/qsgmaterial.h>
+
+#include <QtOpenGL/qglshaderprogram.h>
+
+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"
+ "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 yTexture;"
+ "uniform sampler2D uTexture;"
+ "uniform sampler2D vTexture;"
+ "uniform mediump mat4 colorMatrix;"
+ "uniform lowp float opacity;"
+ ""
+ "varying highp vec2 qt_TexCoord;"
+ ""
+ "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 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_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_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)
+ {
+ switch (format.yCbCrColorSpace()) {
+ case QVideoSurfaceFormat::YCbCr_JPEG:
+ colorMatrix = QMatrix4x4(
+ 1.0, 0.000, 1.402, -0.701,
+ 1.0, -0.344, -0.714, 0.529,
+ 1.0, 1.772, 0.000, -0.886,
+ 0.0, 0.000, 0.000, 1.0000);
+ break;
+ case QVideoSurfaceFormat::YCbCr_BT709:
+ case QVideoSurfaceFormat::YCbCr_xvYCC709:
+ colorMatrix = QMatrix4x4(
+ 1.164, 0.000, 1.793, -0.5727,
+ 1.164, -0.534, -0.213, 0.3007,
+ 1.164, 2.115, 0.000, -1.1302,
+ 0.0, 0.000, 0.000, 1.0000);
+ break;
+ default: //BT 601:
+ colorMatrix = QMatrix4x4(
+ 1.164, 0.000, 1.596, -0.8708,
+ 1.164, -0.392, -0.813, 0.5296,
+ 1.164, 2.017, 0.000, -1.081,
+ 0.0, 0.000, 0.000, 1.0000);
+ }
+
+ setFlag(Blending, false);
+ }
+
+ 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 = idY - m->idY;
+ if (d)
+ return d;
+ else if ((d = idU - m->idU) != 0)
+ return d;
+ else
+ return idV - m->idV;
+ }
+
+ void updateBlending() {
+ setFlag(Blending, qFuzzyCompare(opacity, 1.0) ? false : true);
+ }
+
+ GLuint idY;
+ GLuint idU;
+ GLuint idV;
+ qreal opacity;
+ QMatrix4x4 colorMatrix;
+};
+
+
+QSGVideoNode_I420::QSGVideoNode_I420(const QVideoSurfaceFormat &format) :
+ m_width(0),
+ m_height(0),
+ m_format(format)
+{
+ m_material = new QSGVideoMaterial_YUV420(format);
+ setMaterial(m_material);
+ m_material->opacity = 1;
+}
+
+QSGVideoNode_I420::~QSGVideoNode_I420()
+{
+ if (m_width != 0 && m_height != 0)
+ glDeleteTextures(3, m_id);
+}
+
+void QSGVideoNode_I420::setCurrentFrame(const QVideoFrame &frame)
+{
+ m_frame = frame;
+
+ m_frame.map(QAbstractVideoBuffer::ReadOnly);
+
+ int fw = frame.width();
+ int fh = frame.height();
+
+ // Frame has changed size, recreate textures...
+ if (fw != m_width || fh != m_height) {
+ if (m_width != 0 && m_height != 0)
+ glDeleteTextures(3, m_id);
+ glGenTextures(3, m_id);
+ m_width = fw;
+ m_height = fh;
+
+ m_material->idY = m_id[0];
+ m_material->idU = m_id[1];
+ m_material->idV = m_id[2];
+ }
+
+ const uchar *bits = frame.bits();
+ int bpl = frame.bytesPerLine();
+ int bpl2 = (bpl / 2 + 3) & ~3;
+ int offsetU = bpl * fh;
+ int offsetV = bpl * fh + bpl2 * fh / 2;
+
+ if (m_frame.pixelFormat() == QVideoFrame::Format_YV12)
+ qSwap(offsetU, offsetV);
+
+ bindTexture(m_id[0], GL_TEXTURE0, fw, fh, bits);
+ bindTexture(m_id[1], GL_TEXTURE1, fw/2, fh / 2, bits + offsetU);
+ bindTexture(m_id[2], GL_TEXTURE2, fw/2, fh / 2, bits + offsetV);
+
+ m_frame.unmap();
+
+ markDirty(DirtyMaterial);
+}
+
+void QSGVideoNode_I420::bindTexture(int id, int unit, int w, int h, const uchar *bits)
+{
+ QGLFunctions *functions = QGLContext::currentContext()->functions();
+ functions->glActiveTexture(unit);
+ 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);
+}
+
+
+void QSGVideoMaterialShader_YUV420::updateState(const RenderState &state,
+ QSGMaterial *newMaterial,
+ QSGMaterial *oldMaterial)
+{
+ Q_UNUSED(oldMaterial);
+
+ QGLFunctions *functions = state.context()->functions();
+ 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);
+
+ functions->glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, mat->idY);
+ functions->glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, mat->idU);
+ functions->glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, mat->idV);
+
+ program()->setUniformValue(m_id_colorMatrix, mat->colorMatrix);
+ if (state.isOpacityDirty()) {
+ mat->opacity = state.opacity();
+ program()->setUniformValue(m_id_opacity, GLfloat(mat->opacity));
+ }
+
+ if (state.isMatrixDirty())
+ program()->setUniformValue(m_id_matrix, state.combinedMatrix());
+}