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diff --git a/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp b/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL21$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/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 or version 3 as published by the Free
+** Software Foundation and appearing in the file LICENSE.LGPLv21 and
+** LICENSE.LGPLv3 included in the packaging of this file. Please review the
+** following information to ensure the GNU Lesser General Public License
+** requirements will be met: https://www.gnu.org/licenses/lgpl.html and
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** As a special exception, The Qt Company gives you certain additional
+** rights. These rights are described in The Qt Company LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#include "qsgvideonode_yuv.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_YUV::supportedPixelFormats(
+ QAbstractVideoBuffer::HandleType handleType) const
+{
+ QList<QVideoFrame::PixelFormat> formats;
+
+ if (handleType == QAbstractVideoBuffer::NoHandle) {
+ formats << QVideoFrame::Format_YUV420P << QVideoFrame::Format_YV12
+ << QVideoFrame::Format_NV12 << QVideoFrame::Format_NV21;
+ }
+
+ return formats;
+}
+
+QSGVideoNode *QSGVideoNodeFactory_YUV::createNode(const QVideoSurfaceFormat &format)
+{
+ if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat()))
+ return new QSGVideoNode_YUV(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 QSGVideoMaterialShader_NV_12_21 : public QSGVideoMaterialShader_YUV420
+{
+public:
+ QSGVideoMaterialShader_NV_12_21(bool isNV21) : m_isNV21(isNV21) {
+ }
+
+ 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");
+ }
+
+private:
+ bool m_isNV21;
+};
+
+
+class QSGVideoMaterial_YUV : public QSGMaterial
+{
+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;
+ }
+
+ 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;
+ }
+
+ virtual int compare(const QSGMaterial *other) const {
+ const QSGVideoMaterial_YUV *m = static_cast<const QSGVideoMaterial_YUV *>(other);
+ 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)
+ return d;
+
+ 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, GLenum format);
+
+ QVideoSurfaceFormat m_format;
+ QSize m_textureSize;
+
+ QVector<GLuint> m_textureIds;
+
+ qreal m_opacity;
+ GLfloat m_yWidth;
+ GLfloat m_uvWidth;
+ QMatrix4x4 m_colorMatrix;
+
+ QVideoFrame m_frame;
+ QMutex m_frameMutex;
+};
+
+QSGVideoMaterial_YUV::QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format) :
+ m_format(format),
+ m_opacity(1.0),
+ m_yWidth(1.0),
+ m_uvWidth(1.0)
+{
+ m_textureIds.resize(isNV12_21() ? 2 : 3);
+
+ 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_YUV::~QSGVideoMaterial_YUV()
+{
+ if (!m_textureSize.isEmpty()) {
+ if (QOpenGLContext *current = QOpenGLContext::currentContext())
+ current->functions()->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
+ else
+ qWarning() << "QSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete textures";
+ }
+}
+
+void QSGVideoMaterial_YUV::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())
+ functions->glDeleteTextures(m_textureIds.size(), &m_textureIds[0]);
+ functions->glGenTextures(m_textureIds.size(), &m_textureIds[0]);
+ m_textureSize = m_frame.size();
+ }
+
+ GLint previousAlignment;
+ functions->glGetIntegerv(GL_UNPACK_ALIGNMENT, &previousAlignment);
+ functions->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ if (isNV12_21()) {
+ const int y = 0;
+ const int uv = 1;
+
+ m_yWidth = qreal(fw) / m_frame.bytesPerLine(y);
+ m_uvWidth = m_yWidth;
+
+ 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 {
+ 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));
+
+ functions->glActiveTexture(GL_TEXTURE1);
+ bindTexture(m_textureIds[1], m_frame.bytesPerLine(u), fh / 2, m_frame.bits(u), GL_LUMINANCE);
+ functions->glActiveTexture(GL_TEXTURE2);
+ bindTexture(m_textureIds[2], m_frame.bytesPerLine(v), fh / 2, m_frame.bits(v), GL_LUMINANCE);
+ 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);
+ }
+
+ functions->glPixelStorei(GL_UNPACK_ALIGNMENT, previousAlignment);
+ m_frame.unmap();
+ }
+
+ 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]);
+ }
+ functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
+ functions->glBindTexture(GL_TEXTURE_2D, m_textureIds[0]);
+ }
+}
+
+void QSGVideoMaterial_YUV::bindTexture(int id, int w, int h, const uchar *bits, GLenum format)
+{
+ QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
+
+ functions->glBindTexture(GL_TEXTURE_2D, id);
+ functions->glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, bits);
+ functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+QSGVideoNode_YUV::QSGVideoNode_YUV(const QVideoSurfaceFormat &format) :
+ m_format(format)
+{
+ setFlag(QSGNode::OwnsMaterial);
+ m_material = new QSGVideoMaterial_YUV(format);
+ setMaterial(m_material);
+}
+
+QSGVideoNode_YUV::~QSGVideoNode_YUV()
+{
+}
+
+void QSGVideoNode_YUV::setCurrentFrame(const QVideoFrame &frame, FrameFlags)
+{
+ m_material->setCurrentFrame(frame);
+ markDirty(DirtyMaterial);
+}
+
+void QSGVideoMaterialShader_YUV420::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);
+
+ 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());
+}
+
+void QSGVideoMaterialShader_NV_12_21::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);
+
+ 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());
+}
+
+QT_END_NAMESPACE