/**************************************************************************** ** ** Copyright (C) 2016 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qandroidvideooutput.h" #include "androidsurfacetexture.h" #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE static const GLfloat g_vertex_data[] = { -1.f, 1.f, 1.f, 1.f, 1.f, -1.f, -1.f, -1.f }; static const GLfloat g_texture_data[] = { 0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f }; void OpenGLResourcesDeleter::deleteTextureHelper(quint32 id) { if (id != 0) glDeleteTextures(1, &id); } void OpenGLResourcesDeleter::deleteFboHelper(void *fbo) { delete reinterpret_cast(fbo); } void OpenGLResourcesDeleter::deleteShaderProgramHelper(void *prog) { delete reinterpret_cast(prog); } class AndroidTextureVideoBuffer : public QAbstractVideoBuffer { public: AndroidTextureVideoBuffer(QAndroidTextureVideoOutput *output) : QAbstractVideoBuffer(GLTextureHandle) , m_output(output) , m_textureUpdated(false) , m_mapMode(NotMapped) { } virtual ~AndroidTextureVideoBuffer() {} MapMode mapMode() const { return m_mapMode; } uchar *map(MapMode mode, int *numBytes, int *bytesPerLine) { if (m_mapMode == NotMapped && mode == ReadOnly) { updateFrame(); m_mapMode = mode; m_image = m_output->m_fbo->toImage(); if (numBytes) *numBytes = m_image.byteCount(); if (bytesPerLine) *bytesPerLine = m_image.bytesPerLine(); return m_image.bits(); } else { return 0; } } void unmap() { m_image = QImage(); m_mapMode = NotMapped; } QVariant handle() const { AndroidTextureVideoBuffer *that = const_cast(this); that->updateFrame(); return m_output->m_fbo->texture(); } private: void updateFrame() { if (!m_textureUpdated) { // update the video texture (called from the render thread) m_output->renderFrameToFbo(); m_textureUpdated = true; } } QAndroidTextureVideoOutput *m_output; bool m_textureUpdated; MapMode m_mapMode; QImage m_image; }; QAndroidTextureVideoOutput::QAndroidTextureVideoOutput(QObject *parent) : QAndroidVideoOutput(parent) , m_surface(0) , m_surfaceTexture(0) , m_externalTex(0) , m_fbo(0) , m_program(0) , m_surfaceTextureCanAttachToContext(QtAndroidPrivate::androidSdkVersion() >= 16) { } QAndroidTextureVideoOutput::~QAndroidTextureVideoOutput() { clearSurfaceTexture(); if (!m_glDeleter.isNull()) { // Make sure all of these are deleted on the render thread. m_glDeleter->deleteFbo(m_fbo); m_glDeleter->deleteShaderProgram(m_program); m_glDeleter->deleteTexture(m_externalTex); m_glDeleter->deleteLater(); } } QAbstractVideoSurface *QAndroidTextureVideoOutput::surface() const { return m_surface; } void QAndroidTextureVideoOutput::setSurface(QAbstractVideoSurface *surface) { if (surface == m_surface) return; if (m_surface) { if (m_surface->isActive()) m_surface->stop(); if (!m_surfaceTextureCanAttachToContext) m_surface->setProperty("_q_GLThreadCallback", QVariant()); } m_surface = surface; if (m_surface && !m_surfaceTextureCanAttachToContext) { m_surface->setProperty("_q_GLThreadCallback", QVariant::fromValue(this)); } } bool QAndroidTextureVideoOutput::isReady() { return m_surfaceTextureCanAttachToContext || QOpenGLContext::currentContext() || m_externalTex; } bool QAndroidTextureVideoOutput::initSurfaceTexture() { if (m_surfaceTexture) return true; if (!m_surface) return false; if (!m_surfaceTextureCanAttachToContext) { // if we have an OpenGL context in the current thread, create a texture. Otherwise, wait // for the GL render thread to call us back to do it. if (QOpenGLContext::currentContext()) { glGenTextures(1, &m_externalTex); m_glDeleter.reset(new OpenGLResourcesDeleter); } else if (!m_externalTex) { return false; } } QMutexLocker locker(&m_mutex); m_surfaceTexture = new AndroidSurfaceTexture(m_externalTex); if (m_surfaceTexture->surfaceTexture() != 0) { connect(m_surfaceTexture, SIGNAL(frameAvailable()), this, SLOT(onFrameAvailable())); } else { delete m_surfaceTexture; m_surfaceTexture = 0; if (!m_glDeleter.isNull()) m_glDeleter->deleteTexture(m_externalTex); m_externalTex = 0; } return m_surfaceTexture != 0; } void QAndroidTextureVideoOutput::clearSurfaceTexture() { QMutexLocker locker(&m_mutex); if (m_surfaceTexture) { delete m_surfaceTexture; m_surfaceTexture = 0; } // Also reset the attached OpenGL texture // Note: The Android SurfaceTexture class does not release the texture on deletion, // only if detachFromGLContext() called (API level >= 16), so we'll do it manually, // on the render thread. if (m_surfaceTextureCanAttachToContext) { if (!m_glDeleter.isNull()) m_glDeleter->deleteTexture(m_externalTex); m_externalTex = 0; } } AndroidSurfaceTexture *QAndroidTextureVideoOutput::surfaceTexture() { if (!initSurfaceTexture()) return 0; return m_surfaceTexture; } void QAndroidTextureVideoOutput::setVideoSize(const QSize &size) { QMutexLocker locker(&m_mutex); if (m_nativeSize == size) return; stop(); m_nativeSize = size; } void QAndroidTextureVideoOutput::stop() { if (m_surface && m_surface->isActive()) m_surface->stop(); m_nativeSize = QSize(); } void QAndroidTextureVideoOutput::reset() { // flush pending frame if (m_surface) m_surface->present(QVideoFrame()); clearSurfaceTexture(); } void QAndroidTextureVideoOutput::onFrameAvailable() { if (!m_nativeSize.isValid() || !m_surface) return; QAbstractVideoBuffer *buffer = new AndroidTextureVideoBuffer(this); QVideoFrame frame(buffer, m_nativeSize, QVideoFrame::Format_BGR32); if (m_surface->isActive() && (m_surface->surfaceFormat().pixelFormat() != frame.pixelFormat() || m_surface->surfaceFormat().frameSize() != frame.size())) { m_surface->stop(); } if (!m_surface->isActive()) { QVideoSurfaceFormat format(frame.size(), frame.pixelFormat(), QAbstractVideoBuffer::GLTextureHandle); m_surface->start(format); } if (m_surface->isActive()) m_surface->present(frame); } void QAndroidTextureVideoOutput::renderFrameToFbo() { QMutexLocker locker(&m_mutex); if (!m_nativeSize.isValid() || !m_surfaceTexture) return; createGLResources(); m_surfaceTexture->updateTexImage(); // save current render states GLboolean stencilTestEnabled; GLboolean depthTestEnabled; GLboolean scissorTestEnabled; GLboolean blendEnabled; glGetBooleanv(GL_STENCIL_TEST, &stencilTestEnabled); glGetBooleanv(GL_DEPTH_TEST, &depthTestEnabled); glGetBooleanv(GL_SCISSOR_TEST, &scissorTestEnabled); glGetBooleanv(GL_BLEND, &blendEnabled); if (stencilTestEnabled) glDisable(GL_STENCIL_TEST); if (depthTestEnabled) glDisable(GL_DEPTH_TEST); if (scissorTestEnabled) glDisable(GL_SCISSOR_TEST); if (blendEnabled) glDisable(GL_BLEND); m_fbo->bind(); glViewport(0, 0, m_nativeSize.width(), m_nativeSize.height()); m_program->bind(); m_program->enableAttributeArray(0); m_program->enableAttributeArray(1); m_program->setUniformValue("frameTexture", GLuint(0)); m_program->setUniformValue("texMatrix", m_surfaceTexture->getTransformMatrix()); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, g_vertex_data); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, g_texture_data); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); m_program->disableAttributeArray(0); m_program->disableAttributeArray(1); glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0); m_fbo->release(); // restore render states if (stencilTestEnabled) glEnable(GL_STENCIL_TEST); if (depthTestEnabled) glEnable(GL_DEPTH_TEST); if (scissorTestEnabled) glEnable(GL_SCISSOR_TEST); if (blendEnabled) glEnable(GL_BLEND); } void QAndroidTextureVideoOutput::createGLResources() { Q_ASSERT(QOpenGLContext::currentContext() != NULL); if (!m_glDeleter) m_glDeleter.reset(new OpenGLResourcesDeleter); if (m_surfaceTextureCanAttachToContext && !m_externalTex) { m_surfaceTexture->detachFromGLContext(); glGenTextures(1, &m_externalTex); m_surfaceTexture->attachToGLContext(m_externalTex); } if (!m_fbo || m_fbo->size() != m_nativeSize) { delete m_fbo; m_fbo = new QOpenGLFramebufferObject(m_nativeSize); } if (!m_program) { m_program = new QOpenGLShaderProgram; QOpenGLShader *vertexShader = new QOpenGLShader(QOpenGLShader::Vertex, m_program); vertexShader->compileSourceCode("attribute highp vec4 vertexCoordsArray; \n" \ "attribute highp vec2 textureCoordArray; \n" \ "uniform highp mat4 texMatrix; \n" \ "varying highp vec2 textureCoords; \n" \ "void main(void) \n" \ "{ \n" \ " gl_Position = vertexCoordsArray; \n" \ " textureCoords = (texMatrix * vec4(textureCoordArray, 0.0, 1.0)).xy; \n" \ "}\n"); m_program->addShader(vertexShader); QOpenGLShader *fragmentShader = new QOpenGLShader(QOpenGLShader::Fragment, m_program); fragmentShader->compileSourceCode("#extension GL_OES_EGL_image_external : require \n" \ "varying highp vec2 textureCoords; \n" \ "uniform samplerExternalOES frameTexture; \n" \ "void main() \n" \ "{ \n" \ " gl_FragColor = texture2D(frameTexture, textureCoords); \n" \ "}\n"); m_program->addShader(fragmentShader); m_program->bindAttributeLocation("vertexCoordsArray", 0); m_program->bindAttributeLocation("textureCoordArray", 1); m_program->link(); } } void QAndroidTextureVideoOutput::customEvent(QEvent *e) { if (e->type() == QEvent::User) { // This is running in the render thread (OpenGL enabled) if (!m_surfaceTextureCanAttachToContext && !m_externalTex) { glGenTextures(1, &m_externalTex); m_glDeleter.reset(new OpenGLResourcesDeleter); // We'll use this to cleanup GL resources in the correct thread emit readyChanged(true); } } } QT_END_NAMESPACE