/**************************************************************************** ** ** 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 "qsgvideonode_texture_p.h" #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE QList QSGVideoNodeFactory_Texture::supportedPixelFormats( QAbstractVideoBuffer::HandleType handleType) const { QList pixelFormats; if (handleType == QAbstractVideoBuffer::GLTextureHandle) { pixelFormats.append(QVideoFrame::Format_RGB565); pixelFormats.append(QVideoFrame::Format_RGB32); pixelFormats.append(QVideoFrame::Format_ARGB32); pixelFormats.append(QVideoFrame::Format_BGR32); pixelFormats.append(QVideoFrame::Format_BGRA32); } return pixelFormats; } QSGVideoNode *QSGVideoNodeFactory_Texture::createNode(const QVideoSurfaceFormat &format) { if (supportedPixelFormats(format.handleType()).contains(format.pixelFormat())) return new QSGVideoNode_Texture(format); return 0; } class QSGVideoMaterialShader_Texture : public QSGMaterialShader { public: QSGVideoMaterialShader_Texture() : QSGMaterialShader() { setShaderSourceFile(QOpenGLShader::Vertex, QStringLiteral(":/qtmultimediaquicktools/shaders/monoplanarvideo.vert")); setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo.frag")); } void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override; char const *const *attributeNames() const override { static const char *names[] = { "qt_VertexPosition", "qt_VertexTexCoord", 0 }; return names; } protected: void initialize() override { m_id_matrix = program()->uniformLocation("qt_Matrix"); m_id_Texture = program()->uniformLocation("rgbTexture"); m_id_opacity = program()->uniformLocation("opacity"); } int m_id_matrix; int m_id_Texture; int m_id_opacity; }; class QSGVideoMaterialShader_Texture_swizzle : public QSGVideoMaterialShader_Texture { public: QSGVideoMaterialShader_Texture_swizzle() : QSGVideoMaterialShader_Texture() { setShaderSourceFile(QOpenGLShader::Fragment, QStringLiteral(":/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag")); } }; class QSGVideoMaterial_Texture : public QSGMaterial { public: QSGVideoMaterial_Texture(const QVideoSurfaceFormat &format) : m_format(format), m_textureId(0), m_opacity(1.0) { setFlag(Blending, false); } ~QSGVideoMaterial_Texture() { m_frame = QVideoFrame(); } QSGMaterialType *type() const override { static QSGMaterialType normalType, swizzleType; return needsSwizzling() ? &swizzleType : &normalType; } QSGMaterialShader *createShader() const override { return needsSwizzling() ? new QSGVideoMaterialShader_Texture_swizzle : new QSGVideoMaterialShader_Texture; } int compare(const QSGMaterial *other) const override { const QSGVideoMaterial_Texture *m = static_cast(other); if (!m_textureId) return 1; int diff = m_textureId - m->m_textureId; if (diff) return diff; diff = m_format.pixelFormat() - m->m_format.pixelFormat(); if (diff) return diff; return (m_opacity > m->m_opacity) ? 1 : -1; } void updateBlending() { setFlag(Blending, qFuzzyCompare(m_opacity, qreal(1.0)) ? false : true); } void setVideoFrame(const QVideoFrame &frame) { QMutexLocker lock(&m_frameMutex); m_frame = frame; } void bind() { QMutexLocker lock(&m_frameMutex); if (m_frame.isValid()) { m_textureId = m_frame.handle().toUInt(); QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions(); functions->glBindTexture(GL_TEXTURE_2D, m_textureId); 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); } else { m_textureId = 0; } } QVideoFrame m_frame; QMutex m_frameMutex; QSize m_textureSize; QVideoSurfaceFormat m_format; GLuint m_textureId; qreal m_opacity; private: bool needsSwizzling() const { return !QMediaOpenGLHelper::isANGLE() && (m_format.pixelFormat() == QVideoFrame::Format_RGB32 || m_format.pixelFormat() == QVideoFrame::Format_ARGB32); } }; QSGVideoNode_Texture::QSGVideoNode_Texture(const QVideoSurfaceFormat &format) : m_format(format) { setFlag(QSGNode::OwnsMaterial); m_material = new QSGVideoMaterial_Texture(format); setMaterial(m_material); } QSGVideoNode_Texture::~QSGVideoNode_Texture() { } void QSGVideoNode_Texture::setCurrentFrame(const QVideoFrame &frame, FrameFlags) { m_material->setVideoFrame(frame); markDirty(DirtyMaterial); } void QSGVideoMaterialShader_Texture::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) { Q_UNUSED(oldMaterial); QSGVideoMaterial_Texture *mat = static_cast(newMaterial); program()->setUniformValue(m_id_Texture, 0); mat->bind(); if (state.isOpacityDirty()) { mat->m_opacity = state.opacity(); mat->updateBlending(); program()->setUniformValue(m_id_opacity, GLfloat(mat->m_opacity)); } if (state.isMatrixDirty()) program()->setUniformValue(m_id_matrix, state.combinedMatrix()); } QT_END_NAMESPACE