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143 lines
4.9 KiB
143 lines
4.9 KiB
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "FrameworkFormats.h"
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#include <stdint.h>
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#include <cstring>
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#include <vector>
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// The purpose of YUVConverter is to use
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// OpenGL shaders to convert YUV images to RGB
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// images that can be displayed on screen.
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// Doing this on the GPU can be much faster than
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// on the CPU.
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// Usage:
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// 0. Have a current OpenGL context working.
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// 1. Constructing the YUVConverter object will allocate
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// OpenGL resources needed to convert, given the desired
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// |width| and |height| of the buffer.
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// 2. To convert a given YUV buffer of |pixels|, call
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// the drawConvert method (with x, y, width, and height
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// arguments depicting the region to convert).
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// The RGB version of the YUV buffer will be drawn
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// to the current framebuffer. To retrieve
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// the result, if the user of the result is an OpenGL texture,
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// it suffices to have that texture be the color attachment
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// of the framebuffer object. Or, if you want the results
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// on the CPU, call glReadPixels() after the call to drawConvert().
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class YUVConverter {
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public:
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// call ctor when creating a gralloc buffer
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// with YUV format
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YUVConverter(int width, int height, FrameworkFormat format);
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// destroy when ColorBuffer is destroyed
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~YUVConverter();
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// call when gralloc_unlock updates
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// the host color buffer
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// (rcUpdateColorBuffer)
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void drawConvert(int x, int y, int width, int height, char* pixels);
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uint32_t getDataSize();
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// read YUV data into pixels, exactly pixels_size bytes;
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// if size mismatches, will read nothing.
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void readPixels(uint8_t* pixels, uint32_t pixels_size);
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void swapTextures(uint32_t type, uint32_t* textures);
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// NV12 and YUV420 are all packed
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static void NV12ToYUV420PlanarInPlaceConvert(int nWidth,
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int nHeight,
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uint8_t* pFrame,
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uint8_t* pQuad) {
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std::vector<uint8_t> tmp;
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if (pQuad == nullptr) {
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tmp.resize(nWidth * nHeight / 4);
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pQuad = tmp.data();
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}
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int nPitch = nWidth;
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uint8_t *puv = pFrame + nPitch * nHeight, *pu = puv,
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*pv = puv + nPitch * nHeight / 4;
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for (int y = 0; y < nHeight / 2; y++) {
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for (int x = 0; x < nWidth / 2; x++) {
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pu[y * nPitch / 2 + x] = puv[y * nPitch + x * 2];
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pQuad[y * nWidth / 2 + x] = puv[y * nPitch + x * 2 + 1];
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}
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}
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memcpy(pv, pQuad, nWidth * nHeight / 4);
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}
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// public so other classes can call
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static void createYUVGLTex(GLenum texture_unit,
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GLsizei width,
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GLsizei height,
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GLuint* texName_out,
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bool uvInterleaved);
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private:
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void init(int w, int h, FrameworkFormat format);
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void reset();
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// For dealing with n-pixel-aligned buffers
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void updateCutoffs(float width, float ywidth, float halfwidth, float cwidth);
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int mWidth = 0;
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int mHeight = 0;
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FrameworkFormat mFormat;
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// colorbuffer w/h/format, could be different
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FrameworkFormat mCbFormat;
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// We need the following GL objects:
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GLuint mProgram = 0;
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GLuint mVbuf = 0;
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GLuint mIbuf = 0;
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GLuint mYtex = 0;
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GLuint mUtex = 0;
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GLuint mVtex = 0;
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GLuint mVUtex = 0;
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GLuint mUVtex = 0;
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// shader uniform locations
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GLint mYWidthCutoffLoc = -1;
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GLint mCWidthCutoffLoc = -1;
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GLint mYSamplerLoc = -1;
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GLint mUSamplerLoc = -1;
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GLint mVSamplerLoc = -1;
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GLint mVUSamplerLoc = -1;
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GLint mInCoordLoc = -1;
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GLint mPosLoc = -1;
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float mYWidthCutoff = 1.0;
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float mCWidthCutoff = 1.0;
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// YUVConverter can end up being used
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// in a TextureDraw / subwindow context, and subsequently
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// overwrite the previous state.
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// This section is so YUVConverter can be used in the middle
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// of any GL context without impacting what's
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// already going on there, by saving/restoring the state
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// that it is impacting.
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void saveGLState();
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void restoreGLState();
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// Impacted state
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GLfloat mCurrViewport[4] = {};
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GLint mCurrTexUnit = 0;
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GLint mCurrProgram = 0;
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GLint mCurrTexBind = 0;
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GLint mCurrVbo = 0;
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GLint mCurrIbo = 0;
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};
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