142 lines
4.6 KiB
C++
142 lines
4.6 KiB
C++
/*
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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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namespace gfxstream {
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namespace gl {
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enum class YUVPlane {
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Y = 0,
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U = 1,
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V = 2,
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UV = 3,
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};
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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, const char* pixels);
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void drawConvertFromFormat(FrameworkFormat format, int x, int y, int width, int height,
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const 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(FrameworkFormat type, GLuint* textures);
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// public so other classes can call
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static void createYUVGLTex(GLenum textureUnit,
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GLsizei width,
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GLsizei height,
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FrameworkFormat format,
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YUVPlane plane,
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GLuint* outTextureName);
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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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void createYUVGLShader();
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void createYUVGLFullscreenQuad();
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// For dealing with n-pixel-aligned buffers
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void updateCutoffs(float yWidth, float yStridePixels,
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float uvWidth, float uvStridePixels);
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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 mColorBufferFormat;
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// We need the following GL objects:
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GLuint mProgram = 0;
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GLuint mQuadVertexBuffer = 0;
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GLuint mQuadIndexBuffer = 0;
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GLuint mTextureY = 0;
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GLuint mTextureU = 0;
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GLuint mTextureV = 0;
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bool mTexturesSwapped = false;
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GLint mUniformLocYWidthCutoff = -1;
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GLint mUniformLocUVWidthCutoff = -1;
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GLint mUniformLocSamplerY = -1;
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GLint mUniformLocSamplerU = -1;
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GLint mUniformLocSamplerV = -1;
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GLint mAttributeLocPos = -1;
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GLint mAttributeLocTexCoord = -1;
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float mYWidthCutoff = 1.0;
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float mUVWidthCutoff = 1.0;
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bool mHasGlsl3Support = false;
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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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} // namespace gl
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} // namespace gfxstream
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