| /* |
| * Copyright (C) 2016 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #pragma once |
| |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| #include "FrameworkFormats.h" |
| |
| // The purpose of YUVConverter is to use |
| // OpenGL shaders to convert YUV images to RGB |
| // images that can be displayed on screen. |
| // Doing this on the GPU can be much faster than |
| // on the CPU. |
| |
| // Usage: |
| // 0. Have a current OpenGL context working. |
| // 1. Constructing the YUVConverter object will allocate |
| // OpenGL resources needed to convert, given the desired |
| // |width| and |height| of the buffer. |
| // 2. To convert a given YUV buffer of |pixels|, call |
| // the drawConvert method (with x, y, width, and height |
| // arguments depicting the region to convert). |
| // The RGB version of the YUV buffer will be drawn |
| // to the current framebuffer. To retrieve |
| // the result, if the user of the result is an OpenGL texture, |
| // it suffices to have that texture be the color attachment |
| // of the framebuffer object. Or, if you want the results |
| // on the CPU, call glReadPixels() after the call to drawConvert(). |
| class YUVConverter { |
| public: |
| // call ctor when creating a gralloc buffer |
| // with YUV format |
| YUVConverter(int width, int height, FrameworkFormat format); |
| // destroy when ColorBuffer is destroyed |
| ~YUVConverter(); |
| // call when gralloc_unlock updates |
| // the host color buffer |
| // (rcUpdateColorBuffer) |
| void drawConvert(int x, int y, int width, int height, char* pixels); |
| private: |
| // For dealing with n-pixel-aligned buffers |
| void updateCutoffs(float width, float ywidth, float halfwidth, float cwidth); |
| FrameworkFormat mFormat; |
| // We need the following GL objects: |
| GLuint mVshader = 0; |
| GLuint mFshader = 0; // Fragment shader (does actual conversion) |
| GLuint mProgram = 0; |
| GLuint mVbuf = 0; |
| GLuint mIbuf = 0; |
| GLuint mYtex = 0; |
| GLuint mUtex = 0; |
| GLuint mVtex = 0; |
| |
| // shader uniform locations |
| GLint mYWidthCutoffLoc = -1; |
| GLint mCWidthCutoffLoc = -1; |
| GLint mYSamplerLoc = -1; |
| GLint mUSamplerLoc = -1; |
| GLint mVSamplerLoc = -1; |
| float mYWidthCutoff = 1.0; |
| float mCWidthCutoff = 1.0; |
| }; |