| /* |
| * 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" |
| |
| #include <stdint.h> |
| #include <cstring> |
| #include <vector> |
| |
| namespace gfxstream { |
| namespace gl { |
| |
| enum class YUVPlane : int { |
| Y = 0, |
| U = 1, |
| V = 2, |
| UV = 3, |
| }; |
| |
| // 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, |
| bool yuv420888ToNv21); |
| // 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, const char* pixels); |
| void drawConvertFromFormat(FrameworkFormat format, int x, int y, int width, int height, |
| const char* pixels, void* metadata = nullptr); |
| |
| uint32_t getDataSize(); |
| // read YUV data into pixels, exactly pixels_size bytes; |
| // if size mismatches, will read nothing. |
| void readPixels(uint8_t* pixels, uint32_t pixels_size); |
| |
| void swapTextures(FrameworkFormat type, GLuint* textures, void* metadata = nullptr); |
| |
| // public so other classes can call |
| static void createYUVGLTex(GLenum textureUnit, |
| GLsizei width, |
| GLsizei height, |
| FrameworkFormat format, |
| bool yuv420888ToNv21, |
| YUVPlane plane, |
| GLuint* outTextureName); |
| private: |
| void init(int w, int h, FrameworkFormat format); |
| void reset(); |
| |
| void createYUVGLShader(); |
| void createYUVGLFullscreenQuad(); |
| |
| // For dealing with n-pixel-aligned buffers |
| void updateCutoffs(float yWidth, float yStridePixels, |
| float uvWidth, float uvStridePixels); |
| |
| int mWidth = 0; |
| int mHeight = 0; |
| FrameworkFormat mFormat; |
| // colorbuffer w/h/format, could be different |
| FrameworkFormat mColorBufferFormat; |
| // We need the following GL objects: |
| GLuint mProgram = 0; |
| GLuint mQuadVertexBuffer = 0; |
| GLuint mQuadIndexBuffer = 0; |
| GLuint mTextureY = 0; |
| GLuint mTextureU = 0; |
| GLuint mTextureV = 0; |
| bool mTexturesSwapped = false; |
| GLint mUniformLocYWidthCutoff = -1; |
| GLint mUniformLocUVWidthCutoff = -1; |
| GLint mUniformLocSamplerY = -1; |
| GLint mUniformLocSamplerU = -1; |
| GLint mUniformLocSamplerV = -1; |
| GLint mAttributeLocPos = -1; |
| GLint mAttributeLocTexCoord = -1; |
| |
| float mYWidthCutoff = 1.0; |
| float mUVWidthCutoff = 1.0; |
| bool mHasGlsl3Support = false; |
| bool mYuv420888ToNv21 = false; |
| |
| // YUVConverter can end up being used |
| // in a TextureDraw / subwindow context, and subsequently |
| // overwrite the previous state. |
| // This section is so YUVConverter can be used in the middle |
| // of any GL context without impacting what's |
| // already going on there, by saving/restoring the state |
| // that it is impacting. |
| void saveGLState(); |
| void restoreGLState(); |
| // Impacted state |
| GLfloat mCurrViewport[4] = {}; |
| GLint mCurrTexUnit = 0; |
| GLint mCurrProgram = 0; |
| GLint mCurrTexBind = 0; |
| GLint mCurrVbo = 0; |
| GLint mCurrIbo = 0; |
| |
| // color aspects related information |
| uint64_t mColorPrimaries = 4; // this is 601, the default |
| uint64_t mColorRange = 2; // this is limited range, the default |
| uint64_t mColorTransfer = 3; // this is the default |
| |
| bool checkAndUpdateColorAspectsChanged(void* metadata); |
| }; |
| |
| } // namespace gl |
| } // namespace gfxstream |