[egl] implemented YUV420 decode support in hardware

This commit is contained in:
Geoffrey McRae 2018-09-23 20:45:20 +10:00
parent 1f1c9dfa59
commit b5a47cae25
7 changed files with 208 additions and 45 deletions

View File

@ -44,7 +44,9 @@ struct Models
struct Shaders struct Shaders
{ {
struct EGL_Shader * desktop; struct EGL_Shader * rgba;
struct EGL_Shader * bgra;
struct EGL_Shader * yuv;
}; };
struct Textures struct Textures
@ -68,11 +70,13 @@ struct Inst
struct Shaders shaders; struct Shaders shaders;
struct Textures textures; struct Textures textures;
LG_RendererFormat format; LG_RendererFormat format;
bool sourceChanged; enum EGL_PixelFormat pixFmt;
size_t frameSize; EGL_Shader * shader;
const uint8_t * data; bool sourceChanged;
bool update; size_t frameSize;
const uint8_t * data;
bool update;
}; };
const char * egl_get_name() const char * egl_get_name()
@ -114,7 +118,9 @@ void egl_deinitialize(void * opaque)
struct Inst * this = (struct Inst *)opaque; struct Inst * this = (struct Inst *)opaque;
egl_model_free (&this->models .desktop); egl_model_free (&this->models .desktop);
egl_shader_free (&this->shaders .desktop); egl_shader_free (&this->shaders .rgba );
egl_shader_free (&this->shaders .bgra );
egl_shader_free (&this->shaders .yuv );
egl_texture_free(&this->textures.desktop); egl_texture_free(&this->textures.desktop);
free(this); free(this);
} }
@ -137,8 +143,6 @@ bool egl_on_mouse_event(void * opaque, const bool visible , const int x, const i
bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data) bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uint8_t * data)
{ {
struct Inst * this = (struct Inst *)opaque; struct Inst * this = (struct Inst *)opaque;
if (format.type != FRAME_TYPE_ARGB)
return false;
this->sourceChanged = ( this->sourceChanged = (
this->sourceChanged || this->sourceChanged ||
@ -151,7 +155,24 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
if (this->sourceChanged) if (this->sourceChanged)
{ {
memcpy(&this->format, &format, sizeof(LG_RendererFormat)); memcpy(&this->format, &format, sizeof(LG_RendererFormat));
this->frameSize = format.height * format.pitch;
switch(format.type)
{
case FRAME_TYPE_ARGB:
this->pixFmt = EGL_PF_RGBA;
this->shader = this->shaders.rgba;
this->frameSize = format.height * format.pitch;
break;
case FRAME_TYPE_YUV420:
this->pixFmt = EGL_PF_YUV420;
this->shader = this->shaders.yuv;
this->frameSize = format.width * format.height * 3 / 2;
break;
default:
return false;
}
} }
this->data = data; this->data = data;
@ -249,14 +270,13 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
1.0f, 0.0f 1.0f, 0.0f
}; };
if (!egl_shader_init(&this->shaders.desktop)) if (!egl_shader_init(&this->shaders.rgba)) return false;
return false; if (!egl_shader_init(&this->shaders.bgra)) return false;
if (!egl_shader_init(&this->shaders.yuv )) return false;
if (!egl_shader_compile(this->shaders.desktop, if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba))) return false;
egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), if (!egl_shader_compile(this->shaders.bgra, egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra))) return false;
egl_fragment_shader_bgra, sizeof(egl_fragment_shader_bgra) if (!egl_shader_compile(this->shaders.yuv , egl_vertex_shader_basic, sizeof(egl_vertex_shader_basic), egl_fragment_shader_yuv , sizeof(egl_fragment_shader_yuv ))) return false;
))
return false;
if (!egl_texture_init(&this->textures.desktop)) if (!egl_texture_init(&this->textures.desktop))
return false; return false;
@ -266,7 +286,6 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat)); egl_model_set_verticies(this->models.desktop, desktop, sizeof(desktop) / sizeof(GLfloat));
egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat)); egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
egl_model_set_shader (this->models.desktop, this->shaders .desktop);
egl_model_set_texture (this->models.desktop, this->textures.desktop); egl_model_set_texture (this->models.desktop, this->textures.desktop);
eglSwapInterval(this->display, this->opt.vsync ? 1 : 0); eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
@ -284,12 +303,15 @@ bool egl_render(void * opaque, SDL_Window * window)
this->sourceChanged = false; this->sourceChanged = false;
if (!egl_texture_init_streaming( if (!egl_texture_init_streaming(
this->textures.desktop, this->textures.desktop,
this->pixFmt,
this->format.width, this->format.width,
this->format.height, this->format.height,
this->frameSize this->frameSize
)) ))
return false; return false;
}
egl_model_set_shader(this->models.desktop, this->shader);
}
if (!egl_texture_stream_buffer(this->textures.desktop, this->data)) if (!egl_texture_stream_buffer(this->textures.desktop, this->data))
return false; return false;

View File

@ -43,6 +43,8 @@ struct EGL_Model
EGL_Texture * texture; EGL_Texture * texture;
}; };
void update_uniform_bindings(EGL_Model * model);
bool egl_model_init(EGL_Model ** model) bool egl_model_init(EGL_Model ** model)
{ {
*model = (EGL_Model *)malloc(sizeof(EGL_Model)); *model = (EGL_Model *)malloc(sizeof(EGL_Model));
@ -138,9 +140,20 @@ void egl_model_render(EGL_Model * model)
void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader) void egl_model_set_shader(EGL_Model * model, EGL_Shader * shader)
{ {
model->shader = shader; model->shader = shader;
update_uniform_bindings(model);
} }
void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture) void egl_model_set_texture(EGL_Model * model, EGL_Texture * texture)
{ {
model->texture = texture; model->texture = texture;
update_uniform_bindings(model);
}
void update_uniform_bindings(EGL_Model * model)
{
if (!model->shader || !model->texture)
return;
const int count = egl_texture_count(model->texture);
egl_shader_associate_textures(model->shader, count);
} }

View File

@ -194,3 +194,21 @@ void egl_shader_use(EGL_Shader * shader)
else else
DEBUG_ERROR("Shader program has not been compiled"); DEBUG_ERROR("Shader program has not been compiled");
} }
void egl_shader_associate_textures(EGL_Shader * shader, const int count)
{
char name[] = "sampler1";
glUseProgram(shader->shader);
for(int i = 0; i < count; ++i, name[7]++)
{
GLint loc = glGetUniformLocation(shader->shader, name);
if (loc == -1)
{
DEBUG_WARN("Shader uniform location `%s` not found", name);
continue;
}
glUniform1i(loc, i);
}
glUseProgram(0);
}

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@ -32,3 +32,5 @@ void egl_shader_free(EGL_Shader ** shader);
bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file); bool egl_shader_load (EGL_Shader * model, const char * vertex_file, const char * fragment_file);
bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size); bool egl_shader_compile(EGL_Shader * model, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size);
void egl_shader_use (EGL_Shader * shader); void egl_shader_use (EGL_Shader * shader);
void egl_shader_associate_textures(EGL_Shader * shader, const int count);

View File

@ -38,16 +38,16 @@ void main()\
"; ";
static const char egl_fragment_shader_rgba[] = "\ static const char egl_fragment_shader_rgba[] = "\
#version 300 es\ #version 300 es\n\
\ \
in highp vec2 uv;\ in highp vec2 uv;\
out highp vec3 color;\ out highp vec3 color;\
\ \
uniform sampler2D sampler;\ uniform sampler2D sampler1;\
\ \
void main()\ void main()\
{\ {\
color = texture(sampler, uv).rgb;\ color = texture(sampler1, uv).rgb;\
}\ }\
"; ";
@ -57,15 +57,48 @@ static const char egl_fragment_shader_bgra[] = "\
in highp vec2 uv;\ in highp vec2 uv;\
out highp vec3 color;\ out highp vec3 color;\
\ \
uniform sampler2D sampler;\ uniform sampler2D sampler1;\
\ \
void main()\ void main()\
{\ {\
highp vec3 tmp = texture(sampler, uv).rgb;\ highp vec3 tmp = texture(sampler1, uv).rgb;\
color.r = tmp.b;\ color.r = tmp.b;\
color.g = tmp.g;\ color.g = tmp.g;\
color.b = tmp.r;\ color.b = tmp.r;\
}\ }\
"; ";
static const char egl_fragment_shader_yuv[] = "\
#version 300 es\n\
\
in highp vec2 uv;\
out highp vec3 color;\
\
uniform sampler2D sampler1;\
uniform sampler2D sampler2;\
uniform sampler2D sampler3;\
\
void main()\
{\
highp vec4 yuv = vec4(\
texture(sampler1, uv).r,\
texture(sampler2, uv).r,\
texture(sampler3, uv).r,\
1.0\
);\
\
highp mat4 yuv_to_rgb = mat4(\
1.0, 0.0 , 1.402, -0.701,\
1.0, -0.344, -0.714, 0.529,\
1.0, 1.772, 0.0 , -0.886,\
1.0, 1.0 , 1.0 , 1.0\
);\
yuv = yuv * yuv_to_rgb;\
\
color.r = yuv.r;\
color.g = yuv.g;\
color.b = yuv.b;\
}\
";
#endif #endif

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@ -29,9 +29,16 @@ Place, Suite 330, Boston, MA 02111-1307 USA
struct EGL_Texture struct EGL_Texture
{ {
GLuint texture; enum EGL_PixelFormat pixFmt;
size_t width, height; size_t width, height;
int textureCount;
GLuint textures[3];
GLuint samplers[3];
size_t planes[3][2];
GLintptr offsets[3];
GLenum format;
bool hasPBO; bool hasPBO;
GLuint pbo[2]; GLuint pbo[2];
int pboIndex; int pboIndex;
@ -48,7 +55,6 @@ bool egl_texture_init(EGL_Texture ** texture)
} }
memset(*texture, 0, sizeof(EGL_Texture)); memset(*texture, 0, sizeof(EGL_Texture));
glGenTextures(1, &(*texture)->texture);
return true; return true;
} }
@ -58,7 +64,11 @@ void egl_texture_free(EGL_Texture ** texture)
if (!*texture) if (!*texture)
return; return;
glDeleteTextures(1, &(*texture)->texture); if ((*texture)->textureCount > 0)
{
glDeleteTextures((*texture)->textureCount, (*texture)->textures);
glDeleteSamplers((*texture)->textureCount, (*texture)->samplers);
}
if ((*texture)->hasPBO) if ((*texture)->hasPBO)
glDeleteBuffers(2, (*texture)->pbo); glDeleteBuffers(2, (*texture)->pbo);
@ -67,19 +77,63 @@ void egl_texture_free(EGL_Texture ** texture)
*texture = NULL; *texture = NULL;
} }
bool egl_texture_init_streaming(EGL_Texture * texture, size_t width, size_t height, size_t bufferSize) bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t bufferSize)
{ {
texture->width = width; if (texture->textureCount > 0)
texture->height = height; {
glDeleteTextures(texture->textureCount, texture->textures);
texture->textureCount = 0;
}
texture->pixFmt = pixFmt;
texture->width = width;
texture->height = height;
texture->pboBufferSize = bufferSize; texture->pboBufferSize = bufferSize;
glBindTexture(GL_TEXTURE_2D, texture->texture); switch(pixFmt)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); case EGL_PF_RGBA:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE); case EGL_PF_BGRA:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE); texture->textureCount = 1;
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); texture->format = GL_BGRA;
glBindTexture(GL_TEXTURE_2D, 0); texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->offsets[0] = 0;
break;
case EGL_PF_YUV420:
texture->textureCount = 3;
texture->format = GL_RED;
texture->planes[0][0] = width;
texture->planes[0][1] = height;
texture->planes[1][0] = width / 2;
texture->planes[1][1] = height / 2;
texture->planes[2][0] = width / 2;
texture->planes[2][1] = height / 2;
texture->offsets[0] = 0;
texture->offsets[1] = width * height;
texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
break;
default:
DEBUG_ERROR("Unsupported pixel format");
return false;
}
glGenTextures(texture->textureCount, texture->textures);
glGenSamplers(texture->textureCount, texture->samplers);
for(int i = 0; i < texture->textureCount; ++i)
{
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, texture->format, texture->planes[i][0], texture->planes[i][1],
0, texture->format, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
}
if (!texture->hasPBO) if (!texture->hasPBO)
{ {
@ -108,10 +162,13 @@ bool egl_texture_stream_buffer(EGL_Texture * texture, const uint8_t * buffer)
texture->pboIndex = 0; texture->pboIndex = 0;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
glBindTexture(GL_TEXTURE_2D, texture->texture); for(int i = 0; i < texture->textureCount; ++i)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height, GL_RGBA, GL_UNSIGNED_BYTE, 0); {
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
return true; return true;
@ -119,5 +176,15 @@ bool egl_texture_stream_buffer(EGL_Texture * texture, const uint8_t * buffer)
void egl_texture_bind(EGL_Texture * texture) void egl_texture_bind(EGL_Texture * texture)
{ {
glBindTexture(GL_TEXTURE_2D, texture->texture); for(int i = 0; i < texture->textureCount; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glBindSampler(i, texture->samplers[i]);
}
}
int egl_texture_count(EGL_Texture * texture)
{
return texture->textureCount;
} }

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@ -27,9 +27,17 @@ Place, Suite 330, Boston, MA 02111-1307 USA
typedef struct EGL_Texture EGL_Texture; typedef struct EGL_Texture EGL_Texture;
enum EGL_PixelFormat
{
EGL_PF_RGBA,
EGL_PF_BGRA,
EGL_PF_YUV420
};
bool egl_texture_init(EGL_Texture ** tex); bool egl_texture_init(EGL_Texture ** tex);
void egl_texture_free(EGL_Texture ** tex); void egl_texture_free(EGL_Texture ** tex);
bool egl_texture_init_streaming(EGL_Texture * texture, size_t width, size_t height, size_t bufferSize); bool egl_texture_init_streaming(EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t bufferSize);
bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer); bool egl_texture_stream_buffer (EGL_Texture * texture, const uint8_t * buffer);
void egl_texture_bind (EGL_Texture * texture); void egl_texture_bind (EGL_Texture * texture);
int egl_texture_count (EGL_Texture * texture);