/* * 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 #include #include "FrameworkFormats.h" #include #include #include 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