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/*
* 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 {
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);
// 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);
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);
// public so other classes can call
static void createYUVGLTex(GLenum textureUnit,
GLsizei width,
GLsizei height,
FrameworkFormat format,
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;
// 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;
};
} // namespace gl
} // namespace gfxstream