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-rw-r--r--src/qcam/viewfinder_gl.cpp451
1 files changed, 451 insertions, 0 deletions
diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
new file mode 100644
index 00000000..fbe21dcf
--- /dev/null
+++ b/src/qcam/viewfinder_gl.cpp
@@ -0,0 +1,451 @@
+/* SPDX-License-Identifier: LGPL-2.1-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * viewfinderGL.cpp - OpenGL Viewfinder for rendering by OpenGL shader
+ */
+
+#include "viewfinder_gl.h"
+
+#include <QImage>
+
+#include <libcamera/formats.h>
+
+static const QList<libcamera::PixelFormat> supportedFormats{
+ libcamera::formats::NV12,
+ libcamera::formats::NV21,
+ libcamera::formats::NV16,
+ libcamera::formats::NV61,
+ libcamera::formats::NV24,
+ libcamera::formats::NV42,
+ libcamera::formats::YUV420,
+ libcamera::formats::YVU420,
+};
+
+ViewFinderGL::ViewFinderGL(QWidget *parent)
+ : QOpenGLWidget(parent), buffer_(nullptr), yuvData_(nullptr),
+ fragmentShader_(nullptr), vertexShader_(nullptr),
+ vertexBuffer_(QOpenGLBuffer::VertexBuffer),
+ textureU_(QOpenGLTexture::Target2D),
+ textureV_(QOpenGLTexture::Target2D),
+ textureY_(QOpenGLTexture::Target2D)
+{
+}
+
+ViewFinderGL::~ViewFinderGL()
+{
+ removeShader();
+}
+
+const QList<libcamera::PixelFormat> &ViewFinderGL::nativeFormats() const
+{
+ return supportedFormats;
+}
+
+int ViewFinderGL::setFormat(const libcamera::PixelFormat &format,
+ const QSize &size)
+{
+ /* If the fragment is created remove it and create a new one. */
+ if (fragmentShader_) {
+ if (shaderProgram_.isLinked()) {
+ shaderProgram_.release();
+ shaderProgram_.removeShader(fragmentShader_);
+ delete fragmentShader_;
+ }
+ }
+
+ if (!selectFormat(format))
+ return -1;
+
+ format_ = format;
+ size_ = size;
+
+ updateGeometry();
+ return 0;
+}
+
+void ViewFinderGL::stop()
+{
+ if (buffer_) {
+ renderComplete(buffer_);
+ buffer_ = nullptr;
+ }
+}
+
+QImage ViewFinderGL::getCurrentImage()
+{
+ QMutexLocker locker(&mutex_);
+
+ return grabFramebuffer();
+}
+
+void ViewFinderGL::render(libcamera::FrameBuffer *buffer, MappedBuffer *map)
+{
+ if (buffer->planes().size() != 1) {
+ qWarning() << "Multi-planar buffers are not supported";
+ return;
+ }
+
+ if (buffer_)
+ renderComplete(buffer_);
+
+ yuvData_ = static_cast<unsigned char *>(map->memory);
+ update();
+ buffer_ = buffer;
+}
+
+bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
+{
+ bool ret = true;
+ switch (format) {
+ case libcamera::formats::NV12:
+ horzSubSample_ = 2;
+ vertSubSample_ = 2;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
+ break;
+ case libcamera::formats::NV21:
+ horzSubSample_ = 2;
+ vertSubSample_ = 2;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
+ break;
+ case libcamera::formats::NV16:
+ horzSubSample_ = 2;
+ vertSubSample_ = 1;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
+ break;
+ case libcamera::formats::NV61:
+ horzSubSample_ = 2;
+ vertSubSample_ = 1;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
+ break;
+ case libcamera::formats::NV24:
+ horzSubSample_ = 1;
+ vertSubSample_ = 1;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
+ break;
+ case libcamera::formats::NV42:
+ horzSubSample_ = 1;
+ vertSubSample_ = 1;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
+ break;
+ case libcamera::formats::YUV420:
+ horzSubSample_ = 2;
+ vertSubSample_ = 2;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
+ break;
+ case libcamera::formats::YVU420:
+ horzSubSample_ = 2;
+ vertSubSample_ = 2;
+ vertexShaderSrc_ = ":NV_vertex_shader.glsl";
+ fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
+ break;
+ default:
+ ret = false;
+ qWarning() << "[ViewFinderGL]:"
+ << "format not supported.";
+ break;
+ };
+
+ return ret;
+}
+
+bool ViewFinderGL::createVertexShader()
+{
+ /* Create Vertex Shader */
+ vertexShader_ = new QOpenGLShader(QOpenGLShader::Vertex, this);
+
+ /* Compile the vertex shader */
+ if (!vertexShader_->compileSourceFile(vertexShaderSrc_)) {
+ qWarning() << "[ViewFinderGL]:" << vertexShader_->log();
+ return false;
+ }
+
+ shaderProgram_.addShader(vertexShader_);
+ return true;
+}
+
+bool ViewFinderGL::createFragmentShader()
+{
+ int attributeVertex;
+ int attributeTexture;
+
+ /* Create Fragment Shader */
+ fragmentShader_ = new QOpenGLShader(QOpenGLShader::Fragment, this);
+
+ /* Compile the fragment shader */
+ if (!fragmentShader_->compileSourceFile(fragmentShaderSrc_)) {
+ qWarning() << "[ViewFinderGL]:" << fragmentShader_->log();
+ return false;
+ }
+
+ shaderProgram_.addShader(fragmentShader_);
+
+ /* Link shader pipeline */
+ if (!shaderProgram_.link()) {
+ qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
+ close();
+ }
+
+ /* Bind shader pipeline for use */
+ if (!shaderProgram_.bind()) {
+ qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
+ close();
+ }
+
+ attributeVertex = shaderProgram_.attributeLocation("vertexIn");
+ attributeTexture = shaderProgram_.attributeLocation("textureIn");
+
+ shaderProgram_.enableAttributeArray(attributeVertex);
+ shaderProgram_.setAttributeBuffer(attributeVertex,
+ GL_FLOAT,
+ 0,
+ 2,
+ 2 * sizeof(GLfloat));
+
+ shaderProgram_.enableAttributeArray(attributeTexture);
+ shaderProgram_.setAttributeBuffer(attributeTexture,
+ GL_FLOAT,
+ 8 * sizeof(GLfloat),
+ 2,
+ 2 * sizeof(GLfloat));
+
+ textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
+ textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
+ textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
+
+ if (!textureY_.isCreated())
+ textureY_.create();
+
+ if (!textureU_.isCreated())
+ textureU_.create();
+
+ if (!textureV_.isCreated())
+ textureV_.create();
+
+ id_y_ = textureY_.textureId();
+ id_u_ = textureU_.textureId();
+ id_v_ = textureV_.textureId();
+ return true;
+}
+
+void ViewFinderGL::configureTexture(unsigned int id)
+{
+ glBindTexture(GL_TEXTURE_2D, id);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+void ViewFinderGL::removeShader()
+{
+ if (shaderProgram_.isLinked()) {
+ shaderProgram_.release();
+ shaderProgram_.removeAllShaders();
+ }
+
+ if (fragmentShader_)
+ delete fragmentShader_;
+
+ if (vertexShader_)
+ delete vertexShader_;
+}
+
+void ViewFinderGL::initializeGL()
+{
+ initializeOpenGLFunctions();
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+
+ static const GLfloat coordinates[2][4][2]{
+ {
+ /* Vertex coordinates */
+ { -1.0f, -1.0f },
+ { -1.0f, +1.0f },
+ { +1.0f, +1.0f },
+ { +1.0f, -1.0f },
+ },
+ {
+ /* Texture coordinates */
+ { 0.0f, 1.0f },
+ { 0.0f, 0.0f },
+ { 1.0f, 0.0f },
+ { 1.0f, 1.0f },
+ },
+ };
+
+ vertexBuffer_.create();
+ vertexBuffer_.bind();
+ vertexBuffer_.allocate(coordinates, sizeof(coordinates));
+
+ /* Create Vertex Shader */
+ if (!createVertexShader())
+ qWarning() << "[ViewFinderGL]: create vertex shader failed.";
+
+ glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
+}
+
+void ViewFinderGL::doRender()
+{
+ switch (format_) {
+ case libcamera::formats::NV12:
+ case libcamera::formats::NV21:
+ case libcamera::formats::NV16:
+ case libcamera::formats::NV61:
+ case libcamera::formats::NV24:
+ case libcamera::formats::NV42:
+ /* Activate texture Y */
+ glActiveTexture(GL_TEXTURE0);
+ configureTexture(id_y_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width(),
+ size_.height(),
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ yuvData_);
+ shaderProgram_.setUniformValue(textureUniformY_, 0);
+
+ /* Activate texture UV/VU */
+ glActiveTexture(GL_TEXTURE1);
+ configureTexture(id_u_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RG,
+ size_.width() / horzSubSample_,
+ size_.height() / vertSubSample_,
+ 0,
+ GL_RG,
+ GL_UNSIGNED_BYTE,
+ (char *)yuvData_ + size_.width() * size_.height());
+ shaderProgram_.setUniformValue(textureUniformU_, 1);
+ break;
+
+ case libcamera::formats::YUV420:
+ /* Activate texture Y */
+ glActiveTexture(GL_TEXTURE0);
+ configureTexture(id_y_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width(),
+ size_.height(),
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ yuvData_);
+ shaderProgram_.setUniformValue(textureUniformY_, 0);
+
+ /* Activate texture U */
+ glActiveTexture(GL_TEXTURE1);
+ configureTexture(id_u_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width() / horzSubSample_,
+ size_.height() / vertSubSample_,
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ (char *)yuvData_ + size_.width() * size_.height());
+ shaderProgram_.setUniformValue(textureUniformU_, 1);
+
+ /* Activate texture V */
+ glActiveTexture(GL_TEXTURE2);
+ configureTexture(id_v_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width() / horzSubSample_,
+ size_.height() / vertSubSample_,
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ (char *)yuvData_ + size_.width() * size_.height() * 5 / 4);
+ shaderProgram_.setUniformValue(textureUniformV_, 2);
+ break;
+
+ case libcamera::formats::YVU420:
+ /* Activate texture Y */
+ glActiveTexture(GL_TEXTURE0);
+ configureTexture(id_y_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width(),
+ size_.height(),
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ yuvData_);
+ shaderProgram_.setUniformValue(textureUniformY_, 0);
+
+ /* Activate texture V */
+ glActiveTexture(GL_TEXTURE2);
+ configureTexture(id_v_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width() / horzSubSample_,
+ size_.height() / vertSubSample_,
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ (char *)yuvData_ + size_.width() * size_.height());
+ shaderProgram_.setUniformValue(textureUniformV_, 2);
+
+ /* Activate texture U */
+ glActiveTexture(GL_TEXTURE1);
+ configureTexture(id_u_);
+ glTexImage2D(GL_TEXTURE_2D,
+ 0,
+ GL_RED,
+ size_.width() / horzSubSample_,
+ size_.height() / vertSubSample_,
+ 0,
+ GL_RED,
+ GL_UNSIGNED_BYTE,
+ (char *)yuvData_ + size_.width() * size_.height() * 5 / 4);
+ shaderProgram_.setUniformValue(textureUniformU_, 1);
+ break;
+
+ default:
+ break;
+ };
+}
+
+void ViewFinderGL::paintGL()
+{
+ if (!fragmentShader_)
+ if (!createFragmentShader()) {
+ qWarning() << "[ViewFinderGL]:"
+ << "create fragment shader failed.";
+ }
+
+ if (yuvData_) {
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ doRender();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+}
+
+void ViewFinderGL::resizeGL(int w, int h)
+{
+ glViewport(0, 0, w, h);
+}
+
+QSize ViewFinderGL::sizeHint() const
+{
+ return size_.isValid() ? size_ : QSize(640, 480);
+}

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