dront78 implemented YUV texture support for OpenGL ES 2.0

This commit is contained in:
Sam Lantinga 2014-06-07 11:36:08 -07:00
parent 93aabd3224
commit 9fb2cc10c0
3 changed files with 188 additions and 5 deletions

View File

@ -79,6 +79,10 @@ typedef struct GLES2_TextureData
GLenum pixel_type;
void *pixel_data;
size_t pitch;
/* YV12 texture support */
SDL_bool yuv;
GLenum texture_v;
GLenum texture_u;
GLES2_FBOList *fbo;
} GLES2_TextureData;
@ -133,7 +137,9 @@ typedef enum
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_MODULATION,
GLES2_UNIFORM_COLOR
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
typedef enum
@ -142,7 +148,8 @@ typedef enum
GLES2_IMAGESOURCE_TEXTURE_ABGR,
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
@ -433,6 +440,11 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture);
static int GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
const void *pixels, int pitch);
static int GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
static int GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch);
static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture);
@ -472,6 +484,11 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_SetError("Texture format not supported");
}
@ -485,12 +502,21 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->texture_type = GL_TEXTURE_2D;
data->pixel_format = format;
data->pixel_type = type;
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->texture_u = 0;
data->texture_v = 0;
scaleMode = GetScaleQuality();
/* Allocate a blob for image renderdata */
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixel_data = SDL_calloc(1, data->pitch * texture->h);
size = texture->h * data->pitch;
if (data->yuv) {
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
return SDL_OutOfMemory();
@ -499,11 +525,42 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Allocate the texture */
GL_CheckError("", renderer);
if (data->yuv) {
renderdata->glGenTextures(1, &data->texture_v);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
renderdata->glGenTextures(1, &data->texture_u);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
renderdata->glActiveTexture(GL_TEXTURE1);
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w / 2, texture->h / 2, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
}
texture->driverdata = data;
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
@ -574,6 +631,53 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch)
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glTexSubImage2D(tdata->texture_type,
0,
rect->x,
rect->y,
rect->w / 2,
rect->h / 2,
tdata->pixel_format,
tdata->pixel_type,
Vplane);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glTexSubImage2D(tdata->texture_type,
0,
rect->x,
rect->y,
rect->w / 2,
rect->h / 2,
tdata->pixel_format,
tdata->pixel_type,
Uplane);
data->glBindTexture(tdata->texture_type, tdata->texture);
data->glTexSubImage2D(tdata->texture_type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
Yplane);
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
void **pixels, int *pitch)
@ -638,6 +742,12 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
if (tdata)
{
data->glDeleteTextures(1, &tdata->texture);
if (tdata->texture_v) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u) {
data->glDeleteTextures(1, &tdata->texture_u);
}
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
@ -723,6 +833,10 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
data->glGetUniformLocation(entry->id, "u_texture_v");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_MODULATION] =
@ -734,8 +848,10 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
entry->color_r = entry->color_g = entry->color_b = entry->color_a = 255;
data->glUseProgram(entry->id);
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */
data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_MODULATION], 1.0f, 1.0f, 1.0f, 1.0f);
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f);
@ -927,6 +1043,9 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_YUV:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
break;
default:
goto fault;
}
@ -1358,6 +1477,11 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
// TODO: new shader to change yv planes YV12 format
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
default:
return -1;
}
@ -1368,6 +1492,15 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
}
/* Select the target texture */
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
data->glActiveTexture(GL_TEXTURE0);
}
data->glBindTexture(tdata->texture_type, tdata->texture);
/* Configure color modulation */
@ -1869,6 +2002,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->WindowEvent = &GLES2_WindowEvent;
renderer->CreateTexture = &GLES2_CreateTexture;
renderer->UpdateTexture = &GLES2_UpdateTexture;
renderer->UpdateTextureYUV = &GLES2_UpdateTextureYUV;
renderer->LockTexture = &GLES2_LockTexture;
renderer->UnlockTexture = &GLES2_UnlockTexture;
renderer->SetRenderTarget = &GLES2_SetRenderTarget;
@ -1887,6 +2021,9 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->GL_BindTexture = &GLES2_BindTexture;
renderer->GL_UnbindTexture = &GLES2_UnbindTexture;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
GLES2_ResetState(renderer);
return renderer;

View File

@ -126,6 +126,30 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
} \
";
/* YUV to ABGR conversion */
static const Uint8 GLES2_FragmentSrc_TextureYUVSrc_[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform sampler2D u_texture_u; \
uniform sampler2D u_texture_v; \
uniform vec4 u_modulation; \
varying vec2 v_texCoord; \
\
void main() \
{ \
mediump vec3 yuv; \
lowp vec3 rgb; \
yuv.x = texture2D(u_texture, v_texCoord).r; \
yuv.y = texture2D(u_texture_u, v_texCoord).r - 0.5; \
yuv.z = texture2D(u_texture_v, v_texCoord).r - 0.5; \
rgb = mat3( 1, 1, 1, \
0, -0.39465, 2.03211, \
1.13983, -0.58060, 0) * yuv; \
gl_FragColor = vec4(rgb, 1); \
gl_FragColor *= u_modulation; \
} \
";
static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
GL_VERTEX_SHADER,
GLES2_SOURCE_SHADER,
@ -168,6 +192,14 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
GLES2_FragmentSrc_TextureBGRSrc_
};
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVSrc = {
GL_FRAGMENT_SHADER,
GLES2_SOURCE_SHADER,
sizeof(GLES2_FragmentSrc_TextureYUVSrc_),
GLES2_FragmentSrc_TextureYUVSrc_
};
/*************************************************************************************************
* Vertex/fragment shader binaries (NVIDIA Tegra 1/2) *
*************************************************************************************************/
@ -692,6 +724,14 @@ static GLES2_Shader GLES2_FragmentShader_Modulated_TextureBGRSrc = {
}
};
static GLES2_Shader GLES2_FragmentShader_TextureYUVSrc = {
1,
{
&GLES2_FragmentSrc_TextureYUVSrc
}
};
/*************************************************************************************************
* Shader selector *
*************************************************************************************************/
@ -774,6 +814,11 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo
default:
return NULL;
}
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC:
{
return &GLES2_FragmentShader_TextureYUVSrc;
}
default:
return NULL;

View File

@ -46,7 +46,8 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC
} GLES2_ShaderType;
#define GLES2_SOURCE_SHADER (GLenum)-1