Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers

This commit is contained in:
Sam Lantinga 2014-08-06 11:34:54 -07:00
parent 298925e01f
commit c7790bdb2b
12 changed files with 456 additions and 183 deletions

View file

@ -81,8 +81,9 @@ typedef struct GLES2_TextureData
GLenum pixel_type;
void *pixel_data;
int pitch;
/* YV12 texture support */
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLenum texture_v;
GLenum texture_u;
GLES2_FBOList *fbo;
@ -151,7 +152,9 @@ typedef enum
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
GLES2_IMAGESOURCE_TEXTURE_YUV
GLES2_IMAGESOURCE_TEXTURE_YUV,
GLES2_IMAGESOURCE_TEXTURE_NV12,
GLES2_IMAGESOURCE_TEXTURE_NV21
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
@ -488,6 +491,8 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_NV12:
case SDL_PIXELFORMAT_NV21:
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
@ -505,6 +510,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->pixel_format = format;
data->pixel_type = type;
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
data->texture_u = 0;
data->texture_v = 0;
scaleMode = GetScaleQuality();
@ -518,6 +524,10 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
if (data->nv12) {
/* Need to add size for the U/V plane */
size += ((texture->h * data->pitch) / 2);
}
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
@ -557,6 +567,23 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
}
if (data->nv12) {
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, GL_LUMINANCE_ALPHA, texture->w / 2, texture->h / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
}
}
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
@ -673,6 +700,20 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
pixels, pitch / 2, 1);
}
if (tdata->nv12) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
GLES2_TexSubImage2D(data, tdata->texture_type,
rect->x / 2,
rect->y / 2,
rect->w / 2,
rect->h / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
pixels, pitch, 2);
}
return GL_CheckError("glTexSubImage2D()", renderer);
}
@ -1093,6 +1134,12 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
case GLES2_IMAGESOURCE_TEXTURE_YUV:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC;
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC;
break;
default:
goto fault;
}
@ -1432,20 +1479,15 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
}
static int
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_FRect *dstrect)
GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_BlendMode blendMode;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES2_ProgramCacheEntry *program;
Uint8 r, g, b, a;
GLES2_ActivateRenderer(renderer);
/* Activate an appropriate shader and set the projection matrix */
blendMode = texture->blendMode;
if (renderer->target) {
@ -1505,11 +1547,22 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
break;
}
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
default:
return SDL_SetError("Unsupported texture format");
}
}
else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
}
else {
} else {
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
@ -1524,13 +1577,18 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
// TODO: new shader to change yv planes YV12 format
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
case SDL_PIXELFORMAT_NV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
break;
case SDL_PIXELFORMAT_NV21:
sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
break;
default:
return -1;
return SDL_SetError("Unsupported texture format");
}
}
@ -1548,6 +1606,12 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
data->glActiveTexture(GL_TEXTURE0);
}
if (tdata->nv12) {
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 */
@ -1578,6 +1642,23 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
GLES2_SetBlendMode(data, blendMode);
GLES2_SetTexCoords(data, SDL_TRUE);
return 0;
}
static int
GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_FRect *dstrect)
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES2_ActivateRenderer(renderer);
if (GLES2_SetupCopy(renderer, texture) < 0) {
return -1;
}
/* Emit the textured quad */
vertices[0] = dstrect->x;
@ -1609,10 +1690,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
GLES2_ProgramCacheEntry *program;
Uint8 r, g, b, a;
SDL_BlendMode blendMode;
GLfloat vertices[8];
GLfloat texCoords[8];
GLfloat translate[8];
@ -1621,6 +1698,10 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
GLES2_ActivateRenderer(renderer);
if (GLES2_SetupCopy(renderer, texture) < 0) {
return -1;
}
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
@ -1628,124 +1709,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
/* Activate an appropriate shader and set the projection matrix */
blendMode = texture->blendMode;
if (renderer->target) {
/* Check if we need to do color mapping between the source and render target textures */
if (renderer->target->format != texture->format) {
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
switch (renderer->target->format)
{
case SDL_PIXELFORMAT_ABGR8888:
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_ABGR8888:
switch (renderer->target->format)
{
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
}
break;
case SDL_PIXELFORMAT_RGB888:
switch (renderer->target->format)
{
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
case SDL_PIXELFORMAT_BGR888:
switch (renderer->target->format)
{
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
}
break;
}
}
else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
}
else {
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
break;
case SDL_PIXELFORMAT_ABGR8888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
break;
case SDL_PIXELFORMAT_RGB888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
break;
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
default:
return -1;
}
}
if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
return -1;
/* Select the target texture */
data->glBindTexture(tdata->texture_type, tdata->texture);
/* Configure color modulation */
/* !!! FIXME: grep for glUniform4f(), move that stuff to a subroutine, it's a lot of copy/paste. */
g = texture->g;
a = texture->a;
if (renderer->target &&
(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
r = texture->b;
b = texture->r;
} else {
r = texture->r;
b = texture->b;
}
program = data->current_program;
if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) {
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
program->modulation_r = r;
program->modulation_g = g;
program->modulation_b = b;
program->modulation_a = a;
}
/* Configure texture blending */
GLES2_SetBlendMode(data, blendMode);
GLES2_SetTexCoords(data, SDL_TRUE);
/* Emit the textured quad */
vertices[0] = dstrect->x;
vertices[1] = dstrect->y;
@ -2066,6 +2029,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
GLES2_ResetState(renderer);