[libcamera-devel] [PATCH v4 2/3] qcam: add OpenGL renderer

Show Liu show.liu at linaro.org
Fri Aug 21 18:16:01 CEST 2020


qcam: add OpenGL renderer

Signed-off-by: Show Liu <show.liu at linaro.org>
---
 src/qcam/meson.build  |   2 +
 src/qcam/renderer.cpp | 346 ++++++++++++++++++++++++++++++++++++++++++
 src/qcam/renderer.h   |  81 ++++++++++
 3 files changed, 429 insertions(+)
 create mode 100644 src/qcam/renderer.cpp
 create mode 100644 src/qcam/renderer.h

diff --git a/src/qcam/meson.build b/src/qcam/meson.build
index e0c6f26..8c9032f 100644
--- a/src/qcam/meson.build
+++ b/src/qcam/meson.build
@@ -7,11 +7,13 @@ qcam_sources = files([
     'main.cpp',
     'main_window.cpp',
     'viewfinder.cpp',
+    'renderer.cpp'
 ])
 
 qcam_moc_headers = files([
     'main_window.h',
     'viewfinder.h',
+    'renderer.h'
 ])
 
 qcam_resources = files([
diff --git a/src/qcam/renderer.cpp b/src/qcam/renderer.cpp
new file mode 100644
index 0000000..23e8fa8
--- /dev/null
+++ b/src/qcam/renderer.cpp
@@ -0,0 +1,346 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * renderer.cpp - Render YUV format frame by OpenGL shader
+ */
+
+#include "renderer.h"
+
+Renderer::Renderer()
+	: fbo_(nullptr),
+	  vbo_(QOpenGLBuffer::VertexBuffer),
+	  pFShader_(nullptr),
+	  pVShader_(nullptr),
+	  textureU_(QOpenGLTexture::Target2D),
+	  textureV_(QOpenGLTexture::Target2D),
+	  textureY_(QOpenGLTexture::Target2D)
+{
+	/* offscreen format setup */
+	setFormat(requestedFormat());
+	create();
+
+	/* create OpenGL context */
+	if (ctx_.create()) {
+		ctx_.makeCurrent(this);
+		initializeOpenGLFunctions();
+	} else {
+		qWarning() << "[Renderer]: "
+			   << "OpenGL renderer is not available.";
+	}
+}
+
+Renderer::~Renderer()
+{
+	if (vbo_.isCreated()) {
+		vbo_.release();
+		vbo_.destroy();
+	}
+
+	if (fbo_) {
+		fbo_->release();
+		delete fbo_;
+	}
+
+	removeShader();
+
+	if (textureY_.isCreated())
+		textureY_.destroy();
+
+	if (textureU_.isCreated())
+		textureU_.destroy();
+
+	if (textureV_.isCreated())
+		textureV_.destroy();
+
+	ctx_.doneCurrent();
+}
+
+void Renderer::initializeGL()
+{
+	glEnable(GL_TEXTURE_2D);
+	glDisable(GL_DEPTH_TEST);
+
+	static const GLfloat vertices[]{
+		-1.0f, -1.0f, -1.0f, +1.0f,
+		+1.0f, +1.0f, +1.0f, -1.0f,
+		0.0f, 1.0f, 0.0f, 0.0f,
+		1.0f, 0.0f, 1.0f, 1.0f
+	};
+
+	vbo_.create();
+	vbo_.bind();
+	vbo_.allocate(vertices, sizeof(vertices));
+
+	glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
+}
+
+bool Renderer::selectShader(const libcamera::PixelFormat &format)
+{
+	bool ret = true;
+	switch (format) {
+	case libcamera::formats::NV12:
+		horzSubSample_ = 2;
+		vertSubSample_ = 2;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_UV_f.glsl";
+		break;
+	case libcamera::formats::NV21:
+		horzSubSample_ = 2;
+		vertSubSample_ = 2;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_VU_f.glsl";
+		break;
+	case libcamera::formats::NV16:
+		horzSubSample_ = 2;
+		vertSubSample_ = 1;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_UV_f.glsl";
+		break;
+	case libcamera::formats::NV61:
+		horzSubSample_ = 2;
+		vertSubSample_ = 1;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_VU_f.glsl";
+		break;
+	case libcamera::formats::NV24:
+		horzSubSample_ = 1;
+		vertSubSample_ = 1;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_UV_f.glsl";
+		break;
+	case libcamera::formats::NV42:
+		horzSubSample_ = 1;
+		vertSubSample_ = 1;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_2_planes_VU_f.glsl";
+		break;
+	case libcamera::formats::YUV420:
+		horzSubSample_ = 2;
+		vertSubSample_ = 2;
+		vsrc_ = ":NV_vertex_shader.glsl";
+		fsrc_ = ":NV_3_planes_UV_f.glsl";
+		break;
+	default:
+		ret = false;
+		qWarning() << "[Renderer]: "
+			   << "format not support yet.";
+		break;
+	};
+
+	return ret;
+}
+
+void Renderer::removeShader()
+{
+	if (shaderProgram_.isLinked()) {
+		shaderProgram_.release();
+		shaderProgram_.removeAllShaders();
+	}
+
+	if (pFShader_)
+		delete pFShader_;
+
+	if (pVShader_)
+		delete pVShader_;
+}
+
+bool Renderer::createShader()
+{
+	bool bCompile;
+
+	/* Create Vertex Shader */
+	pVShader_ = new QOpenGLShader(QOpenGLShader::Vertex, this);
+
+	bCompile = pVShader_->compileSourceFile(vsrc_);
+	if (!bCompile) {
+		qWarning() << "[Renderer]: " << pVShader_->log();
+		return bCompile;
+	}
+
+	shaderProgram_.addShader(pVShader_);
+
+	/* Create Fragment Shader */
+	pFShader_ = new QOpenGLShader(QOpenGLShader::Fragment, this);
+
+	bCompile = pFShader_->compileSourceFile(fsrc_);
+	if (!bCompile) {
+		qWarning() << "[Renderer]: " << pFShader_->log();
+		return bCompile;
+	}
+
+	shaderProgram_.addShader(pFShader_);
+
+	// Link shader pipeline
+	if (!shaderProgram_.link()) {
+		qWarning() << "[Renderer]: " << shaderProgram_.log();
+		return false;
+	}
+
+	// Bind shader pipeline for use
+	if (!shaderProgram_.bind()) {
+		qWarning() << "[Renderer]: " << shaderProgram_.log();
+		return false;
+	}
+	return true;
+}
+
+bool Renderer::configure(const libcamera::PixelFormat &format, const QSize &size)
+{
+	bool ret = true;
+
+	if (selectShader(format)) {
+		ret = createShader();
+		if (!ret)
+			return ret;
+
+		shaderProgram_.enableAttributeArray(ATTRIB_VERTEX);
+		shaderProgram_.enableAttributeArray(ATTRIB_TEXTURE);
+
+		shaderProgram_.setAttributeBuffer(ATTRIB_VERTEX,
+						  GL_FLOAT,
+						  0,
+						  2,
+						  2 * sizeof(GLfloat));
+		shaderProgram_.setAttributeBuffer(ATTRIB_TEXTURE,
+						  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();
+
+		fbo_ = new QOpenGLFramebufferObject(size.width(),
+						    size.height(),
+						    GL_TEXTURE_2D);
+		fbo_->bind();
+		glViewport(0, 0, size.width(), size.height());
+
+		format_ = format;
+		size_ = size;
+	} else {
+		ret = false;
+	}
+	return ret;
+}
+
+void Renderer::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 Renderer::render(unsigned char *buffer)
+{
+	QMutexLocker locker(&mutex_);
+
+	glClearColor(0.0, 0.0, 0.0, 1.0);
+	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+	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 0 */
+		glActiveTexture(GL_TEXTURE0);
+		configureTexture(id_y_);
+		glTexImage2D(GL_TEXTURE_2D,
+			     0,
+			     GL_RED,
+			     size_.width(),
+			     size_.height(),
+			     0,
+			     GL_RED,
+			     GL_UNSIGNED_BYTE,
+			     buffer);
+		glUniform1i(textureUniformY_, 0);
+
+		/* activate texture 1 */
+		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,
+			     buffer + size_.width() * size_.height());
+		glUniform1i(textureUniformU_, 1);
+		break;
+	case libcamera::formats::YUV420:
+		/* activate texture 0 */
+		glActiveTexture(GL_TEXTURE0);
+		configureTexture(id_y_);
+		glTexImage2D(GL_TEXTURE_2D,
+			     0,
+			     GL_RED,
+			     size_.width(),
+			     size_.height(),
+			     0,
+			     GL_RED,
+			     GL_UNSIGNED_BYTE,
+			     buffer);
+		glUniform1i(textureUniformY_, 0);
+
+		/* activate texture 1 */
+		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,
+			     buffer + size_.width() * size_.height());
+		glUniform1i(textureUniformU_, 1);
+
+		/* activate texture 2 */
+		glActiveTexture(GL_TEXTURE2);
+		configureTexture(id_v_);
+		glTexImage2D(GL_TEXTURE_2D,
+			     0,
+			     GL_RG,
+			     size_.width() / horzSubSample_,
+			     size_.height() / vertSubSample_,
+			     0, GL_RG,
+			     GL_UNSIGNED_BYTE,
+			     buffer + size_.width() * size_.height() * 5 / 4);
+		glUniform1i(textureUniformV_, 2);
+		break;
+	default:
+		break;
+	};
+
+	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+}
+
+QImage Renderer::toImage()
+{
+	QMutexLocker locker(&mutex_);
+	return (fbo_->toImage(true));
+}
diff --git a/src/qcam/renderer.h b/src/qcam/renderer.h
new file mode 100644
index 0000000..1ea0c48
--- /dev/null
+++ b/src/qcam/renderer.h
@@ -0,0 +1,81 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+/*
+ * Copyright (C) 2020, Linaro
+ *
+ * renderer.h - Render YUV format frame by OpenGL shader
+ */
+#ifndef __QCAM_RENDERER_H__
+#define __QCAM_RENDERER_H__
+
+#include <QImage>
+#include <QMutex>
+#include <QOffscreenSurface>
+#include <QOpenGLBuffer>
+#include <QOpenGLContext>
+#include <QOpenGLFramebufferObject>
+#include <QOpenGLFunctions>
+#include <QOpenGLShader>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLTexture>
+#include <QSize>
+#include <QSurfaceFormat>
+
+#include <libcamera/formats.h>
+
+#define ATTRIB_VERTEX 0
+#define ATTRIB_TEXTURE 1
+
+class Renderer : public QOffscreenSurface, protected QOpenGLFunctions
+{
+	Q_OBJECT
+
+public:
+	Renderer();
+	~Renderer();
+
+	void initializeGL();
+	bool configure(const libcamera::PixelFormat &format, const QSize &size);
+	void render(unsigned char *buffer);
+	QImage toImage();
+
+private:
+	bool createShader();
+	void configureTexture(unsigned int id);
+	void removeShader();
+	bool selectShader(const libcamera::PixelFormat &format);
+
+	/* OpenGL renderer components */
+	QOpenGLContext ctx_;
+	QOpenGLFramebufferObject *fbo_;
+	QOpenGLBuffer vbo_;
+	QOpenGLShader *pFShader_;
+	QOpenGLShader *pVShader_;
+	QOpenGLShaderProgram shaderProgram_;
+	QSurfaceFormat surfaceFormat_;
+
+	/* Fragment and Vertex shader file */
+	QString fsrc_;
+	QString vsrc_;
+
+	/* YUV frame size and format */
+	libcamera::PixelFormat format_;
+	QSize size_;
+
+	/* YUV texture planars and parameters*/
+	GLuint id_u_;
+	GLuint id_v_;
+	GLuint id_y_;
+	GLuint textureUniformU_;
+	GLuint textureUniformV_;
+	GLuint textureUniformY_;
+	QOpenGLTexture textureU_;
+	QOpenGLTexture textureV_;
+	QOpenGLTexture textureY_;
+	unsigned int horzSubSample_;
+	unsigned int vertSubSample_;
+
+	QImage image_;
+	QMutex mutex_; /* Prevent concurrent access to image_ */
+};
+
+#endif /* __QCAM_RENDERER_H__ */
-- 
2.20.1



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