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

Laurent Pinchart laurent.pinchart at ideasonboard.com
Sun Sep 6 02:58:19 CEST 2020


Hi Show,

On Fri, Sep 04, 2020 at 04:43:13PM +0800, Show Liu wrote:
> qcam: add OpenGL renderer
> 
> Signed-off-by: Show Liu <show.liu at linaro.org>

Do I assume correctly that this was a stray file that shouldn't have
been sent as part of this series ?

> ---
>  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__ */

-- 
Regards,

Laurent Pinchart


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