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

Show Liu show.liu at linaro.org
Tue Sep 8 03:52:53 CEST 2020


Hi Laurent,

On Sun, Sep 6, 2020 at 8:58 AM Laurent Pinchart <
laurent.pinchart at ideasonboard.com> wrote:

> 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 ?
>

Yes. Please skip this.
Sorry for the confusion.

Best Regards,
Show Liu

>
> > ---
> >  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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