[libcamera-devel] [PATCH v6 3/4] qcam: add viewfinderGL class to accelerate the format convert

Show Liu show.liu at linaro.org
Mon Sep 14 03:58:42 CEST 2020


Hi Laurent,



On Sun, Sep 13, 2020 at 6:03 AM Laurent Pinchart <
laurent.pinchart at ideasonboard.com> wrote:

> Hi Show,
>
> On Sat, Sep 12, 2020 at 05:09:10AM +0300, Laurent Pinchart wrote:
> > Hi Show,
> >
> > Thank you for the patch.
> >
> > In the subject line, s/viewfinderGL/ViewFinderGL/ and
> > s/convert/conversion/
> >
> > On Fri, Sep 11, 2020 at 04:55:13PM +0800, Show Liu wrote:
> > > the viewfinderGL accelerates the format conversion by
> > > using OpenGL ES shader
> >
> > I would add
> >
> > "The minimum Qt version is bumped to v5.4, as QOpenGLWidget wasn't
> > available before that."
> >
> > > Signed-off-by: Show Liu <show.liu at linaro.org>
> > > ---
> > >  meson.build                |   1 +
> > >  src/qcam/meson.build       |  17 +-
> > >  src/qcam/viewfinder_gl.cpp | 456 +++++++++++++++++++++++++++++++++++++
> > >  src/qcam/viewfinder_gl.h   |  96 ++++++++
> > >  4 files changed, 568 insertions(+), 2 deletions(-)
> > >  create mode 100644 src/qcam/viewfinder_gl.cpp
> > >  create mode 100644 src/qcam/viewfinder_gl.h
> > >
> > > diff --git a/meson.build b/meson.build
> > > index 1ea35e9..c58d458 100644
> > > --- a/meson.build
> > > +++ b/meson.build
> > > @@ -26,6 +26,7 @@ libcamera_version =
> libcamera_git_version.split('+')[0]
> > >
> > >  # Configure the build environment.
> > >  cc = meson.get_compiler('c')
> > > +cxx = meson.get_compiler('cpp')
> > >  config_h = configuration_data()
> > >
> > >  if cc.has_header_symbol('execinfo.h', 'backtrace')
> > > diff --git a/src/qcam/meson.build b/src/qcam/meson.build
> > > index a4bad0a..9bb48c0 100644
> > > --- a/src/qcam/meson.build
> > > +++ b/src/qcam/meson.build
> > > @@ -16,14 +16,14 @@ qcam_moc_headers = files([
> > >
> > >  qcam_resources = files([
> > >      'assets/feathericons/feathericons.qrc',
> > > -    'assets/shader/shaders.qrc'
> > >  ])
> > >
> > >  qt5 = import('qt5')
> > >  qt5_dep = dependency('qt5',
> > >                       method : 'pkg-config',
> > >                       modules : ['Core', 'Gui', 'Widgets'],
> > > -                     required : get_option('qcam'))
> > > +                     required : get_option('qcam'),
> > > +                     version : '>=5.4')
> > >
> > >  if qt5_dep.found()
> > >      qcam_deps = [
> > > @@ -42,6 +42,19 @@ if qt5_dep.found()
> > >          ])
> > >      endif
> > >
> > > +    if cxx.has_header_symbol('QOpenGLWidget', 'QOpenGLWidget',
> > > +                             dependencies : qt5_dep, args : '-fPIC')
> > > +        qcam_sources += files([
> > > +            'viewfinder_gl.cpp',
> > > +        ])
> > > +        qcam_moc_headers += files([
> > > +            'viewfinder_gl.h',
> > > +        ])
> > > +        qcam_resources += files([
> > > +            'assets/shader/shaders.qrc'
> > > +        ])
> > > +    endif
> > > +
> > >      # gcc 9 introduced a deprecated-copy warning that is triggered by
> Qt until
> > >      # Qt 5.13. clang 10 introduced the same warning, but detects more
> issues
> > >      # that are not fixed in Qt yet. Disable the warning manually in
> both cases.
> > > diff --git a/src/qcam/viewfinder_gl.cpp b/src/qcam/viewfinder_gl.cpp
> > > new file mode 100644
> > > index 0000000..84f4866
> > > --- /dev/null
> > > +++ b/src/qcam/viewfinder_gl.cpp
> > > @@ -0,0 +1,456 @@
> > > +/* SPDX-License-Identifier: LGPL-2.1-or-later */
> > > +/*
> > > + * Copyright (C) 2020, Linaro
> > > + *
> > > + * viewfinderGL.cpp - OpenGL Viewfinder for rendering by OpenGL shader
> > > + */
> > > +
> > > +#include "viewfinder_gl.h"
> > > +
> > > +#include <QImage>
> > > +
> > > +#include <libcamera/formats.h>
> > > +
> > > +static const QList<libcamera::PixelFormat> supportedFormats{
> > > +   libcamera::formats::NV12,
> > > +   libcamera::formats::NV21,
> > > +   libcamera::formats::NV16,
> > > +   libcamera::formats::NV61,
> > > +   libcamera::formats::NV24,
> > > +   libcamera::formats::NV42,
> > > +   libcamera::formats::YUV420,
> > > +   libcamera::formats::YVU420
> > > +};
> > > +
> > > +ViewFinderGL::ViewFinderGL(QWidget *parent)
> > > +   : QOpenGLWidget(parent), buffer_(nullptr), yuvData_(nullptr),
> > > +     fragmentShader_(nullptr), vertexShader_(nullptr),
> > > +     vertexBuffer_(QOpenGLBuffer::VertexBuffer),
> > > +     textureU_(QOpenGLTexture::Target2D),
> > > +     textureV_(QOpenGLTexture::Target2D),
> > > +     textureY_(QOpenGLTexture::Target2D)
> > > +{
> > > +}
> > > +
> > > +ViewFinderGL::~ViewFinderGL()
> > > +{
> > > +   removeShader();
> > > +
> > > +   if (vertexBuffer_.isCreated())
> > > +           vertexBuffer_.destroy();
> >
> > I think the QOpenGLBuffer destructor destroys the buffer, you don't need
> > this.
> >
> > > +}
> > > +
> > > +const QList<libcamera::PixelFormat> &ViewFinderGL::nativeFormats()
> const
> > > +{
> > > +   return supportedFormats;
> > > +}
> > > +
> > > +int ViewFinderGL::setFormat(const libcamera::PixelFormat &format,
> > > +                       const QSize &size)
> > > +{
> > > +   int ret = 0;
> > > +
> > > +   /* If the fragment is ceeated remove it and create a new one */
> >
> > s/ceeated/created/
> >
> > > +   if (fragmentShader_) {
> > > +           if (shaderProgram_.isLinked()) {
> > > +                   shaderProgram_.release();
> > > +                   shaderProgram_.removeShader(fragmentShader_);
> > > +                   delete fragmentShader_;
> > > +           }
> > > +   }
> > > +
> > > +   if (selectFormat(format)) {
> > > +           format_ = format;
> > > +           size_ = size;
> > > +   } else {
> > > +           ret = -1;
> > > +   }
> > > +   updateGeometry();
> > > +   return ret;
> >
> > We tend to exit early in case of errors (and updateGeometry() shouldn't
> > be called in that case):
> >
> >       if (!selectFormat(format))
> >               return -1;
> >
> >       format_ = format;
> >       size_ = size;
> >
> >       updateGeometry();
> >       return 0;
> >
> > > +}
> > > +
> > > +void ViewFinderGL::stop()
> > > +{
> > > +   if (buffer_) {
> > > +           renderComplete(buffer_);
> > > +           buffer_ = nullptr;
> > > +   }
> > > +}
> > > +
> > > +QImage ViewFinderGL::getCurrentImage()
> > > +{
> > > +   QMutexLocker locker(&mutex_);
> > > +
> > > +   return grabFramebuffer();
> > > +}
> > > +
> > > +void ViewFinderGL::render(libcamera::FrameBuffer *buffer,
> MappedBuffer *map)
> > > +{
> > > +   if (buffer->planes().size() != 1) {
> > > +           qWarning() << "Multi-planar buffers are not supported";
> > > +           return;
> > > +   }
> > > +
> > > +   if (buffer_)
> > > +           renderComplete(buffer_);
> > > +
> > > +   yuvData_ = static_cast<unsigned char *>(map->memory);
> > > +   update();
> > > +   buffer_ = buffer;
> > > +}
> > > +
> > > +bool ViewFinderGL::selectFormat(const libcamera::PixelFormat &format)
> > > +{
> > > +   bool ret = true;
> > > +   switch (format) {
> > > +   case libcamera::formats::NV12:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 2;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::NV21:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 2;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::NV16:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 1;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::NV61:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 1;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::NV24:
> > > +           horzSubSample_ = 1;
> > > +           vertSubSample_ = 1;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_UV_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::NV42:
> > > +           horzSubSample_ = 1;
> > > +           vertSubSample_ = 1;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_2_planes_VU_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::YUV420:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 2;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
> > > +           break;
> > > +   case libcamera::formats::YVU420:
> > > +           horzSubSample_ = 2;
> > > +           vertSubSample_ = 2;
> > > +           vertexShaderSrc_ = ":NV_vertex_shader.glsl";
> > > +           fragmentShaderSrc_ = ":NV_3_planes_f.glsl";
> > > +           break;
> > > +   default:
> > > +           ret = false;
> > > +           qWarning() << "[ViewFinderGL]:"
> > > +                      << "format not supported.";
> > > +           break;
> > > +   };
> > > +
> > > +   return ret;
> > > +}
> > > +
> > > +bool ViewFinderGL::createVertexShader()
> > > +{
> > > +   /* Create Vertex Shader */
> > > +   vertexShader_ = new QOpenGLShader(QOpenGLShader::Vertex, this);
> > > +
> > > +   /* Compile the vertex shader */
> > > +   if (!vertexShader_->compileSourceFile(vertexShaderSrc_)) {
> > > +           qWarning() << "[ViewFinderGL]:" << vertexShader_->log();
> > > +           return false;
> > > +   }
> > > +
> > > +   shaderProgram_.addShader(vertexShader_);
> > > +   return true;
> > > +}
> > > +
> > > +bool ViewFinderGL::createFragmentShader()
> > > +{
> > > +   int attributeVertex;
> > > +   int attributeTexture;
> > > +
> > > +   /* Create Fragment Shader */
> > > +   fragmentShader_ = new QOpenGLShader(QOpenGLShader::Fragment, this);
> > > +
> > > +   /* Compile the fragment shader */
> > > +   if (!fragmentShader_->compileSourceFile(fragmentShaderSrc_)) {
> > > +           qWarning() << "[ViewFinderGL]:" << fragmentShader_->log();
> > > +           return false;
> > > +   }
> > > +
> > > +   shaderProgram_.addShader(fragmentShader_);
> > > +
> > > +   /* Link shader pipeline */
> > > +   if (!shaderProgram_.link()) {
> > > +           qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
> > > +           close();
> > > +   }
> > > +
> > > +   /* Bind shader pipeline for use */
> > > +   if (!shaderProgram_.bind()) {
> > > +           qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
> > > +           close();
> > > +   }
> > > +
> > > +   attributeVertex = shaderProgram_.attributeLocation("vertexIn");
> > > +   attributeTexture = shaderProgram_.attributeLocation("textureIn");
> > > +
> > > +   shaderProgram_.enableAttributeArray(attributeVertex);
> > > +   shaderProgram_.setAttributeBuffer(attributeVertex,
> > > +                                     GL_FLOAT,
> > > +                                     0,
> > > +                                     2,
> > > +                                     2 * sizeof(GLfloat));
> > > +
> > > +   shaderProgram_.enableAttributeArray(attributeTexture);
> > > +   shaderProgram_.setAttributeBuffer(attributeTexture,
> > > +                                     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();
> > > +   return true;
> > > +}
> > > +
> > > +void ViewFinderGL::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 ViewFinderGL::removeShader()
> > > +{
> > > +   if (shaderProgram_.isLinked()) {
> > > +           shaderProgram_.release();
> > > +           shaderProgram_.removeAllShaders();
> > > +   }
> > > +
> > > +   if (fragmentShader_)
> > > +           delete fragmentShader_;
> > > +
> > > +   if (vertexShader_)
> > > +           delete vertexShader_;
> > > +}
> > > +
> > > +void ViewFinderGL::initializeGL()
> > > +{
> > > +   initializeOpenGLFunctions();
> > > +   glEnable(GL_TEXTURE_2D);
> > > +   glDisable(GL_DEPTH_TEST);
> > > +
> > > +   static const GLfloat coordinates[2][4][2]{
> > > +           {
> > > +                   /* Vertex coordinates */
> > > +                   { -1.0f, -1.0f },
> > > +                   { -1.0f, +1.0f },
> > > +                   { +1.0f, +1.0f },
> > > +                   { +1.0f, -1.0f },
> > > +           },
> > > +           {
> > > +                   /* Texture coordinates */
> > > +                   { 1.0f, 0.0f },
> > > +                   { 1.0f, 1.0f },
> > > +                   { 0.0f, 1.0f },
> > > +                   { 0.0f, 0.0f },
> >
> > I *think* this should be
> >
> >                       { 0.0f, 1.0f },
> >                       { 0.0f, 0.0f },
> >                       { 1.0f, 0.0f },
> >                       { 1.0f, 1.0f },
> >
> > I'll test it and try to understand :-)
>
> I confirm that the original patch rotates the image by 180° for me,
> while the proposed values above show it in the right orientation. I've
> compared -r qt and -r gles to check that.
>
Are you going to apply above value to the v7 too? If so I will not send out
the patch to fix it.

Thanks,
Show


>
> > > +           },
> > > +   };
> > > +
> > > +   vertexBuffer_.create();
> > > +   vertexBuffer_.bind();
> > > +   vertexBuffer_.allocate(coordinates, sizeof(coordinates));
> > > +
> > > +   /* Create Vertex Shader */
> > > +   if (!createVertexShader())
> > > +           qWarning() << "[ViewFinderGL]: create vertex shader
> failed.";
> > > +
> > > +   glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
> > > +}
> > > +
> > > +void ViewFinderGL::doRender()
> > > +{
> > > +   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 Y */
> >
> > s/activate/Activate/ (and similarly below).
> >
> > > +           glActiveTexture(GL_TEXTURE0);
> > > +           configureTexture(id_y_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width(),
> > > +                        size_.height(),
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        yuvData_);
> > > +           shaderProgram_.setUniformValue(textureUniformY_, 0);
> > > +
> > > +           /* activate texture UV/VU */
> > > +           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,
> > > +                        (char *)yuvData_ + size_.width() *
> size_.height());
> > > +           shaderProgram_.setUniformValue(textureUniformU_, 1);
> > > +           break;
> > > +
> > > +   case libcamera::formats::YUV420:
> > > +           /* activate texture Y */
> > > +           glActiveTexture(GL_TEXTURE0);
> > > +           configureTexture(id_y_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width(),
> > > +                        size_.height(),
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        yuvData_);
> > > +           shaderProgram_.setUniformValue(textureUniformY_, 0);
> > > +
> > > +           /* activate texture U */
> > > +           glActiveTexture(GL_TEXTURE1);
> > > +           configureTexture(id_u_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width() / horzSubSample_,
> > > +                        size_.height() / vertSubSample_,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        (char *)yuvData_ + size_.width() *
> size_.height());
> > > +           shaderProgram_.setUniformValue(textureUniformU_, 1);
> > > +
> > > +           /* activate texture V */
> > > +           glActiveTexture(GL_TEXTURE2);
> > > +           configureTexture(id_v_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width() / horzSubSample_,
> > > +                        size_.height() / vertSubSample_,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        (char *)yuvData_ + size_.width() *
> size_.height() * 5 / 4);
> > > +           shaderProgram_.setUniformValue(textureUniformV_, 2);
> > > +           break;
> > > +
> > > +   case libcamera::formats::YVU420:
> > > +           /* activate texture Y */
> > > +           glActiveTexture(GL_TEXTURE0);
> > > +           configureTexture(id_y_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width(),
> > > +                        size_.height(),
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        yuvData_);
> > > +           shaderProgram_.setUniformValue(textureUniformY_, 0);
> > > +
> > > +           /* activate texture V */
> > > +           glActiveTexture(GL_TEXTURE2);
> > > +           configureTexture(id_v_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width() / horzSubSample_,
> > > +                        size_.height() / vertSubSample_,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        (char *)yuvData_ + size_.width() *
> size_.height());
> > > +           shaderProgram_.setUniformValue(textureUniformV_, 1);
> >
> > I don't think this is correct. GL_TEXTURE1 stores the U plane, and you
> > assign it to tex_v, which is the V plane in the shader.
> >
> > There are two options, either s/1/2/ or s/GL_TEXTURE2/GL_TEXTURE1/ (and
> > the other way below).
> >
> > With these small issues addressed,
> >
> > Reviewed-by: Laurent Pinchart <laurent.pinchart at ideasonboard.com>
> >
> > I can also fix these when applying the patch, but given that there are
> > quite a few issues, I would then send a v7 to the list to make sure I
> > haven't done anything wrong.
> >
> > > +
> > > +           /* activate texture U */
> > > +           glActiveTexture(GL_TEXTURE1);
> > > +           configureTexture(id_u_);
> > > +           glTexImage2D(GL_TEXTURE_2D,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        size_.width() / horzSubSample_,
> > > +                        size_.height() / vertSubSample_,
> > > +                        0,
> > > +                        GL_RED,
> > > +                        GL_UNSIGNED_BYTE,
> > > +                        (char *)yuvData_ + size_.width() *
> size_.height() * 5 / 4);
> > > +           shaderProgram_.setUniformValue(textureUniformU_, 2);
> > > +           break;
> > > +
> > > +   default:
> > > +           break;
> > > +   };
> > > +}
> > > +
> > > +void ViewFinderGL::paintGL()
> > > +{
> > > +   if (!fragmentShader_)
> > > +           if (!createFragmentShader()) {
> > > +                   qWarning() << "[ViewFinderGL]:"
> > > +                              << "create fragment shader failed.";
> > > +           }
> > > +
> > > +   if (yuvData_) {
> > > +           glClearColor(0.0, 0.0, 0.0, 1.0);
> > > +           glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
> > > +
> > > +           doRender();
> > > +           glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
> > > +   }
> > > +}
> > > +
> > > +void ViewFinderGL::resizeGL(int w, int h)
> > > +{
> > > +   glViewport(0, 0, w, h);
> > > +}
> > > +
> > > +QSize ViewFinderGL::sizeHint() const
> > > +{
> > > +   return size_.isValid() ? size_ : QSize(640, 480);
> > > +}
> > > diff --git a/src/qcam/viewfinder_gl.h b/src/qcam/viewfinder_gl.h
> > > new file mode 100644
> > > index 0000000..69502b7
> > > --- /dev/null
> > > +++ b/src/qcam/viewfinder_gl.h
> > > @@ -0,0 +1,96 @@
> > > +/* SPDX-License-Identifier: LGPL-2.1-or-later */
> > > +/*
> > > + * Copyright (C) 2020, Linaro
> > > + *
> > > + * viewfinder_GL.h - OpenGL Viewfinder for rendering by OpenGL shader
> > > + *
> > > + */
> > > +#ifndef __VIEWFINDER_GL_H__
> > > +#define __VIEWFINDER_GL_H__
> > > +
> > > +#include <QImage>
> > > +#include <QMutex>
> > > +#include <QOpenGLBuffer>
> > > +#include <QOpenGLFunctions>
> > > +#include <QOpenGLShader>
> > > +#include <QOpenGLShaderProgram>
> > > +#include <QOpenGLTexture>
> > > +#include <QOpenGLWidget>
> > > +#include <QSize>
> > > +
> > > +#include <libcamera/buffer.h>
> > > +#include <libcamera/formats.h>
> > > +
> > > +#include "viewfinder.h"
> > > +
> > > +class ViewFinderGL : public QOpenGLWidget,
> > > +                public ViewFinder,
> > > +                protected QOpenGLFunctions
> > > +{
> > > +   Q_OBJECT
> > > +
> > > +public:
> > > +   ViewFinderGL(QWidget *parent = nullptr);
> > > +   ~ViewFinderGL();
> > > +
> > > +   const QList<libcamera::PixelFormat> &nativeFormats() const
> override;
> > > +
> > > +   int setFormat(const libcamera::PixelFormat &format, const QSize
> &size) override;
> > > +   void render(libcamera::FrameBuffer *buffer, MappedBuffer *map)
> override;
> > > +   void stop() override;
> > > +
> > > +   QImage getCurrentImage() override;
> > > +
> > > +Q_SIGNALS:
> > > +   void renderComplete(libcamera::FrameBuffer *buffer);
> > > +
> > > +protected:
> > > +   void initializeGL() override;
> > > +   void paintGL() override;
> > > +   void resizeGL(int w, int h) override;
> > > +   QSize sizeHint() const override;
> > > +
> > > +private:
> > > +   bool selectFormat(const libcamera::PixelFormat &format);
> > > +
> > > +   void configureTexture(unsigned int id);
> > > +   bool createFragmentShader();
> > > +   bool createVertexShader();
> > > +   void removeShader();
> > > +   void doRender();
> > > +
> > > +   /* Captured image size, format and buffer */
> > > +   libcamera::FrameBuffer *buffer_;
> > > +   libcamera::PixelFormat format_;
> > > +   QSize size_;
> > > +   unsigned char *yuvData_;
> > > +
> > > +   /* OpenGL components for rendering */
> > > +   QOpenGLShader *fragmentShader_;
> > > +   QOpenGLShader *vertexShader_;
> > > +   QOpenGLShaderProgram shaderProgram_;
> > > +
> > > +   /* Vertex buffer */
> > > +   QOpenGLBuffer vertexBuffer_;
> > > +
> > > +   /* Fragment and Vertex shader file name */
> > > +   QString fragmentShaderSrc_;
> > > +   QString vertexShaderSrc_;
> > > +
> > > +   /* 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_;
> > > +
> > > +   QMutex mutex_; /* Prevent concurrent access to image_ */
> > > +};
> > > +
> > > +#endif /* __VIEWFINDER_GL_H__ */
>
> --
> Regards,
>
> Laurent Pinchart
>
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