[libcamera-devel] [PATCH v6 3/4] qcam: add viewfinderGL class to accelerate the format convert
Laurent Pinchart
laurent.pinchart at ideasonboard.com
Tue Sep 15 04:21:19 CEST 2020
Hi Show,
On Mon, Sep 14, 2020 at 09:58:42AM +0800, Show Liu wrote:
> On Sun, Sep 13, 2020 at 6:03 AM Laurent Pinchart wrote:
> > 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.
Yes. I'll send the v7 shortly.
> > > > + },
> > > > + };
> > > > +
> > > > + 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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