78 lines
2.7 KiB
C++
78 lines
2.7 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "FrameworkFormats.h"
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// The purpose of YUVConverter is to use
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// OpenGL shaders to convert YUV images to RGB
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// images that can be displayed on screen.
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// Doing this on the GPU can be much faster than
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// on the CPU.
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// Usage:
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// 0. Have a current OpenGL context working.
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// 1. Constructing the YUVConverter object will allocate
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// OpenGL resources needed to convert, given the desired
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// |width| and |height| of the buffer.
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// 2. To convert a given YUV buffer of |pixels|, call
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// the drawConvert method (with x, y, width, and height
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// arguments depicting the region to convert).
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// The RGB version of the YUV buffer will be drawn
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// to the current framebuffer. To retrieve
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// the result, if the user of the result is an OpenGL texture,
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// it suffices to have that texture be the color attachment
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// of the framebuffer object. Or, if you want the results
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// on the CPU, call glReadPixels() after the call to drawConvert().
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class YUVConverter {
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public:
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// call ctor when creating a gralloc buffer
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// with YUV format
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YUVConverter(int width, int height, FrameworkFormat format);
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// destroy when ColorBuffer is destroyed
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~YUVConverter();
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// call when gralloc_unlock updates
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// the host color buffer
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// (rcUpdateColorBuffer)
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void drawConvert(int x, int y, int width, int height, char* pixels);
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private:
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// For dealing with n-pixel-aligned buffers
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void updateCutoffs(float width, float ywidth, float halfwidth, float cwidth);
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FrameworkFormat mFormat;
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// We need the following GL objects:
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GLuint mVshader = 0;
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GLuint mFshader = 0; // Fragment shader (does actual conversion)
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GLuint mProgram = 0;
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GLuint mVbuf = 0;
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GLuint mIbuf = 0;
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GLuint mYtex = 0;
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GLuint mUtex = 0;
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GLuint mVtex = 0;
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// shader uniform locations
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GLint mYWidthCutoffLoc = -1;
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GLint mCWidthCutoffLoc = -1;
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GLint mYSamplerLoc = -1;
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GLint mUSamplerLoc = -1;
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GLint mVSamplerLoc = -1;
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float mYWidthCutoff = 1.0;
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float mCWidthCutoff = 1.0;
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};
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