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authordec05eba <dec05eba®protonmail.com>2023-04-22 00:46:48 +0200
committerdec05eba <dec05eba@protonmail.com>2023-04-22 02:13:11 +0200
commite1c613666ea394a2295a5cfb34c6c5e621876293 (patch)
tree44c27d2d74d2730a9db6f314492f2c439de1925f /src/color_conversion.c
parent2021456be0e7b55d12cb2d26bba0281c0c0d1a10 (diff)
kms_vaapi: add cursor capture for amd/intel monitor capture
Always find largest drm buf, to fix some cases when there are multiple planes and we accidentally capture a drm buf that isn't the target buf. We always want the full SCREEN drm buf.
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r--src/color_conversion.c197
1 files changed, 124 insertions, 73 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
index 2752e2e..e78d97d 100644
--- a/src/color_conversion.c
+++ b/src/color_conversion.c
@@ -1,11 +1,16 @@
#include "../include/color_conversion.h"
#include <stdio.h>
#include <string.h>
+#include <math.h>
#include <assert.h>
#define MAX_SHADERS 2
#define MAX_FRAMEBUFFERS 2
+static float abs_f(float v) {
+ return v >= 0.0f ? v : -v;
+}
+
#define ROTATE_Z "mat4 rotate_z(in float angle) {\n" \
" return mat4(cos(angle), -sin(angle), 0.0, 0.0,\n" \
" sin(angle), cos(angle), 0.0, 0.0,\n" \
@@ -18,19 +23,20 @@
" 0.098, -0.071, 0.439, 0.0,\n" \
" 0.0625, 0.500, 0.500, 1.0);"
-static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) {
+static int load_shader_y(gsr_shader *shader, gsr_egl *egl, int *rotation_uniform) {
char vertex_shader[2048];
snprintf(vertex_shader, sizeof(vertex_shader),
"#version 300 es \n"
"in vec2 pos; \n"
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
+ "uniform float rotation; \n"
ROTATE_Z
"void main() \n"
"{ \n"
" texcoords_out = texcoords; \n"
- " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n"
- "} \n", rotation);
+ " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(rotation); \n"
+ "} \n");
char fragment_shader[] =
"#version 300 es \n"
@@ -41,7 +47,9 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) {
RGB_TO_YUV
"void main() \n"
"{ \n"
- " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n"
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
+ " FragColor.w = pixel.a; \n"
"} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
@@ -49,22 +57,24 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) {
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ *rotation_uniform = egl->glGetUniformLocation(shader->program_id, "rotation");
return 0;
}
-static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) {
+static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, int *rotation_uniform) {
char vertex_shader[2048];
snprintf(vertex_shader, sizeof(vertex_shader),
"#version 300 es \n"
"in vec2 pos; \n"
"in vec2 texcoords; \n"
"out vec2 texcoords_out; \n"
+ "uniform float rotation; \n"
ROTATE_Z
"void main() \n"
"{ \n"
" texcoords_out = texcoords; \n"
- " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
- "} \n", rotation);
+ " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(rotation) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
+ "} \n");
char fragment_shader[] =
"#version 300 es \n"
@@ -75,7 +85,9 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat
RGB_TO_YUV
"void main() \n"
"{ \n"
- " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n"
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).zy; \n"
+ " FragColor.w = pixel.a; \n"
"} \n";
if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
@@ -83,61 +95,53 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat
gsr_shader_bind_attribute_location(shader, "pos", 0);
gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ *rotation_uniform = egl->glGetUniformLocation(shader->program_id, "rotation");
return 0;
}
static int loader_framebuffers(gsr_color_conversion *self) {
const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0;
- self->egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers);
+ self->params.egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers);
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
- self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[0], 0);
- self->egl->glDrawBuffers(1, &draw_buffer);
- if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[0], 0);
+ self->params.egl->glDrawBuffers(1, &draw_buffer);
+ if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n");
goto err;
}
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
- self->egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->destination_textures[1], 0);
- self->egl->glDrawBuffers(1, &draw_buffer);
- if(self->egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[1], 0);
+ self->params.egl->glDrawBuffers(1, &draw_buffer);
+ if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n");
goto err;
}
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
return 0;
err:
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
return -1;
}
-static int create_vertices(gsr_color_conversion *self, vec2f position, vec2f size) {
- const float vertices[] = {
- -1.0f, 1.0f, position.x, position.y + size.y,
- -1.0f, -1.0f, position.x, position.y,
- 1.0f, -1.0f, position.x + size.x, position.y,
-
- -1.0f, 1.0f, position.x, position.y + size.y,
- 1.0f, -1.0f, position.x + size.x, position.y,
- 1.0f, 1.0f, position.x + size.x, position.y + size.y
- };
+static int create_vertices(gsr_color_conversion *self) {
+ self->params.egl->glGenVertexArrays(1, &self->vertex_array_object_id);
+ self->params.egl->glBindVertexArray(self->vertex_array_object_id);
- self->egl->glGenVertexArrays(1, &self->vertex_array_object_id);
- self->egl->glGenBuffers(1, &self->vertex_buffer_object_id);
- self->egl->glBindVertexArray(self->vertex_array_object_id);
- self->egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
- self->egl->glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
+ self->params.egl->glGenBuffers(1, &self->vertex_buffer_object_id);
+ self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
+ self->params.egl->glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), NULL, GL_STREAM_DRAW);
- self->egl->glEnableVertexAttribArray(0);
- self->egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ self->params.egl->glEnableVertexAttribArray(0);
+ self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- self->egl->glEnableVertexAttribArray(1);
- self->egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+ self->params.egl->glEnableVertexAttribArray(1);
+ self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- self->egl->glBindVertexArray(0);
+ self->params.egl->glBindVertexArray(0);
return 0;
}
@@ -145,61 +149,53 @@ int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conver
assert(params);
assert(params->egl);
memset(self, 0, sizeof(*self));
- self->egl = params->egl;
-
- if(params->num_source_textures != 1) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 source texture for source color RGB, got %d source texture(s)\n", params->num_source_textures);
- return -1;
- }
+ self->params.egl = params->egl;
+ self->params = *params;
- if(params->num_destination_textures != 2) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12, got %d destination texture(s)\n", params->num_destination_textures);
+ if(self->params.num_destination_textures != 2) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12, got %d destination texture(s)\n", self->params.num_destination_textures);
return -1;
}
- if(load_shader_y(&self->shaders[0], self->egl, params->rotation) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader Y shader\n");
+ if(load_shader_y(&self->shaders[0], self->params.egl, &self->rotation_uniforms[0]) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n");
goto err;
}
- if(load_shader_uv(&self->shaders[1], self->egl, params->rotation) != 0) {
- fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to loader UV shader\n");
+ if(load_shader_uv(&self->shaders[1], self->params.egl, &self->rotation_uniforms[1]) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n");
goto err;
}
- self->source_textures[0] = params->source_textures[0];
- self->destination_textures[0] = params->destination_textures[0];
- self->destination_textures[1] = params->destination_textures[1];
-
if(loader_framebuffers(self) != 0)
goto err;
- if(create_vertices(self, params->position, params->size) != 0)
+ if(create_vertices(self) != 0)
goto err;
return 0;
err:
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
gsr_color_conversion_deinit(self);
return -1;
}
void gsr_color_conversion_deinit(gsr_color_conversion *self) {
- if(!self->egl)
+ if(!self->params.egl)
return;
if(self->vertex_buffer_object_id) {
- self->egl->glDeleteBuffers(1, &self->vertex_buffer_object_id);
+ self->params.egl->glDeleteBuffers(1, &self->vertex_buffer_object_id);
self->vertex_buffer_object_id = 0;
}
if(self->vertex_array_object_id) {
- self->egl->glDeleteVertexArrays(1, &self->vertex_array_object_id);
+ self->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id);
self->vertex_array_object_id = 0;
}
- self->egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers);
+ self->params.egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers);
for(int i = 0; i < MAX_FRAMEBUFFERS; ++i) {
self->framebuffers[i] = 0;
}
@@ -208,33 +204,88 @@ void gsr_color_conversion_deinit(gsr_color_conversion *self) {
gsr_shader_deinit(&self->shaders[i]);
}
- self->egl = NULL;
+ self->params.egl = NULL;
}
-int gsr_color_conversion_update(gsr_color_conversion *self, int width, int height) {
- self->egl->glBindVertexArray(self->vertex_array_object_id);
- self->egl->glViewport(0, 0, width, height);
- self->egl->glBindTexture(GL_TEXTURE_2D, self->source_textures[0]);
+/* |source_pos| is in pixel coordinates and |source_size| */
+int gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i source_pos, vec2i source_size, vec2i texture_pos, vec2i texture_size, float rotation) {
+ /* TODO: Do not call this every frame? */
+ vec2i dest_texture_size = {0, 0};
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y);
+
+ /* TODO: Do not call this every frame? */
+ vec2i source_texture_size = {0, 0};
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, texture_id);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &source_texture_size.x);
+ self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &source_texture_size.y);
+
+ if(abs_f(M_PI * 0.5f - rotation) <= 0.001f || abs_f(M_PI * 1.5f - rotation) <= 0.001f) {
+ float tmp = source_texture_size.x;
+ source_texture_size.x = source_texture_size.y;
+ source_texture_size.y = tmp;
+ }
+
+ const vec2f pos_norm = {
+ ((float)source_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
+ ((float)source_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
+ };
+
+ const vec2f size_norm = {
+ ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
+ ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
+ };
+
+ const vec2f texture_pos_norm = {
+ (float)texture_pos.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x),
+ (float)texture_pos.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y),
+ };
+
+ const vec2f texture_size_norm = {
+ (float)texture_size.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x),
+ (float)texture_size.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y),
+ };
+
+ const float vertices[] = {
+ -1.0f + pos_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + pos_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x, texture_pos_norm.y,
+ -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+
+ -1.0f + pos_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+ -1.0f + pos_norm.x + size_norm.x, -1.0f + pos_norm.y + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y
+ };
+
+ self->params.egl->glBindVertexArray(self->vertex_array_object_id);
+ self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y);
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, texture_id);
+
+ /* TODO: this, also cleanup */
+ //self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
+ self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices);
{
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
//cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT);
gsr_shader_use(&self->shaders[0]);
- self->egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ self->params.egl->glUniform1f(self->rotation_uniforms[0], rotation);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
}
{
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
//cap_xcomp->egl.glClear(GL_COLOR_BUFFER_BIT);
gsr_shader_use(&self->shaders[1]);
- self->egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ self->params.egl->glUniform1f(self->rotation_uniforms[1], rotation);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
}
- self->egl->glBindVertexArray(0);
+ self->params.egl->glBindVertexArray(0);
gsr_shader_use_none(&self->shaders[0]);
- self->egl->glBindTexture(GL_TEXTURE_2D, 0);
- self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
return 0;
}