#include "../include/color_conversion.h" #include "../include/egl.h" #include #include #include #include /* TODO: highp instead of mediump? */ #define MAX_SHADERS 4 #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" \ " 0.0, 0.0, 1.0, 0.0,\n" \ " 0.0, 0.0, 0.0, 1.0);\n" \ "}\n" /* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */ /* ITU-R BT2020, full */ /* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2020-2-201510-I!!PDF-E.pdf */ #define RGB_TO_P010_FULL "const mat4 RGBtoYUV = mat4(0.262700, -0.139630, 0.500000, 0.000000,\n" \ " 0.678000, -0.360370, -0.459786, 0.000000,\n" \ " 0.059300, 0.500000, -0.040214, 0.000000,\n" \ " 0.000000, 0.500000, 0.500000, 1.000000);" /* ITU-R BT2020, limited (full multiplied by (235-16)/255, adding 16/255 to luma) */ #define RGB_TO_P010_LIMITED "const mat4 RGBtoYUV = mat4(0.225613, -0.119918, 0.429412, 0.000000,\n" \ " 0.582282, -0.309494, -0.394875, 0.000000,\n" \ " 0.050928, 0.429412, -0.034537, 0.000000,\n" \ " 0.062745, 0.500000, 0.500000, 1.000000);" /* ITU-R BT709, full, custom values: 0.2110 0.7110 0.0710 */ /* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf */ #define RGB_TO_NV12_FULL "const mat4 RGBtoYUV = mat4(0.211000, -0.113563, 0.500000, 0.000000,\n" \ " 0.711000, -0.382670, -0.450570, 0.000000,\n" \ " 0.071000, 0.500000, -0.044994, 0.000000,\n" \ " 0.000000, 0.500000, 0.500000, 1.000000);" /* ITU-R BT709, limited, custom values: 0.2100 0.7100 0.0700 (full multiplied by (235-16)/255, adding 16/255 to luma) */ #define RGB_TO_NV12_LIMITED "const mat4 RGBtoYUV = mat4(0.180353, -0.096964, 0.429412, 0.000000,\n" \ " 0.609765, -0.327830, -0.385927, 0.000000,\n" \ " 0.060118, 0.429412, -0.038049, 0.000000,\n" \ " 0.062745, 0.500000, 0.500000, 1.000000);" static const char* color_format_range_get_transform_matrix(gsr_destination_color color_format, gsr_color_range color_range) { switch(color_format) { case GSR_DESTINATION_COLOR_NV12: { switch(color_range) { case GSR_COLOR_RANGE_LIMITED: return RGB_TO_NV12_LIMITED; case GSR_COLOR_RANGE_FULL: return RGB_TO_NV12_FULL; } break; } case GSR_DESTINATION_COLOR_P010: { switch(color_range) { case GSR_COLOR_RANGE_LIMITED: return RGB_TO_P010_LIMITED; case GSR_COLOR_RANGE_FULL: return RGB_TO_P010_FULL; } break; } default: return NULL; } return NULL; } static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); 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 vec2 offset; \n" "uniform float rotation; \n" ROTATE_Z "void main() \n" "{ \n" " texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n" " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n" "} \n"); char fragment_shader[2048]; if(external_texture) { snprintf(fragment_shader, sizeof(fragment_shader), "#version 300 es \n" "#extension GL_OES_EGL_image_external : enable \n" "#extension GL_OES_EGL_image_external_essl3 : require \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform samplerExternalOES tex1; \n" "out vec4 FragColor; \n" "%s" "void main() \n" "{ \n" " vec4 pixel = texture(tex1, texcoords_out); \n" " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" " FragColor.w = pixel.a; \n" "} \n", color_transform_matrix); } else { snprintf(fragment_shader, sizeof(fragment_shader), "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" "%s" "void main() \n" "{ \n" " vec4 pixel = texture(tex1, texcoords_out); \n" " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" " FragColor.w = pixel.a; \n" "} \n", color_transform_matrix); } if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) return -1; gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation"); return 0; } static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); 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 vec2 offset; \n" "uniform float rotation; \n" ROTATE_Z "void main() \n" "{ \n" " texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n" " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" "} \n"); char fragment_shader[2048]; if(external_texture) { snprintf(fragment_shader, sizeof(fragment_shader), "#version 300 es \n" "#extension GL_OES_EGL_image_external : enable \n" "#extension GL_OES_EGL_image_external_essl3 : require \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform samplerExternalOES tex1; \n" "out vec4 FragColor; \n" "%s" "void main() \n" "{ \n" " vec4 pixel = texture(tex1, texcoords_out); \n" " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n" " FragColor.w = pixel.a; \n" "} \n", color_transform_matrix); } else { snprintf(fragment_shader, sizeof(fragment_shader), "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" "%s" "void main() \n" "{ \n" " vec4 pixel = texture(tex1, texcoords_out); \n" " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n" " FragColor.w = pixel.a; \n" "} \n", color_transform_matrix); } if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) return -1; gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation"); return 0; } static int load_framebuffers(gsr_color_conversion *self) { /* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */ const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0; self->params.egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); 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; } if(self->params.num_destination_textures > 1) { 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->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return 0; err: self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return -1; } 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->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->params.egl->glEnableVertexAttribArray(0); self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); self->params.egl->glEnableVertexAttribArray(1); self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); self->params.egl->glBindVertexArray(0); return 0; } int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) { assert(params); assert(params->egl); memset(self, 0, sizeof(*self)); self->params.egl = params->egl; self->params = *params; switch(params->destination_color) { case GSR_DESTINATION_COLOR_NV12: case GSR_DESTINATION_COLOR_P010: { if(self->params.num_destination_textures != 2) { fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures); return -1; } if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range, false) != 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->params.egl, &self->uniforms[1], params->destination_color, params->color_range, false) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n"); goto err; } if(self->params.load_external_image_shader) { if(load_shader_y(&self->shaders[2], self->params.egl, &self->uniforms[2], params->destination_color, params->color_range, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n"); goto err; } if(load_shader_uv(&self->shaders[3], self->params.egl, &self->uniforms[3], params->destination_color, params->color_range, true) != 0) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n"); goto err; } } break; } } if(load_framebuffers(self) != 0) goto err; if(create_vertices(self) != 0) goto err; return 0; err: gsr_color_conversion_deinit(self); return -1; } void gsr_color_conversion_deinit(gsr_color_conversion *self) { if(!self->params.egl) return; if(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->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id); self->vertex_array_object_id = 0; } self->params.egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); for(int i = 0; i < MAX_FRAMEBUFFERS; ++i) { self->framebuffers[i] = 0; } for(int i = 0; i < MAX_SHADERS; ++i) { gsr_shader_deinit(&self->shaders[i]); } self->params.egl = NULL; } static void gsr_color_conversion_swizzle_texture_source(gsr_color_conversion *self) { if(self->params.source_color == GSR_SOURCE_COLOR_BGR) { const int swizzle_mask[] = { GL_BLUE, GL_GREEN, GL_RED, 1 }; self->params.egl->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask); } } static void gsr_color_conversion_swizzle_reset(gsr_color_conversion *self) { if(self->params.source_color == GSR_SOURCE_COLOR_BGR) { const int swizzle_mask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }; self->params.egl->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask); } } /* |source_pos| is in pixel coordinates and |source_size| */ void 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, bool external_texture) { // TODO: Remove this crap rotation = M_PI*2.0f - 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); self->params.egl->glBindTexture(GL_TEXTURE_2D, 0); const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; self->params.egl->glBindTexture(texture_target, texture_id); vec2i source_texture_size = {0, 0}; if(external_texture) { source_texture_size = source_size; } else { /* TODO: Do not call this every frame? */ self->params.egl->glGetTexLevelParameteriv(texture_target, 0, GL_TEXTURE_WIDTH, &source_texture_size.x); self->params.egl->glGetTexLevelParameteriv(texture_target, 0, GL_TEXTURE_HEIGHT, &source_texture_size.y); } // TODO: Remove this crap 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 + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, -1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y, -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y }; gsr_color_conversion_swizzle_texture_source(self); self->params.egl->glBindVertexArray(self->vertex_array_object_id); self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y); /* 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->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example) const int shader_index = external_texture ? 2 : 0; gsr_shader_use(&self->shaders[shader_index]); self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation); self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y); self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); } if(self->params.num_destination_textures > 1) { self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); const int shader_index = external_texture ? 3 : 1; gsr_shader_use(&self->shaders[shader_index]); self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation); self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y); self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); } self->params.egl->glBindVertexArray(0); gsr_shader_use_none(&self->shaders[0]); self->params.egl->glBindTexture(texture_target, 0); self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); gsr_color_conversion_swizzle_reset(self); } void gsr_color_conversion_clear(gsr_color_conversion *self) { float color1[4] = {0.0f, 0.0f, 0.0f, 1.0f}; float color2[4] = {0.0f, 0.0f, 0.0f, 1.0f}; switch(self->params.destination_color) { case GSR_DESTINATION_COLOR_NV12: case GSR_DESTINATION_COLOR_P010: { color2[0] = 0.5f; color2[1] = 0.5f; color2[2] = 0.0f; color2[3] = 1.0f; break; } } self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); self->params.egl->glClearColor(color1[0], color1[1], color1[2], color1[3]); self->params.egl->glClear(GL_COLOR_BUFFER_BIT); if(self->params.num_destination_textures > 1) { self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); self->params.egl->glClearColor(color2[0], color2[1], color2[2], color2[3]); self->params.egl->glClear(GL_COLOR_BUFFER_BIT); } self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); }