#include "../include/color_conversion.h" #include #include #include #define MAX_SHADERS 2 #define MAX_FRAMEBUFFERS 2 #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" #define RGB_TO_YUV "const mat4 RGBtoYUV = mat4(0.257, 0.439, -0.148, 0.0,\n" \ " 0.504, -0.368, -0.291, 0.0,\n" \ " 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) { 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" 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); char fragment_shader[] = "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV "void main() \n" "{ \n" " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n" "} \n"; 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); return 0; } static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) { 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" 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); char fragment_shader[] = "#version 300 es \n" "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV "void main() \n" "{ \n" " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n" "} \n"; 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); 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->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) { 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) { fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n"); goto err; } self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return 0; err: self->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 }; 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->egl->glEnableVertexAttribArray(0); self->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->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->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; } 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); 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"); 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"); 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) goto err; return 0; err: self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); gsr_color_conversion_deinit(self); return -1; } void gsr_color_conversion_deinit(gsr_color_conversion *self) { if(self->vertex_buffer_object_id) { self->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->vertex_array_object_id = 0; } self->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]); } } 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]); { self->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->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->egl->glBindVertexArray(0); gsr_shader_use_none(&self->shaders[0]); self->egl->glBindTexture(GL_TEXTURE_2D, 0); self->egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); return 0; }