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// Based on cc/output/gl_renderer.cc and cc/output/shader.cc:
// Copyright 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE.Chromium file.
#include "yuv_video_node.h"
#include <QtGui/qopenglcontext.h>
#include <QtGui/qopenglfunctions.h>
#include <QtQuick/qsgtexture.h>
#include "ui/gfx/color_space.h"
#include "ui/gfx/color_transform.h"
namespace QtWebEngineCore {
class YUVVideoMaterialShader : public QSGMaterialShader
{
public:
YUVVideoMaterialShader(const gfx::ColorSpace &colorSpace)
{
static const char *shaderHead =
"varying mediump vec2 v_yaTexCoord;\n"
"varying mediump vec2 v_uvTexCoord;\n"
"uniform sampler2D y_texture;\n"
"uniform sampler2D u_texture;\n"
"uniform sampler2D v_texture;\n"
"uniform mediump float alpha;\n"
"uniform mediump vec4 ya_clamp_rect;\n"
"uniform mediump vec4 uv_clamp_rect;\n";
static const char *shader =
"void main() {\n"
" mediump vec2 ya_clamped =\n"
" max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord));\n"
" mediump float y_raw = texture2D(y_texture, ya_clamped).x;\n"
" mediump vec2 uv_clamped =\n"
" max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));\n"
" mediump float u_unsigned = texture2D(u_texture, uv_clamped).x;\n"
" mediump float v_unsigned = texture2D(v_texture, uv_clamped).x;\n"
" mediump vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned);\n"
" mediump vec3 rgb = DoColorConversion(yuv);\n"
" gl_FragColor = vec4(rgb, 1.0) * alpha;\n"
"}";
// Invalid or unspecified color spaces should be treated as REC709.
gfx::ColorSpace src = colorSpace.IsValid() ? colorSpace : gfx::ColorSpace::CreateREC709();
gfx::ColorSpace dst = gfx::ColorSpace::CreateSRGB();
std::unique_ptr<gfx::ColorTransform> transform =
gfx::ColorTransform::NewColorTransform(src, dst, gfx::ColorTransform::Intent::INTENT_PERCEPTUAL);
QByteArray header(shaderHead);
if (QOpenGLContext::currentContext()->isOpenGLES())
header = QByteArray("precision mediump float;\n") + header;
m_csShader = QByteArray::fromStdString(transform->GetShaderSource());
m_fragmentShader = header + m_csShader + QByteArray(shader);
}
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
char const *const *attributeNames() const override {
static const char *names[] = {
"a_position",
"a_texCoord",
0
};
return names;
}
protected:
const char *vertexShader() const override {
// Keep in sync with logic in VertexShader in components/viz/service/display/shader.cc
const char *shader =
"attribute highp vec4 a_position;\n"
"attribute mediump vec2 a_texCoord;\n"
"uniform highp mat4 matrix;\n"
"varying mediump vec2 v_yaTexCoord;\n"
"varying mediump vec2 v_uvTexCoord;\n"
"uniform mediump vec2 yaTexScale;\n"
"uniform mediump vec2 yaTexOffset;\n"
"uniform mediump vec2 uvTexScale;\n"
"uniform mediump vec2 uvTexOffset;\n"
"void main() {\n"
" gl_Position = matrix * a_position;\n"
" v_yaTexCoord = a_texCoord * yaTexScale + yaTexOffset;\n"
" v_uvTexCoord = a_texCoord * uvTexScale + uvTexOffset;\n"
"}";
return shader;
}
const char *fragmentShader() const override {
return m_fragmentShader.constData();
}
void initialize() override {
m_id_matrix = program()->uniformLocation("matrix");
m_id_yaTexScale = program()->uniformLocation("yaTexScale");
m_id_uvTexScale = program()->uniformLocation("uvTexScale");
m_id_yaTexOffset = program()->uniformLocation("yaTexOffset");
m_id_uvTexOffset = program()->uniformLocation("uvTexOffset");
m_id_yaClampRect = program()->uniformLocation("ya_clamp_rect");
m_id_uvClampRect = program()->uniformLocation("uv_clamp_rect");
m_id_yTexture = program()->uniformLocation("y_texture");
m_id_uTexture = program()->uniformLocation("u_texture");
m_id_vTexture = program()->uniformLocation("v_texture");
m_id_yuvMatrix = program()->uniformLocation("yuv_matrix");
m_id_yuvAdjust = program()->uniformLocation("yuv_adj");
m_id_opacity = program()->uniformLocation("alpha");
}
int m_id_matrix;
int m_id_yaTexScale;
int m_id_uvTexScale;
int m_id_yaTexOffset;
int m_id_uvTexOffset;
int m_id_yaClampRect;
int m_id_uvClampRect;
int m_id_yTexture;
int m_id_uTexture;
int m_id_vTexture;
int m_id_yuvMatrix;
int m_id_yuvAdjust;
int m_id_opacity;
QByteArray m_csShader;
QByteArray m_fragmentShader;
};
class YUVAVideoMaterialShader : public YUVVideoMaterialShader
{
public:
YUVAVideoMaterialShader(const gfx::ColorSpace &colorSpace) : YUVVideoMaterialShader(colorSpace)
{
static const char *shaderHead =
"varying mediump vec2 v_yaTexCoord;\n"
"varying mediump vec2 v_uvTexCoord;\n"
"uniform sampler2D y_texture;\n"
"uniform sampler2D u_texture;\n"
"uniform sampler2D v_texture;\n"
"uniform sampler2D a_texture;\n"
"uniform mediump float alpha;\n"
"uniform mediump vec4 ya_clamp_rect;\n"
"uniform mediump vec4 uv_clamp_rect;\n";
static const char *shader =
"void main() {\n"
" mediump vec2 ya_clamped =\n"
" max(ya_clamp_rect.xy, min(ya_clamp_rect.zw, v_yaTexCoord));\n"
" mediump float y_raw = texture2D(y_texture, ya_clamped).x;\n"
" mediump vec2 uv_clamped =\n"
" max(uv_clamp_rect.xy, min(uv_clamp_rect.zw, v_uvTexCoord));\n"
" mediump float u_unsigned = texture2D(u_texture, uv_clamped).x;\n"
" mediump float v_unsigned = texture2D(v_texture, uv_clamped).x;\n"
" mediump float a_raw = texture2D(a_texture, ya_clamped).x;\n"
" mediump vec3 yuv = vec3(y_raw, u_unsigned, v_unsigned);\n"
" mediump vec3 rgb = DoColorConversion(yuv);\n"
" gl_FragColor = vec4(rgb, 1.0) * (alpha * a_raw);\n"
"}";
QByteArray header(shaderHead);
if (QOpenGLContext::currentContext()->isOpenGLES())
header = QByteArray("precision mediump float;\n") + header;
m_fragmentShader = header + m_csShader + QByteArray(shader);
}
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override;
protected:
void initialize() override {
// YUVVideoMaterialShader has a subset of the uniforms.
YUVVideoMaterialShader::initialize();
m_id_aTexture = program()->uniformLocation("a_texture");
}
int m_id_aTexture;
};
void YUVVideoMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_UNUSED(oldMaterial);
// Keep logic in sync with logic in GLRenderer::DrawYUVVideoQuad:
YUVVideoMaterial *mat = static_cast<YUVVideoMaterial *>(newMaterial);
program()->setUniformValue(m_id_yTexture, 0);
program()->setUniformValue(m_id_uTexture, 1);
program()->setUniformValue(m_id_vTexture, 2);
QOpenGLFunctions glFuncs(QOpenGLContext::currentContext());
glFuncs.glActiveTexture(GL_TEXTURE1);
mat->m_uTexture->bind();
glFuncs.glActiveTexture(GL_TEXTURE2);
mat->m_vTexture->bind();
glFuncs.glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
mat->m_yTexture->bind();
const QSizeF yaSizeScale(1.0f / mat->m_yaTexSize.width(), 1.0f / mat->m_yaTexSize.height());
const QSizeF uvSizeScale(1.0f / mat->m_uvTexSize.width(), 1.0f / mat->m_uvTexSize.height());
const QPointF yaTexOffset(mat->m_yaTexCoordRect.left() * yaSizeScale.width(), mat->m_yaTexCoordRect.top() * yaSizeScale.height());
const QPointF uvTexOffset(mat->m_uvTexCoordRect.left() * uvSizeScale.width(), mat->m_uvTexCoordRect.top() * uvSizeScale.height());
const QSizeF yaTexScale(mat->m_yaTexCoordRect.width() * yaSizeScale.width(), mat->m_yaTexCoordRect.height() * yaSizeScale.height());
const QSizeF uvTexScale(mat->m_uvTexCoordRect.width() * uvSizeScale.width(), mat->m_uvTexCoordRect.height() * uvSizeScale.height());
program()->setUniformValue(m_id_yaTexOffset, yaTexOffset);
program()->setUniformValue(m_id_uvTexOffset, uvTexOffset);
program()->setUniformValue(m_id_yaTexScale, yaTexScale);
program()->setUniformValue(m_id_uvTexScale, uvTexScale);
QRectF yaClampRect(yaTexOffset, yaTexScale);
QRectF uvClampRect(uvTexOffset, uvTexScale);
yaClampRect = yaClampRect.marginsRemoved(QMarginsF(yaSizeScale.width() * 0.5f, yaSizeScale.height() * 0.5f,
yaSizeScale.width() * 0.5f, yaSizeScale.height() * 0.5f));
uvClampRect = uvClampRect.marginsRemoved(QMarginsF(uvSizeScale.width() * 0.5f, uvSizeScale.height() * 0.5f,
uvSizeScale.width() * 0.5f, uvSizeScale.height() * 0.5f));
const QVector4D yaClampV(yaClampRect.left(), yaClampRect.top(), yaClampRect.right(), yaClampRect.bottom());
const QVector4D uvClampV(uvClampRect.left(), uvClampRect.top(), uvClampRect.right(), uvClampRect.bottom());
program()->setUniformValue(m_id_yaClampRect, yaClampV);
program()->setUniformValue(m_id_uvClampRect, uvClampV);
if (state.isOpacityDirty())
program()->setUniformValue(m_id_opacity, state.opacity());
if (state.isMatrixDirty())
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
}
void YUVAVideoMaterialShader::updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
YUVVideoMaterialShader::updateState(state, newMaterial, oldMaterial);
YUVAVideoMaterial *mat = static_cast<YUVAVideoMaterial *>(newMaterial);
program()->setUniformValue(m_id_aTexture, 3);
QOpenGLFunctions glFuncs(QOpenGLContext::currentContext());
glFuncs.glActiveTexture(GL_TEXTURE3);
mat->m_aTexture->bind();
// Reset the default texture unit.
glFuncs.glActiveTexture(GL_TEXTURE0);
}
YUVVideoMaterial::YUVVideoMaterial(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture,
const QRectF &yaTexCoordRect, const QRectF &uvTexCoordRect, const QSizeF &yaTexSize, const QSizeF &uvTexSize,
const gfx::ColorSpace &colorspace,
float rMul, float rOff)
: m_yTexture(yTexture)
, m_uTexture(uTexture)
, m_vTexture(vTexture)
, m_yaTexCoordRect(yaTexCoordRect)
, m_uvTexCoordRect(uvTexCoordRect)
, m_yaTexSize(yaTexSize)
, m_uvTexSize(uvTexSize)
, m_colorSpace(colorspace)
, m_resourceMultiplier(rMul)
, m_resourceOffset(rOff)
{
}
QSGMaterialShader *YUVVideoMaterial::createShader() const
{
return new YUVVideoMaterialShader(m_colorSpace);
}
int YUVVideoMaterial::compare(const QSGMaterial *other) const
{
const YUVVideoMaterial *m = static_cast<const YUVVideoMaterial *>(other);
if (int diff = m_yTexture->textureId() - m->m_yTexture->textureId())
return diff;
if (int diff = m_uTexture->textureId() - m->m_uTexture->textureId())
return diff;
return m_vTexture->textureId() - m->m_vTexture->textureId();
}
YUVAVideoMaterial::YUVAVideoMaterial(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture, QSGTexture *aTexture,
const QRectF &yaTexCoordRect, const QRectF &uvTexCoordRect, const QSizeF &yaTexSize, const QSizeF &uvTexSize,
const gfx::ColorSpace &colorspace,
float rMul, float rOff)
: YUVVideoMaterial(yTexture, uTexture, vTexture, yaTexCoordRect, uvTexCoordRect, yaTexSize, uvTexSize, colorspace, rMul, rOff)
, m_aTexture(aTexture)
{
setFlag(Blending, aTexture);
}
QSGMaterialShader *YUVAVideoMaterial::createShader() const
{
return new YUVAVideoMaterialShader(m_colorSpace);
}
int YUVAVideoMaterial::compare(const QSGMaterial *other) const
{
if (int diff = YUVVideoMaterial::compare(other))
return diff;
const YUVAVideoMaterial *m = static_cast<const YUVAVideoMaterial *>(other);
return (m_aTexture ? m_aTexture->textureId() : 0) - (m->m_aTexture ? m->m_aTexture->textureId() : 0);
}
YUVVideoNode::YUVVideoNode(QSGTexture *yTexture, QSGTexture *uTexture, QSGTexture *vTexture, QSGTexture *aTexture,
const QRectF &yaTexCoordRect, const QRectF &uvTexCoordRect, const QSizeF &yaTexSize, const QSizeF &uvTexSize,
const gfx::ColorSpace &colorspace, float rMul, float rOff)
: m_geometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4)
{
setGeometry(&m_geometry);
setFlag(QSGNode::OwnsMaterial);
if (aTexture)
m_material = new YUVAVideoMaterial(yTexture, uTexture, vTexture, aTexture, yaTexCoordRect, uvTexCoordRect, yaTexSize, uvTexSize, colorspace, rMul, rOff);
else
m_material = new YUVVideoMaterial(yTexture, uTexture, vTexture, yaTexCoordRect, uvTexCoordRect, yaTexSize, uvTexSize, colorspace, rMul, rOff);
setMaterial(m_material);
}
void YUVVideoNode::setRect(const QRectF &rect)
{
QSGGeometry::updateTexturedRectGeometry(geometry(), rect, QRectF(0, 0, 1, 1));
}
} // namespace