gstreamer/subprojects/gst-plugins-good/ext/qt/gstqsgmaterial.cc
Matthew Waters ea2a44cb97 qml/gl: fix array definition
Some implementations require the [N] to suffixed to the variable name.

Error message example: 'syntax error: Array size must appear after
variable name'

Follow up with https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5123
of https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5119

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5137>
2023-08-02 21:17:26 +10:00

498 lines
17 KiB
C++

/*
* GStreamer
* Copyright (C) 2023 Matthew Waters <matthew@centricular.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <vector>
#include <stdio.h>
#include <gst/video/video.h>
#include <gst/gl/gl.h>
#include <gst/gl/gstglfuncs.h>
#include "gstqsgmaterial.h"
#define GST_CAT_DEFAULT gst_qsg_texture_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
#define ATTRIBUTE_POSITION_NAME "a_position"
#define ATTRIBUTE_TEXCOORD_NAME "a_texcoord"
#define UNIFORM_POSITION_MATRIX_NAME "u_transformation"
#define UNIFORM_OPACITY_NAME "opacity"
#define UNIFORM_SWIZZLE_COMPONENTS_NAME "swizzle_components"
#define UNIFORM_TEXTURE0_NAME "tex"
#define UNIFORM_YUV_OFFSET_NAME "yuv_offset"
#define UNIFORM_YUV_YCOEFF_NAME "yuv_ycoeff"
#define UNIFORM_YUV_UCOEFF_NAME "yuv_ucoeff"
#define UNIFORM_YUV_VCOEFF_NAME "yuv_vcoeff"
#define UNIFORM_TRIPLANAR_PLANE0 "Ytex"
#define UNIFORM_TRIPLANAR_PLANE1 "Utex"
#define UNIFORM_TRIPLANAR_PLANE2 "Vtex"
/* matrices from glcolorconvert */
/* FIXME: use the colormatrix support from videoconvert */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt601_offset[] = {-0.0625f, -0.5f, -0.5f};
static const gfloat from_yuv_bt601_rcoeff[] = {1.164f, 0.000f, 1.596f};
static const gfloat from_yuv_bt601_gcoeff[] = {1.164f,-0.391f,-0.813f};
static const gfloat from_yuv_bt601_bcoeff[] = {1.164f, 2.018f, 0.000f};
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt709_offset[] = {-0.0625f, -0.5f, -0.5f};
static const gfloat from_yuv_bt709_rcoeff[] = {1.164f, 0.000f, 1.787f};
static const gfloat from_yuv_bt709_gcoeff[] = {1.164f,-0.213f,-0.531f};
static const gfloat from_yuv_bt709_bcoeff[] = {1.164f,2.112f, 0.000f};
class GstQSGMaterialShader : public QSGMaterialShader {
public:
GstQSGMaterialShader(GstVideoFormat v_format, char *vertex, char *fragment);
~GstQSGMaterialShader();
void updateState(const RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial) override
{
Q_ASSERT(program()->isLinked());
if (state.isMatrixDirty())
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
if (state.isOpacityDirty())
program()->setUniformValue(m_id_opacity, state.opacity());
GstQSGMaterial *mat = static_cast<GstQSGMaterial *>(newMaterial);
mat->bind(this);
}
char const *const *attributeNames() const override
{
static char const *const names[] = { ATTRIBUTE_POSITION_NAME, ATTRIBUTE_TEXCOORD_NAME, 0 };
return names;
}
void initialize() override
{
const GstVideoFormatInfo *finfo = gst_video_format_get_info (v_format);
QSGMaterialShader::initialize();
m_id_matrix = program()->uniformLocation(UNIFORM_POSITION_MATRIX_NAME);
m_id_opacity = program()->uniformLocation(UNIFORM_OPACITY_NAME);
int swizzle_components = program()->uniformLocation(UNIFORM_SWIZZLE_COMPONENTS_NAME);
int reorder[4];
gst_gl_video_format_swizzle (v_format, reorder);
program()->setUniformValueArray(swizzle_components, reorder, G_N_ELEMENTS (reorder));
const char *tex_names[GST_VIDEO_MAX_PLANES];
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
tex_names[0] = UNIFORM_TEXTURE0_NAME;
break;
case GST_VIDEO_FORMAT_YV12:
tex_names[0] = UNIFORM_TRIPLANAR_PLANE0;
tex_names[1] = UNIFORM_TRIPLANAR_PLANE1;
tex_names[2] = UNIFORM_TRIPLANAR_PLANE2;
break;
default:
g_assert_not_reached ();
break;
}
for (guint i = 0; i < finfo->n_planes; i++) {
this->tex_uniforms[i] = program()->uniformLocation(tex_names[i]);
GST_TRACE ("%p tex uniform %i for tex %s", this, this->tex_uniforms[i], tex_names[i]);
}
this->cms_uniform_offset = program()->uniformLocation(UNIFORM_YUV_OFFSET_NAME);
this->cms_uniform_ycoeff = program()->uniformLocation(UNIFORM_YUV_YCOEFF_NAME);
this->cms_uniform_ucoeff = program()->uniformLocation(UNIFORM_YUV_UCOEFF_NAME);
this->cms_uniform_vcoeff = program()->uniformLocation(UNIFORM_YUV_VCOEFF_NAME);
}
const char *vertexShader() const override;
const char *fragmentShader() const override;
int cms_uniform_offset;
int cms_uniform_ycoeff;
int cms_uniform_ucoeff;
int cms_uniform_vcoeff;
int tex_uniforms[GST_VIDEO_MAX_PLANES];
private:
int m_id_matrix;
int m_id_opacity;
GstVideoFormat v_format;
char *vertex;
char *fragment;
};
GstQSGMaterialShader::GstQSGMaterialShader(GstVideoFormat v_format, char * vertex, char * fragment)
: v_format(v_format),
vertex(vertex),
fragment(fragment)
{
}
GstQSGMaterialShader::~GstQSGMaterialShader()
{
g_clear_pointer (&this->vertex, g_free);
g_clear_pointer (&this->fragment, g_free);
}
const char *
GstQSGMaterialShader::vertexShader() const
{
return vertex;
}
const char *
GstQSGMaterialShader::fragmentShader() const
{
return fragment;
}
GstQSGMaterial::GstQSGMaterial ()
{
static gsize _debug;
if (g_once_init_enter (&_debug)) {
GST_DEBUG_CATEGORY_INIT (GST_CAT_DEFAULT, "qtqsgmaterial", 0,
"Qt Scenegraph Material");
g_once_init_leave (&_debug, 1);
}
g_weak_ref_init (&this->qt_context_ref_, NULL);
gst_video_info_init (&this->v_info);
memset (&this->v_frame, 0, sizeof (this->v_frame));
this->buffer_ = NULL;
this->buffer_was_bound = FALSE;
this->sync_buffer_ = gst_buffer_new ();
}
GstQSGMaterial::~GstQSGMaterial ()
{
g_weak_ref_clear (&this->qt_context_ref_);
gst_buffer_replace (&this->buffer_, NULL);
gst_buffer_replace (&this->sync_buffer_, NULL);
this->buffer_was_bound = FALSE;
if (this->v_frame.buffer) {
gst_video_frame_unmap (&this->v_frame);
memset (&this->v_frame, 0, sizeof (this->v_frame));
}
}
bool
GstQSGMaterial::compatibleWith(GstVideoInfo * v_info)
{
if (GST_VIDEO_INFO_FORMAT (&this->v_info) != GST_VIDEO_INFO_FORMAT (v_info))
return FALSE;
return TRUE;
}
static char *
vertexShaderForFormat(GstVideoFormat v_format)
{
return g_strdup (gst_gl_shader_string_vertex_mat4_vertex_transform);
}
#define qt_inputs \
"attribute vec4 " ATTRIBUTE_POSITION ";\n" \
"attribute vec2 " ATTRIBUTE_TEXCOORD ";\n" \
#define texcoord_input \
"varying vec2 v_texcoord;\n"
#define single_texture_input \
"uniform sampler2D " UNIFORM_TEXTURE0_NAME ";\n"
#define triplanar_texture_input \
"uniform sampler2D " UNIFORM_TRIPLANAR_PLANE0 ";\n" \
"uniform sampler2D " UNIFORM_TRIPLANAR_PLANE1 ";\n" \
"uniform sampler2D " UNIFORM_TRIPLANAR_PLANE2 ";\n"
#define uniform_swizzle \
"uniform int " UNIFORM_SWIZZLE_COMPONENTS_NAME "[4];\n"
#define uniform_opacity \
"uniform float " UNIFORM_OPACITY_NAME ";\n"
#define uniform_yuv_to_rgb_color_matrix \
"uniform vec3 " UNIFORM_YUV_OFFSET_NAME ";\n" \
"uniform vec3 " UNIFORM_YUV_YCOEFF_NAME ";\n" \
"uniform vec3 " UNIFORM_YUV_UCOEFF_NAME ";\n" \
"uniform vec3 " UNIFORM_YUV_VCOEFF_NAME ";\n"
static char *
fragmentShaderForFormat(GstVideoFormat v_format, GstGLContext * context)
{
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_RGBA: {
char *swizzle = gst_gl_color_convert_swizzle_shader_string (context);
char *ret = g_strdup_printf (texcoord_input single_texture_input uniform_opacity
"%s\n"
"void main(void) {\n"
" gl_FragColor = texture2D(tex, v_texcoord) * " UNIFORM_OPACITY_NAME ";\n"
"}\n", swizzle);
g_clear_pointer (&swizzle, g_free);
return ret;
}
case GST_VIDEO_FORMAT_BGRA: {
char *swizzle = gst_gl_color_convert_swizzle_shader_string (context);
char *ret = g_strdup_printf (texcoord_input single_texture_input uniform_swizzle uniform_opacity
"%s\n"
"void main(void) {\n"
" gl_FragColor = swizzle(texture2D(tex, v_texcoord), " UNIFORM_SWIZZLE_COMPONENTS_NAME ") * " UNIFORM_OPACITY_NAME ";\n"
"}\n", swizzle);
g_clear_pointer (&swizzle, g_free);
return ret;
}
case GST_VIDEO_FORMAT_YV12: {
char *yuv_to_rgb = gst_gl_color_convert_yuv_to_rgb_shader_string (context);
char *swizzle = gst_gl_color_convert_swizzle_shader_string (context);
char *ret = g_strdup_printf (texcoord_input triplanar_texture_input uniform_swizzle uniform_yuv_to_rgb_color_matrix uniform_opacity
"%s\n"
"%s\n"
"void main(void) {\n"
" vec4 yuva, rgba;\n"
" yuva.x = texture2D(Ytex, v_texcoord).r;\n"
" yuva.y = texture2D(Utex, v_texcoord).r;\n"
" yuva.z = texture2D(Vtex, v_texcoord).r;\n"
" yuva.a = 1.0;\n"
" yuva = swizzle(yuva, " UNIFORM_SWIZZLE_COMPONENTS_NAME ");\n"
" rgba.rgb = yuv_to_rgb (yuva.xyz, " UNIFORM_YUV_OFFSET_NAME ", " UNIFORM_YUV_YCOEFF_NAME ", " UNIFORM_YUV_UCOEFF_NAME ", " UNIFORM_YUV_VCOEFF_NAME ");\n"
" rgba.a = yuva.a;\n"
" gl_FragColor = rgba * " UNIFORM_OPACITY_NAME ";\n"
//" gl_FragColor = vec4(yuva.x, 0.0, 0.0, 1.0);\n"
"}\n", yuv_to_rgb, swizzle);
g_clear_pointer (&yuv_to_rgb, g_free);
g_clear_pointer (&swizzle, g_free);
return ret;
}
default:
return NULL;
}
}
QSGMaterialShader *
GstQSGMaterial::createShader() const
{
GstVideoFormat v_format = GST_VIDEO_INFO_FORMAT (&this->v_info);
char *vertex = vertexShaderForFormat(v_format);
char *fragment = fragmentShaderForFormat(v_format, NULL);
if (!vertex || !fragment)
return nullptr;
return new GstQSGMaterialShader(v_format, vertex, fragment);
}
/* only called from the streaming thread with scene graph thread blocked */
void
GstQSGMaterial::setCaps (GstCaps * caps)
{
GST_LOG ("%p setCaps %" GST_PTR_FORMAT, this, caps);
gst_video_info_from_caps (&this->v_info, caps);
}
/* only called from the streaming thread with scene graph thread blocked */
gboolean
GstQSGMaterial::setBuffer (GstBuffer * buffer)
{
GST_LOG ("%p setBuffer %" GST_PTR_FORMAT, this, buffer);
/* FIXME: update more state here */
if (!gst_buffer_replace (&this->buffer_, buffer))
return FALSE;
this->buffer_was_bound = FALSE;
g_weak_ref_set (&this->qt_context_ref_, gst_gl_context_get_current ());
return TRUE;
}
/* only called from the streaming thread with scene graph thread blocked */
GstBuffer *
GstQSGMaterial::getBuffer (gboolean * was_bound)
{
GstBuffer *buffer = NULL;
if (this->buffer_)
buffer = gst_buffer_ref (this->buffer_);
if (was_bound)
*was_bound = this->buffer_was_bound;
return buffer;
}
void
GstQSGMaterial::bind(GstQSGMaterialShader *shader)
{
const GstGLFuncs *gl;
GstGLContext *context, *qt_context;
GstGLSyncMeta *sync_meta;
GstMemory *mem;
gboolean use_dummy_tex = TRUE;
if (this->v_frame.buffer) {
gst_video_frame_unmap (&this->v_frame);
memset (&this->v_frame, 0, sizeof (this->v_frame));
}
qt_context = GST_GL_CONTEXT (g_weak_ref_get (&this->qt_context_ref_));
if (!qt_context)
goto out;
if (!this->buffer_)
goto out;
if (GST_VIDEO_INFO_FORMAT (&this->v_info) == GST_VIDEO_FORMAT_UNKNOWN)
goto out;
this->mem_ = gst_buffer_peek_memory (this->buffer_, 0);
if (!this->mem_)
goto out;
gl = qt_context->gl_vtable;
/* FIXME: should really lock the memory to prevent write access */
if (!gst_video_frame_map (&this->v_frame, &this->v_info, this->buffer_,
(GstMapFlags) (GST_MAP_READ | GST_MAP_GL))) {
g_assert_not_reached ();
goto out;
}
mem = gst_buffer_peek_memory (this->buffer_, 0);
g_assert (gst_is_gl_memory (mem));
context = ((GstGLBaseMemory *)mem)->context;
sync_meta = gst_buffer_get_gl_sync_meta (this->sync_buffer_);
if (!sync_meta)
sync_meta = gst_buffer_add_gl_sync_meta (context, this->sync_buffer_);
gst_gl_sync_meta_set_sync_point (sync_meta, context);
gst_gl_sync_meta_wait (sync_meta, qt_context);
if (this->v_frame.info.finfo->flags & GST_VIDEO_FORMAT_FLAG_YUV) {
if (gst_video_colorimetry_matches (&this->v_frame.info.colorimetry,
GST_VIDEO_COLORIMETRY_BT709)) {
this->cms_offset = (gfloat *) from_yuv_bt709_offset;
this->cms_ycoeff = (gfloat *) from_yuv_bt709_rcoeff;
this->cms_ucoeff = (gfloat *) from_yuv_bt709_gcoeff;
this->cms_vcoeff = (gfloat *) from_yuv_bt709_bcoeff;
} else {
/* defaults/bt601 */
this->cms_offset = (gfloat *) from_yuv_bt601_offset;
this->cms_ycoeff = (gfloat *) from_yuv_bt601_rcoeff;
this->cms_ucoeff = (gfloat *) from_yuv_bt601_gcoeff;
this->cms_vcoeff = (gfloat *) from_yuv_bt601_bcoeff;
}
shader->program()->setUniformValue(shader->cms_uniform_offset, QVector3D(this->cms_offset[0], this->cms_offset[1], this->cms_offset[2]));
shader->program()->setUniformValue(shader->cms_uniform_ycoeff, QVector3D(this->cms_ycoeff[0], this->cms_ycoeff[1], this->cms_ycoeff[2]));
shader->program()->setUniformValue(shader->cms_uniform_ucoeff, QVector3D(this->cms_ucoeff[0], this->cms_ucoeff[1], this->cms_ucoeff[2]));
shader->program()->setUniformValue(shader->cms_uniform_vcoeff, QVector3D(this->cms_vcoeff[0], this->cms_vcoeff[1], this->cms_vcoeff[2]));
} else {
this->cms_offset = this->cms_ycoeff = this->cms_ucoeff = this->cms_vcoeff = NULL;
}
/* reversed iteration order so that glActiveTexture(GL_TEXTURE0) is last which keeps
* us in the default GL state expected by several other qml components
*/
for (int i = GST_VIDEO_FRAME_N_PLANES (&this->v_frame) - 1; i >= 0; i--) {
guint tex_id = *(guint *) this->v_frame.data[i];
shader->program()->setUniformValue(shader->tex_uniforms[i], i);
gl->ActiveTexture (GL_TEXTURE0 + i);
GST_LOG ("%p binding for plane %d Qt texture %u", this, i, tex_id);
gl->BindTexture (GL_TEXTURE_2D, tex_id);
}
/* Texture was successfully bound, so we do not need
* to use the dummy texture */
use_dummy_tex = FALSE;
this->buffer_was_bound = TRUE;
out:
gst_clear_object (&qt_context);
if (G_UNLIKELY (use_dummy_tex)) {
QOpenGLContext *qglcontext = QOpenGLContext::currentContext ();
QOpenGLFunctions *funcs = qglcontext->functions ();
/* Create dummy texture if not already present.
* Use the Qt OpenGL functions instead of the GstGL ones,
* since we are using the Qt OpenGL context here, and we must
* be able to delete the texture in the destructor. */
for (int i = GST_VIDEO_FRAME_N_PLANES (&this->v_frame) - 1; i >= 0; i--) {
shader->program()->setUniformValue(shader->tex_uniforms[i], i);
funcs->glActiveTexture(GL_TEXTURE0 + i);
if (this->dummy_textures[i] == 0) {
/* Make this a black 64x64 pixel RGBA texture.
* This size and format is supported pretty much everywhere, so these
* are a safe pick. (64 pixel sidelength must be supported according
* to the GLES2 spec, table 6.18.)
* Set min/mag filters to GL_LINEAR to make sure no mipmapping is used. */
const int tex_sidelength = 64;
std::vector < guint8 > dummy_data (tex_sidelength * tex_sidelength * 4, 0);
switch (GST_VIDEO_FRAME_FORMAT (&this->v_frame)) {
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_RGB:
break;
case GST_VIDEO_FORMAT_YV12:
if (i == 1 || i == 2) {
guint8 *data = dummy_data.data();
for (gsize j = 0; j < tex_sidelength; j++) {
for (gsize k = 0; k < tex_sidelength; k++) {
data[(j * tex_sidelength + k) * 4 + 0] = 0x7F;
}
}
}
break;
default:
g_assert_not_reached ();
break;
}
funcs->glGenTextures (1, &this->dummy_textures[i]);
funcs->glBindTexture (GL_TEXTURE_2D, this->dummy_textures[i]);
funcs->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
funcs->glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
funcs->glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_sidelength,
tex_sidelength, 0, GL_RGBA, GL_UNSIGNED_BYTE, &dummy_data[0]);
}
g_assert (this->dummy_textures[i] != 0);
funcs->glBindTexture (GL_TEXTURE_2D, this->dummy_textures[i]);
GST_LOG ("%p binding for plane %d fallback dummy Qt texture %u", this, i, this->dummy_textures[i]);
}
}
}