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synced 2026-06-13 14:32:57 -04:00
render: gles2: pass: Implement rendering into NV12 buffers
As mentioned in the previous commit message, we can't create an RBO out of an NV12 buffer in GL ES2.0. Instead, we render in 2 passes to 2 separate RBOs. This could be made more generic by having a lookup table for the parameters that need to be set for each plane for any given format, but as of yet, I see no practical reason for implementing any other kind of YCbCr target buffer rendering as NV12 seems to be the only format that's commonly supported by hardware video encoders. Signed-off-by: Andri Yngvason <andri@yngvason.is>
This commit is contained in:
parent
c074f6e83f
commit
97c8d24fa4
3 changed files with 131 additions and 21 deletions
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@ -145,6 +145,8 @@ struct wlr_gles2_render_pass {
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struct wlr_gles2_render_timer *timer;
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struct wlr_drm_syncobj_timeline *signal_timeline;
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uint64_t signal_point;
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float color_matrix[16];
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float color_matrix_nv12_chroma[16];
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};
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bool is_gles2_pixel_format_supported(const struct wlr_gles2_renderer *renderer,
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@ -177,6 +179,7 @@ void pop_gles2_debug(struct wlr_gles2_renderer *renderer);
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struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
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struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer,
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struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point);
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struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point,
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enum wlr_color_encoding color_encoding, enum wlr_color_range color_range);
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#endif
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@ -1,10 +1,12 @@
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#include <stdlib.h>
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#include <assert.h>
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#include <drm_fourcc.h>
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#include <pixman.h>
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#include <time.h>
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#include <unistd.h>
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#include <wlr/render/drm_syncobj.h>
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#include <wlr/util/transform.h>
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#include "render/color.h"
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#include "render/egl.h"
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#include "render/gles2.h"
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#include "util/matrix.h"
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@ -160,6 +162,19 @@ static void set_tex_matrix(GLint loc, enum wl_output_transform trans,
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glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix);
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}
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static void set_filter_mode(GLenum target, enum wlr_scale_filter_mode mode) {
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switch (mode) {
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case WLR_SCALE_FILTER_BILINEAR:
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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case WLR_SCALE_FILTER_NEAREST:
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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}
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}
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static void setup_blending(enum wlr_render_blend_mode mode) {
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switch (mode) {
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case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:
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@ -174,11 +189,17 @@ static void setup_blending(enum wlr_render_blend_mode mode) {
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static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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const struct wlr_render_texture_options *options) {
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struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
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struct wlr_gles2_buffer *buffer = pass->buffer;
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struct wlr_gles2_renderer *renderer = buffer->renderer;
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struct wlr_buffer *wlr_buffer = buffer->buffer;
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struct wlr_gles2_texture *texture = gles2_get_texture(options->texture);
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struct wlr_gles2_tex_shader *shader = NULL;
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struct wlr_dmabuf_attributes dmabuf = {0};
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if (!wlr_buffer_get_dmabuf(wlr_buffer, &dmabuf)) {
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return;
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}
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struct wlr_gles2_tex_shader *shader;
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switch (texture->target) {
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case GL_TEXTURE_2D:
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if (texture->has_alpha) {
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@ -239,24 +260,48 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(texture->target, texture->tex);
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switch (options->filter_mode) {
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case WLR_SCALE_FILTER_BILINEAR:
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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case WLR_SCALE_FILTER_NEAREST:
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glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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}
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set_filter_mode(texture->target, options->filter_mode);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
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set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
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render(&dst_box, options->clip, shader->pos_attrib);
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if (dmabuf.format == DRM_FORMAT_NV12) {
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GLint luma_fbo = gles2_buffer_get_fbo(buffer, 0);
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GLint chroma_fbo = gles2_buffer_get_fbo(buffer, 1);
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if (!luma_fbo || !chroma_fbo) {
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wlr_log(WLR_ERROR, "Failed to get fbo");
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goto out;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, luma_fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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/* Note: this is the full matrix, but chroma gets discarded so zeroing out the chroma part
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* wouldn't make any difference.
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*/
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glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, pass->color_matrix);
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render(&dst_box, options->clip, shader->pos_attrib);
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set_filter_mode(texture->target, WLR_SCALE_FILTER_BILINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, chroma_fbo);
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glViewport(0, 0, (wlr_buffer->width + 1) / 2, (wlr_buffer->height + 1) / 2);
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glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, pass->color_matrix_nv12_chroma);
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render(&dst_box, options->clip, shader->pos_attrib);
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} else {
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GLint fbo = gles2_buffer_get_fbo(buffer, 0);
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if (!fbo) {
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wlr_log(WLR_ERROR, "Failed to get fbo");
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goto out;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_identity);
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render(&dst_box, options->clip, shader->pos_attrib);
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}
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out:
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glBindTexture(texture->target, 0);
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pop_gles2_debug(renderer);
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}
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@ -264,16 +309,60 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
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const struct wlr_render_rect_options *options) {
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struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
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struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
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struct wlr_gles2_buffer *buffer = pass->buffer;
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struct wlr_gles2_renderer *renderer = buffer->renderer;
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struct wlr_buffer *wlr_buffer = buffer->buffer;
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struct wlr_dmabuf_attributes dmabuf = {0};
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if (!wlr_buffer_get_dmabuf(wlr_buffer, &dmabuf)) {
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return;
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}
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const struct wlr_render_color *color = &options->color;
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struct wlr_box box;
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struct wlr_buffer *wlr_buffer = pass->buffer->buffer;
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wlr_render_rect_options_get_box(options, wlr_buffer, &box);
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push_gles2_debug(renderer);
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enum wlr_render_blend_mode blend_mode =
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color->a == 1.0 ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode;
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// TODO: Maybe it would be better to apply the color_matrix to the color outside the shader.
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// TODO: Implement the glClear fullscreen optimisiation for NV12 too.
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if (dmabuf.format == DRM_FORMAT_NV12) {
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GLint luma_fbo = gles2_buffer_get_fbo(buffer, 0);
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GLint chroma_fbo = gles2_buffer_get_fbo(buffer, 1);
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if (!luma_fbo || !chroma_fbo) {
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wlr_log(WLR_ERROR, "Failed to get fbo");
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goto out;
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}
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setup_blending(blend_mode);
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glUseProgram(renderer->shaders.quad.program);
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set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
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glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
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glBindFramebuffer(GL_FRAMEBUFFER, luma_fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, pass->color_matrix);
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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glBindFramebuffer(GL_FRAMEBUFFER, chroma_fbo);
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glViewport(0, 0, (wlr_buffer->width + 1) / 2, (wlr_buffer->height + 1) / 2);
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glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, pass->color_matrix_nv12_chroma);
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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goto out;
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}
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GLint fbo = gles2_buffer_get_fbo(buffer, 0);
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if (!fbo) {
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wlr_log(WLR_ERROR, "Failed to get fbo");
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goto out;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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if (blend_mode == WLR_RENDER_BLEND_MODE_NONE &&
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options->clip == NULL &&
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box.x == 0 && box.y == 0 &&
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render(&box, options->clip, renderer->shaders.quad.pos_attrib);
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}
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out:
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pop_gles2_debug(renderer);
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}
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@ -312,9 +402,20 @@ static const char *reset_status_str(GLenum status) {
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}
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}
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static void derive_nv12_chroma_matrix(const float full[16], float chroma[16]) {
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for (int col = 0; col < 4; col++) {
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chroma[col * 4 + 0] = full[col * 4 + 1];
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chroma[col * 4 + 1] = full[col * 4 + 2];
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chroma[col * 4 + 2] = 0.0f;
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chroma[col * 4 + 3] = 0.0f;
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}
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chroma[15] = 1.0f;
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}
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struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *buffer,
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struct wlr_egl_context *prev_ctx, struct wlr_gles2_render_timer *timer,
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struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point) {
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struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point,
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enum wlr_color_encoding color_encoding, enum wlr_color_range color_range) {
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struct wlr_gles2_renderer *renderer = buffer->renderer;
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struct wlr_buffer *wlr_buffer = buffer->buffer;
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@ -342,6 +443,14 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
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pass->buffer = buffer;
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pass->timer = timer;
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pass->prev_ctx = *prev_ctx;
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if (color_encoding == WLR_COLOR_ENCODING_NONE) {
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color_encoding = WLR_COLOR_ENCODING_BT709;
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}
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if (color_range == WLR_COLOR_RANGE_NONE) {
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color_range = WLR_COLOR_RANGE_FULL;
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}
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wlr_color_rgb_to_ycbcr_matrix(color_encoding, color_range, pass->color_matrix);
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derive_nv12_chroma_matrix(pass->color_matrix, pass->color_matrix_nv12_chroma);
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if (signal_timeline != NULL) {
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pass->signal_timeline = wlr_drm_syncobj_timeline_ref(signal_timeline);
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pass->signal_point = signal_point;
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@ -351,9 +460,6 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
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WL_OUTPUT_TRANSFORM_FLIPPED_180);
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push_gles2_debug(renderer);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_SCISSOR_TEST);
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pop_gles2_debug(renderer);
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@ -295,7 +295,8 @@ static struct wlr_render_pass *gles2_begin_buffer_pass(struct wlr_renderer *wlr_
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}
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struct wlr_gles2_render_pass *pass = begin_gles2_buffer_pass(buffer,
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&prev_ctx, timer, options->signal_timeline, options->signal_point);
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&prev_ctx, timer, options->signal_timeline, options->signal_point,
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options->color_encoding, options->color_range);
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if (!pass) {
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return NULL;
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}
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