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authorTomasz Olszak <olszak.tomasz@gmail.com>2017-06-13 11:24:47 +0200
committerVaL Doroshchuk <valentyn.doroshchuk@qt.io>2018-01-15 08:39:28 +0000
commitd58b6b908ea130e9422b08b5b3b460b48da7d337 (patch)
tree3c0edf6f46ea880a451dd975125649527ee8d288
parentb9440a3047cfca9ae253e850db31b8e9b08538e7 (diff)
downloadqtmultimedia-d58b6b908ea130e9422b08b5b3b460b48da7d337.tar.gz
Improve quality of YUVY and UYVY rendering
Idea is to upload YUYV/UYVY data as 2 textures and use GL_LINEAR like in biplanar formats. Having proper interpolation of only one texture (using e.g. mix function) resulted in vertical and horizontal 1 pixel stripes depending on scale. The reason was float precision and unexpected value of fract function. Additionally branching in shader is expensive so this solution should be more performant. Task-number: QTBUG-62155 Change-Id: I7ceeb09b4a54eecd16640a626b499d638b52c127 Reviewed-by: Christian Stromme <christian.stromme@qt.io>
-rw-r--r--src/qtmultimediaquicktools/qsgvideonode_yuv.cpp32
-rw-r--r--src/qtmultimediaquicktools/shaders/uyvyvideo.frag18
-rw-r--r--src/qtmultimediaquicktools/shaders/yuyvvideo.frag18
3 files changed, 27 insertions, 41 deletions
diff --git a/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp b/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
index 38b5af943..b04c6b38b 100644
--- a/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
+++ b/src/qtmultimediaquicktools/qsgvideonode_yuv.cpp
@@ -134,16 +134,16 @@ public:
protected:
void initialize() Q_DECL_OVERRIDE {
m_id_matrix = program()->uniformLocation("qt_Matrix");
- m_id_yuvtexture = program()->uniformLocation("yuvTexture");
- m_id_imageWidth = program()->uniformLocation("imageWidth");
+ m_id_yTexture = program()->uniformLocation("yTexture");
+ m_id_uvTexture = program()->uniformLocation("uvTexture");
m_id_colorMatrix = program()->uniformLocation("colorMatrix");
m_id_opacity = program()->uniformLocation("opacity");
QSGMaterialShader::initialize();
}
int m_id_matrix;
- int m_id_yuvtexture;
- int m_id_imageWidth;
+ int m_id_yTexture;
+ int m_id_uvTexture;
int m_id_colorMatrix;
int m_id_opacity;
};
@@ -291,7 +291,7 @@ QSGVideoMaterial_YUV::QSGVideoMaterial_YUV(const QVideoSurfaceFormat &format) :
case QVideoFrame::Format_UYVY:
case QVideoFrame::Format_YUYV:
default:
- m_planeCount = 1;
+ m_planeCount = 2;
break;
}
@@ -355,12 +355,19 @@ void QSGVideoMaterial_YUV::bind()
if (m_format.pixelFormat() == QVideoFrame::Format_UYVY
|| m_format.pixelFormat() == QVideoFrame::Format_YUYV) {
- int fw = m_frame.width() / 2;
+ int fw = m_frame.width();
m_planeWidth[0] = fw;
-
- functions->glActiveTexture(GL_TEXTURE0);
- bindTexture(m_textureIds[0], fw, m_frame.height(), m_frame.bits(), GL_RGBA);
-
+ // In YUYV texture the UV plane appears with the 1/2 of image and Y width.
+ m_planeWidth[1] = fw / 2;
+ functions->glActiveTexture(GL_TEXTURE1);
+ // Either r,b (YUYV) or g,a (UYVY) values are used as source of YV.
+ // Additionally Y and V are set per 2 pixels hence only 1/2 of image with is used.
+ // Interpreting this properly in shaders allows to not copy or not make conditionals inside shaders,
+ // only interpretation of data changes.
+ bindTexture(m_textureIds[1], m_planeWidth[1], m_frame.height(), m_frame.bits(), GL_RGBA);
+ functions->glActiveTexture(GL_TEXTURE0); // Finish with 0 as default texture unit
+ // Either red (YUYV) or alpha (UYVY) values are used as source of Y
+ bindTexture(m_textureIds[0], m_planeWidth[0], m_frame.height(), m_frame.bits(), GL_LUMINANCE_ALPHA);
} else if (m_format.pixelFormat() == QVideoFrame::Format_NV12
|| m_format.pixelFormat() == QVideoFrame::Format_NV21) {
const int y = 0;
@@ -473,13 +480,12 @@ void QSGVideoMaterialShader_UYVY::updateState(const RenderState &state,
Q_UNUSED(oldMaterial);
QSGVideoMaterial_YUV *mat = static_cast<QSGVideoMaterial_YUV *>(newMaterial);
-
- program()->setUniformValue(m_id_yuvtexture, 0);
+ program()->setUniformValue(m_id_yTexture, 0);
+ program()->setUniformValue(m_id_uvTexture, 1);
mat->bind();
program()->setUniformValue(m_id_colorMatrix, mat->m_colorMatrix);
- program()->setUniformValue(m_id_imageWidth, mat->m_frame.width());
if (state.isOpacityDirty()) {
mat->m_opacity = state.opacity();
diff --git a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
index 905035703..5c62441c2 100644
--- a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
+++ b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
@@ -1,22 +1,12 @@
-uniform sampler2D yuvTexture; // UYVY macropixel texture passed as RGBA format
-uniform mediump float imageWidth; // The UYVY texture appears to the shader with 1/2 the image width since we use the RGBA format to pass UYVY
+uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in uyvy Y = a
+uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = r, V = b
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
-
varying highp vec2 qt_TexCoord;
void main()
{
- // For U0 Y0 V0 Y1 macropixel, lookup Y0 or Y1 based on whether
- // the original texture x coord is even or odd.
- mediump float Y;
- if (fract(floor(qt_TexCoord.x * imageWidth + 0.5) / 2.0) > 0.0)
- Y = texture2D(yuvTexture, qt_TexCoord).a; // odd so choose Y1
- else
- Y = texture2D(yuvTexture, qt_TexCoord).g; // even so choose Y0
- mediump float Cb = texture2D(yuvTexture, qt_TexCoord).r;
- mediump float Cr = texture2D(yuvTexture, qt_TexCoord).b;
+ mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).a, texture2D(uvTexture, qt_TexCoord).rb);
- mediump vec4 color = vec4(Y, Cb, Cr, 1.0);
- gl_FragColor = colorMatrix * color * opacity;
+ gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity;
}
diff --git a/src/qtmultimediaquicktools/shaders/yuyvvideo.frag b/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
index 72732cd66..5ce8b7366 100644
--- a/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
+++ b/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
@@ -1,22 +1,12 @@
-uniform sampler2D yuvTexture; // YUYV macropixel texture passed as RGBA format
-uniform mediump float imageWidth; // The YUYV texture appears to the shader with 1/2 the image width since we use the RGBA format to pass YUYV
+uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in yuyv Y = r
+uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = g, V = a
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
-
varying highp vec2 qt_TexCoord;
void main()
{
- // For Y0 U0 Y1 V0 macropixel, lookup Y0 or Y1 based on whether
- // the original texture x coord is even or odd.
- mediump float Y;
- if (fract(floor(qt_TexCoord.x * imageWidth + 0.5) / 2.0) > 0.0)
- Y = texture2D(yuvTexture, qt_TexCoord).b; // odd so choose Y1
- else
- Y = texture2D(yuvTexture, qt_TexCoord).r; // even so choose Y0
- mediump float Cb = texture2D(yuvTexture, qt_TexCoord).g;
- mediump float Cr = texture2D(yuvTexture, qt_TexCoord).a;
+ mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).r, texture2D(uvTexture, qt_TexCoord).ga);
- mediump vec4 color = vec4(Y, Cb, Cr, 1.0);
- gl_FragColor = colorMatrix * color * opacity;
+ gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity;
}