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authorVivek Kasireddy <vivek.kasireddy@intel.com>2019-02-20 17:28:48 -0800
committerVivek Kasireddy <vivek.kasireddy@intel.com>2019-11-25 17:19:33 -0800
commit9e7e7fac37286ba33609dd966df3b80b6e6e1079 (patch)
treead460b3164689a497125782b858fb2b9ab4511c6
parentae3175780e45ac48b81cab576c4f785f730ff927 (diff)
downloadweston-9e7e7fac37286ba33609dd966df3b80b6e6e1079.tar.gz
gl-renderer: Add support for XYUV format (v2)
Accept XYUV dmabuf buffers that a client application such as weston-simple-dmabuf-v4l might submit. v2 (Daniel): Add XYUV to yuv_formats array to have the compositor color convert with a shader if GL_TEXTURE_EXTERNAL_OES does not work. Signed-off-by: Vivek Kasireddy <vivek.kasireddy@intel.com>
-rw-r--r--libweston/renderer-gl/gl-renderer-internal.h1
-rw-r--r--libweston/renderer-gl/gl-renderer.c39
2 files changed, 39 insertions, 1 deletions
diff --git a/libweston/renderer-gl/gl-renderer-internal.h b/libweston/renderer-gl/gl-renderer-internal.h
index 853e3a66..00f617a9 100644
--- a/libweston/renderer-gl/gl-renderer-internal.h
+++ b/libweston/renderer-gl/gl-renderer-internal.h
@@ -95,6 +95,7 @@ struct gl_renderer {
struct gl_shader texture_shader_y_uv;
struct gl_shader texture_shader_y_u_v;
struct gl_shader texture_shader_y_xuxv;
+ struct gl_shader texture_shader_xyuv;
struct gl_shader invert_color_shader;
struct gl_shader solid_shader;
struct gl_shader *current_shader;
diff --git a/libweston/renderer-gl/gl-renderer.c b/libweston/renderer-gl/gl-renderer.c
index 583361e2..14c5f8b1 100644
--- a/libweston/renderer-gl/gl-renderer.c
+++ b/libweston/renderer-gl/gl-renderer.c
@@ -141,7 +141,8 @@ struct yuv_plane_descriptor {
enum texture_type {
TEXTURE_Y_XUXV_WL,
TEXTURE_Y_UV_WL,
- TEXTURE_Y_U_V_WL
+ TEXTURE_Y_U_V_WL,
+ TEXTURE_XYUV_WL
};
struct yuv_format_descriptor {
@@ -2031,6 +2032,10 @@ import_simple_dmabuf(struct gl_renderer *gr,
#define DRM_FORMAT_GR88 fourcc_code('G', 'R', '8', '8') /* [15:0] G:R 8:8 little endian */
#endif
+#ifndef DRM_FORMAT_XYUV8888
+#define DRM_FORMAT_XYUV8888 fourcc_code('X', 'Y', 'U', 'V') /* [31:0] X:Y:Cb:Cr 8:8:8:8 little endian */
+#endif
+
struct yuv_format_descriptor yuv_formats[] = {
{
.format = DRM_FORMAT_YUYV,
@@ -2106,6 +2111,17 @@ struct yuv_format_descriptor yuv_formats[] = {
.format = DRM_FORMAT_R8,
.plane_index = 2
}}
+ }, {
+ .format = DRM_FORMAT_XYUV8888,
+ .input_planes = 1,
+ .output_planes = 1,
+ .texture_type = TEXTURE_XYUV_WL,
+ {{
+ .width_divisor = 1,
+ .height_divisor = 1,
+ .format = DRM_FORMAT_XBGR8888,
+ .plane_index = 0
+ }}
}
};
@@ -2196,6 +2212,9 @@ import_yuv_dmabuf(struct gl_renderer *gr,
case TEXTURE_Y_U_V_WL:
image->shader = &gr->texture_shader_y_u_v;
break;
+ case TEXTURE_XYUV_WL:
+ image->shader = &gr->texture_shader_xyuv;
+ break;
default:
assert(false);
}
@@ -2215,6 +2234,7 @@ choose_texture_target(struct dmabuf_attributes *attributes)
case DRM_FORMAT_UYVY:
case DRM_FORMAT_VYUY:
case DRM_FORMAT_AYUV:
+ case DRM_FORMAT_XYUV8888:
return GL_TEXTURE_EXTERNAL_OES;
default:
return GL_TEXTURE_2D;
@@ -2269,6 +2289,7 @@ gl_renderer_query_dmabuf_formats(struct weston_compositor *wc,
DRM_FORMAT_NV12,
DRM_FORMAT_YUV420,
DRM_FORMAT_YUV444,
+ DRM_FORMAT_XYUV8888,
};
bool fallback = false;
EGLint num;
@@ -2898,6 +2919,18 @@ static const char texture_fragment_shader_y_xuxv[] =
FRAGMENT_CONVERT_YUV
;
+static const char texture_fragment_shader_xyuv[] =
+ "precision mediump float;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 v_texcoord;\n"
+ "uniform float alpha;\n"
+ "void main() {\n"
+ " float y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);\n"
+ " float u = texture2D(tex, v_texcoord).g - 0.5;\n"
+ " float v = texture2D(tex, v_texcoord).r - 0.5;\n"
+ FRAGMENT_CONVERT_YUV
+ ;
+
static const char solid_fragment_shader[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
@@ -3589,6 +3622,9 @@ compile_shaders(struct weston_compositor *ec)
gr->texture_shader_y_xuxv.fragment_source =
texture_fragment_shader_y_xuxv;
+ gr->texture_shader_xyuv.vertex_source = vertex_shader;
+ gr->texture_shader_xyuv.fragment_source = texture_fragment_shader_xyuv;
+
gr->solid_shader.vertex_source = vertex_shader;
gr->solid_shader.fragment_source = solid_fragment_shader;
@@ -3612,6 +3648,7 @@ fragment_debug_binding(struct weston_keyboard *keyboard,
shader_release(&gr->texture_shader_y_uv);
shader_release(&gr->texture_shader_y_u_v);
shader_release(&gr->texture_shader_y_xuxv);
+ shader_release(&gr->texture_shader_xyuv);
shader_release(&gr->solid_shader);
/* Force use_shader() to call glUseProgram(), since we need to use