/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include #include #include "FrameworkFormats.h" // The purpose of YUVConverter is to use // OpenGL shaders to convert YUV images to RGB // images that can be displayed on screen. // Doing this on the GPU can be much faster than // on the CPU. // Usage: // 0. Have a current OpenGL context working. // 1. Constructing the YUVConverter object will allocate // OpenGL resources needed to convert, given the desired // |width| and |height| of the buffer. // 2. To convert a given YUV buffer of |pixels|, call // the drawConvert method (with x, y, width, and height // arguments depicting the region to convert). // The RGB version of the YUV buffer will be drawn // to the current framebuffer. To retrieve // the result, if the user of the result is an OpenGL texture, // it suffices to have that texture be the color attachment // of the framebuffer object. Or, if you want the results // on the CPU, call glReadPixels() after the call to drawConvert(). class YUVConverter { public: // call ctor when creating a gralloc buffer // with YUV format YUVConverter(int width, int height, FrameworkFormat format); // destroy when ColorBuffer is destroyed ~YUVConverter(); // call when gralloc_unlock updates // the host color buffer // (rcUpdateColorBuffer) void drawConvert(int x, int y, int width, int height, char* pixels); private: // For dealing with n-pixel-aligned buffers void updateCutoffs(float width, float ywidth, float halfwidth, float cwidth); FrameworkFormat mFormat; // We need the following GL objects: GLuint mVshader = 0; GLuint mFshader = 0; // Fragment shader (does actual conversion) GLuint mProgram = 0; GLuint mVbuf = 0; GLuint mIbuf = 0; GLuint mYtex = 0; GLuint mUtex = 0; GLuint mVtex = 0; // shader uniform locations GLint mYWidthCutoffLoc = -1; GLint mCWidthCutoffLoc = -1; GLint mYSamplerLoc = -1; GLint mUSamplerLoc = -1; GLint mVSamplerLoc = -1; float mYWidthCutoff = 1.0; float mCWidthCutoff = 1.0; };