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>
dev
Vivek Kasireddy 6 years ago
parent ae3175780e
commit 9e7e7fac37
  1. 1
      libweston/renderer-gl/gl-renderer-internal.h
  2. 39
      libweston/renderer-gl/gl-renderer.c

@ -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;

@ -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

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