Add support for TEXTURE_EXTERNAL_OES in the internal texture blitter

Assuming that the target is always GL_TEXTURE_2D is not going to be sufficient
when working with EGLStreams for example where GL_TEXTURE_EXTERNAL_OES is a
must. The blitter is now changed to support multiple programs so other targets
can easily be added as well in the future, if necessary.

Change-Id: I247d30600222fb5af6305ed5d9740baa5e43e83e
Reviewed-by: Louai Al-Khanji <louai.al-khanji@theqtcompany.com>
This commit is contained in:
Laszlo Agocs 2015-10-20 12:19:11 +02:00
parent 3dff3fdefb
commit 2a1d3f330d
3 changed files with 175 additions and 93 deletions

View File

@ -39,6 +39,10 @@
#include <QtGui/QOpenGLContext> #include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions> #include <QtGui/QOpenGLFunctions>
#ifndef GL_TEXTURE_EXTERNAL_OES
#define GL_TEXTURE_EXTERNAL_OES 0x8D65
#endif
QT_BEGIN_NAMESPACE QT_BEGIN_NAMESPACE
static const char vertex_shader150[] = static const char vertex_shader150[] =
@ -88,6 +92,18 @@ static const char fragment_shader[] =
" gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;" " gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
"}"; "}";
static const char fragment_shader_external_oes[] =
"#extension GL_OES_EGL_image_external : require\n"
"varying highp vec2 uv;"
"uniform samplerExternalOES textureSampler;\n"
"uniform bool swizzle;"
"uniform highp float opacity;"
"void main() {"
" highp vec4 tmpFragColor = texture2D(textureSampler, uv);"
" tmpFragColor.a *= opacity;"
" gl_FragColor = swizzle ? tmpFragColor.bgra : tmpFragColor;"
"}";
static const GLfloat vertex_buffer_data[] = { static const GLfloat vertex_buffer_data[] = {
-1,-1, 0, -1,-1, 0,
-1, 1, 0, -1, 1, 0,
@ -109,14 +125,17 @@ static const GLfloat texture_buffer_data[] = {
class TextureBinder class TextureBinder
{ {
public: public:
TextureBinder(GLuint textureId) TextureBinder(GLenum target, GLuint textureId) : m_target(target)
{ {
QOpenGLContext::currentContext()->functions()->glBindTexture(GL_TEXTURE_2D, textureId); QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, textureId);
} }
~TextureBinder() ~TextureBinder()
{ {
QOpenGLContext::currentContext()->functions()->glBindTexture(GL_TEXTURE_2D, 0); QOpenGLContext::currentContext()->functions()->glBindTexture(m_target, 0);
} }
private:
GLenum m_target;
}; };
class QOpenGLTextureBlitterPrivate class QOpenGLTextureBlitterPrivate
@ -128,74 +147,106 @@ public:
IdentityFlipped IdentityFlipped
}; };
QOpenGLTextureBlitterPrivate() enum ProgramIndex {
: program(0) TEXTURE_2D,
, vertexCoordAttribPos(0) TEXTURE_EXTERNAL_OES
, vertexTransformUniformPos(0) };
, textureCoordAttribPos(0)
, textureTransformUniformPos(0) QOpenGLTextureBlitterPrivate() :
, swizzle(false) swizzle(false),
, swizzleOld(false) opacity(1.0f),
, opacity(1.0f) vao(new QOpenGLVertexArrayObject),
, opacityOld(0.0f) currentTarget(TEXTURE_2D)
, textureMatrixUniformState(User)
, vao(new QOpenGLVertexArrayObject())
{ } { }
bool buildProgram(ProgramIndex idx, const char *vs, const char *fs);
void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform); void blit(GLuint texture, const QMatrix4x4 &vertexTransform, const QMatrix3x3 &textureTransform);
void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin); void blit(GLuint texture, const QMatrix4x4 &vertexTransform, QOpenGLTextureBlitter::Origin origin);
void prepareProgram(const QMatrix4x4 &vertexTransform) void prepareProgram(const QMatrix4x4 &vertexTransform);
{
vertexBuffer.bind();
program->setAttributeBuffer(vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
program->enableAttributeArray(vertexCoordAttribPos);
vertexBuffer.release();
program->setUniformValue(vertexTransformUniformPos, vertexTransform);
textureBuffer.bind();
program->setAttributeBuffer(textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
program->enableAttributeArray(textureCoordAttribPos);
textureBuffer.release();
if (swizzle != swizzleOld) {
program->setUniformValue(swizzleUniformPos, swizzle);
swizzleOld = swizzle;
}
if (opacity != opacityOld) {
program->setUniformValue(opacityUniformPos, opacity);
opacityOld = opacity;
}
}
QOpenGLBuffer vertexBuffer; QOpenGLBuffer vertexBuffer;
QOpenGLBuffer textureBuffer; QOpenGLBuffer textureBuffer;
QScopedPointer<QOpenGLShaderProgram> program; struct Program {
GLuint vertexCoordAttribPos; Program() :
GLuint vertexTransformUniformPos; vertexCoordAttribPos(0),
GLuint textureCoordAttribPos; vertexTransformUniformPos(0),
GLuint textureTransformUniformPos; textureCoordAttribPos(0),
GLuint swizzleUniformPos; textureTransformUniformPos(0),
GLuint opacityUniformPos; swizzleUniformPos(0),
opacityUniformPos(0),
swizzle(false),
opacity(0.0f),
textureMatrixUniformState(User)
{ }
QScopedPointer<QOpenGLShaderProgram> glProgram;
GLuint vertexCoordAttribPos;
GLuint vertexTransformUniformPos;
GLuint textureCoordAttribPos;
GLuint textureTransformUniformPos;
GLuint swizzleUniformPos;
GLuint opacityUniformPos;
bool swizzle;
float opacity;
TextureMatrixUniform textureMatrixUniformState;
} programs[2];
bool swizzle; bool swizzle;
bool swizzleOld;
float opacity; float opacity;
float opacityOld;
TextureMatrixUniform textureMatrixUniformState;
QScopedPointer<QOpenGLVertexArrayObject> vao; QScopedPointer<QOpenGLVertexArrayObject> vao;
GLenum currentTarget;
}; };
static inline QOpenGLTextureBlitterPrivate::ProgramIndex targetToProgramIndex(GLenum target)
{
switch (target) {
case GL_TEXTURE_2D:
return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
case GL_TEXTURE_EXTERNAL_OES:
return QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES;
default:
qWarning("Unsupported texture target 0x%x", target);
return QOpenGLTextureBlitterPrivate::TEXTURE_2D;
}
}
void QOpenGLTextureBlitterPrivate::prepareProgram(const QMatrix4x4 &vertexTransform)
{
Program *program = &programs[targetToProgramIndex(currentTarget)];
vertexBuffer.bind();
program->glProgram->setAttributeBuffer(program->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
program->glProgram->enableAttributeArray(program->vertexCoordAttribPos);
vertexBuffer.release();
program->glProgram->setUniformValue(program->vertexTransformUniformPos, vertexTransform);
textureBuffer.bind();
program->glProgram->setAttributeBuffer(program->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
program->glProgram->enableAttributeArray(program->textureCoordAttribPos);
textureBuffer.release();
if (swizzle != program->swizzle) {
program->glProgram->setUniformValue(program->swizzleUniformPos, swizzle);
program->swizzle = swizzle;
}
if (opacity != program->opacity) {
program->glProgram->setUniformValue(program->opacityUniformPos, opacity);
program->opacity = opacity;
}
}
void QOpenGLTextureBlitterPrivate::blit(GLuint texture, void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
const QMatrix4x4 &vertexTransform, const QMatrix4x4 &vertexTransform,
const QMatrix3x3 &textureTransform) const QMatrix3x3 &textureTransform)
{ {
TextureBinder binder(texture); TextureBinder binder(currentTarget, texture);
prepareProgram(vertexTransform); prepareProgram(vertexTransform);
program->setUniformValue(textureTransformUniformPos, textureTransform); Program *program = &programs[targetToProgramIndex(currentTarget)];
textureMatrixUniformState = User; program->glProgram->setUniformValue(program->textureTransformUniformPos, textureTransform);
program->textureMatrixUniformState = User;
QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6); QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
} }
@ -204,25 +255,54 @@ void QOpenGLTextureBlitterPrivate::blit(GLuint texture,
const QMatrix4x4 &vertexTransform, const QMatrix4x4 &vertexTransform,
QOpenGLTextureBlitter::Origin origin) QOpenGLTextureBlitter::Origin origin)
{ {
TextureBinder binder(texture); TextureBinder binder(currentTarget, texture);
prepareProgram(vertexTransform); prepareProgram(vertexTransform);
Program *program = &programs[targetToProgramIndex(currentTarget)];
if (origin == QOpenGLTextureBlitter::OriginTopLeft) { if (origin == QOpenGLTextureBlitter::OriginTopLeft) {
if (textureMatrixUniformState != IdentityFlipped) { if (program->textureMatrixUniformState != IdentityFlipped) {
QMatrix3x3 flipped; QMatrix3x3 flipped;
flipped(1,1) = -1; flipped(1,1) = -1;
flipped(1,2) = 1; flipped(1,2) = 1;
program->setUniformValue(textureTransformUniformPos, flipped); program->glProgram->setUniformValue(program->textureTransformUniformPos, flipped);
textureMatrixUniformState = IdentityFlipped; program->textureMatrixUniformState = IdentityFlipped;
} }
} else if (textureMatrixUniformState != Identity) { } else if (program->textureMatrixUniformState != Identity) {
program->setUniformValue(textureTransformUniformPos, QMatrix3x3()); program->glProgram->setUniformValue(program->textureTransformUniformPos, QMatrix3x3());
textureMatrixUniformState = Identity; program->textureMatrixUniformState = Identity;
} }
QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6); QOpenGLContext::currentContext()->functions()->glDrawArrays(GL_TRIANGLES, 0, 6);
} }
bool QOpenGLTextureBlitterPrivate::buildProgram(ProgramIndex idx, const char *vs, const char *fs)
{
Program *p = &programs[idx];
p->glProgram.reset(new QOpenGLShaderProgram);
p->glProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vs);
p->glProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fs);
p->glProgram->link();
if (!p->glProgram->isLinked()) {
qWarning() << Q_FUNC_INFO << "Could not link shader program:\n" << p->glProgram->log();
return false;
}
p->glProgram->bind();
p->vertexCoordAttribPos = p->glProgram->attributeLocation("vertexCoord");
p->vertexTransformUniformPos = p->glProgram->uniformLocation("vertexTransform");
p->textureCoordAttribPos = p->glProgram->attributeLocation("textureCoord");
p->textureTransformUniformPos = p->glProgram->uniformLocation("textureTransform");
p->swizzleUniformPos = p->glProgram->uniformLocation("swizzle");
p->opacityUniformPos = p->glProgram->uniformLocation("opacity");
p->glProgram->setUniformValue(p->swizzleUniformPos, false);
return true;
}
QOpenGLTextureBlitter::QOpenGLTextureBlitter() QOpenGLTextureBlitter::QOpenGLTextureBlitter()
: d_ptr(new QOpenGLTextureBlitterPrivate) : d_ptr(new QOpenGLTextureBlitterPrivate)
{ {
@ -241,27 +321,20 @@ bool QOpenGLTextureBlitter::create()
Q_D(QOpenGLTextureBlitter); Q_D(QOpenGLTextureBlitter);
if (d->program) if (d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram)
return true; return true;
d->program.reset(new QOpenGLShaderProgram());
QSurfaceFormat format = currentContext->format(); QSurfaceFormat format = currentContext->format();
if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) { if (format.profile() == QSurfaceFormat::CoreProfile && format.version() >= qMakePair(3,2)) {
d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader150); if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader150, fragment_shader150))
d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader150); return false;
} else { } else {
d->program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertex_shader); if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_2D, vertex_shader, fragment_shader))
d->program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragment_shader); return false;
if (supportsExternalOESTarget())
if (!d->buildProgram(QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES, vertex_shader, fragment_shader_external_oes))
return false;
} }
d->program->link();
if (!d->program->isLinked()) {
qWarning() << Q_FUNC_INFO << "Could not link shader program:\n" << d->program->log();
return false;
}
d->program->bind();
// Create and bind the VAO, if supported. // Create and bind the VAO, if supported.
QOpenGLVertexArrayObject::Binder vaoBinder(d->vao.data()); QOpenGLVertexArrayObject::Binder vaoBinder(d->vao.data());
@ -276,22 +349,13 @@ bool QOpenGLTextureBlitter::create()
d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data)); d->textureBuffer.allocate(texture_buffer_data, sizeof(texture_buffer_data));
d->textureBuffer.release(); d->textureBuffer.release();
d->vertexCoordAttribPos = d->program->attributeLocation("vertexCoord");
d->vertexTransformUniformPos = d->program->uniformLocation("vertexTransform");
d->textureCoordAttribPos = d->program->attributeLocation("textureCoord");
d->textureTransformUniformPos = d->program->uniformLocation("textureTransform");
d->swizzleUniformPos = d->program->uniformLocation("swizzle");
d->opacityUniformPos = d->program->uniformLocation("opacity");
d->program->setUniformValue(d->swizzleUniformPos,false);
return true; return true;
} }
bool QOpenGLTextureBlitter::isCreated() const bool QOpenGLTextureBlitter::isCreated() const
{ {
Q_D(const QOpenGLTextureBlitter); Q_D(const QOpenGLTextureBlitter);
return d->program; return d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram;
} }
void QOpenGLTextureBlitter::destroy() void QOpenGLTextureBlitter::destroy()
@ -299,36 +363,45 @@ void QOpenGLTextureBlitter::destroy()
if (!isCreated()) if (!isCreated())
return; return;
Q_D(QOpenGLTextureBlitter); Q_D(QOpenGLTextureBlitter);
d->program.reset(); d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_2D].glProgram.reset();
d->programs[QOpenGLTextureBlitterPrivate::TEXTURE_EXTERNAL_OES].glProgram.reset();
d->vertexBuffer.destroy(); d->vertexBuffer.destroy();
d->textureBuffer.destroy(); d->textureBuffer.destroy();
d->vao.reset(); d->vao.reset();
} }
void QOpenGLTextureBlitter::bind() bool QOpenGLTextureBlitter::supportsExternalOESTarget() const
{
QOpenGLContext *ctx = QOpenGLContext::currentContext();
return ctx && ctx->isOpenGLES() && ctx->hasExtension("GL_OES_EGL_image_external");
}
void QOpenGLTextureBlitter::bind(GLenum target)
{ {
Q_D(QOpenGLTextureBlitter); Q_D(QOpenGLTextureBlitter);
if (d->vao->isCreated()) if (d->vao->isCreated())
d->vao->bind(); d->vao->bind();
d->program->bind(); d->currentTarget = target;
QOpenGLTextureBlitterPrivate::Program *p = &d->programs[targetToProgramIndex(target)];
p->glProgram->bind();
d->vertexBuffer.bind(); d->vertexBuffer.bind();
d->program->setAttributeBuffer(d->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0); p->glProgram->setAttributeBuffer(p->vertexCoordAttribPos, GL_FLOAT, 0, 3, 0);
d->program->enableAttributeArray(d->vertexCoordAttribPos); p->glProgram->enableAttributeArray(p->vertexCoordAttribPos);
d->vertexBuffer.release(); d->vertexBuffer.release();
d->textureBuffer.bind(); d->textureBuffer.bind();
d->program->setAttributeBuffer(d->textureCoordAttribPos, GL_FLOAT, 0, 2, 0); p->glProgram->setAttributeBuffer(p->textureCoordAttribPos, GL_FLOAT, 0, 2, 0);
d->program->enableAttributeArray(d->textureCoordAttribPos); p->glProgram->enableAttributeArray(p->textureCoordAttribPos);
d->textureBuffer.release(); d->textureBuffer.release();
} }
void QOpenGLTextureBlitter::release() void QOpenGLTextureBlitter::release()
{ {
Q_D(QOpenGLTextureBlitter); Q_D(QOpenGLTextureBlitter);
d->program->release(); d->programs[targetToProgramIndex(d->currentTarget)].glProgram->release();
if (d->vao->isCreated()) if (d->vao->isCreated())
d->vao->release(); d->vao->release();
} }

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@ -68,7 +68,9 @@ public:
bool isCreated() const; bool isCreated() const;
void destroy(); void destroy();
void bind(); bool supportsExternalOESTarget() const;
void bind(GLenum target = GL_TEXTURE_2D);
void release(); void release();
void setSwizzleRB(bool swizzle); void setSwizzleRB(bool swizzle);

View File

@ -61,6 +61,7 @@ QOpenGLTextureBlitWindow::QOpenGLTextureBlitWindow()
m_context->makeCurrent(this); m_context->makeCurrent(this);
m_blitter.create(); m_blitter.create();
qDebug("GL_TEXTURE_EXTERNAL_OES support: %d", m_blitter.supportsExternalOESTarget());
} }
void QOpenGLTextureBlitWindow::render() void QOpenGLTextureBlitWindow::render()
@ -132,6 +133,12 @@ void QOpenGLTextureBlitWindow::render()
m_blitter.setSwizzleRB(false); m_blitter.setSwizzleRB(false);
m_blitter.release(); m_blitter.release();
if (m_blitter.supportsExternalOESTarget()) {
// Cannot do much testing here, just verify that bind and release work, meaning that the program is present.
m_blitter.bind(0x8D65);
m_blitter.release();
}
m_context->swapBuffers(this); m_context->swapBuffers(this);
} }