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>
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@ -95,6 +95,7 @@ struct gl_renderer {
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struct gl_shader texture_shader_y_uv;
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struct gl_shader texture_shader_y_u_v;
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struct gl_shader texture_shader_y_xuxv;
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struct gl_shader texture_shader_xyuv;
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struct gl_shader invert_color_shader;
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struct gl_shader solid_shader;
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struct gl_shader *current_shader;
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@ -141,7 +141,8 @@ struct yuv_plane_descriptor {
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enum texture_type {
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TEXTURE_Y_XUXV_WL,
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TEXTURE_Y_UV_WL,
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TEXTURE_Y_U_V_WL
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TEXTURE_Y_U_V_WL,
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TEXTURE_XYUV_WL
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};
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struct yuv_format_descriptor {
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@ -2031,6 +2032,10 @@ import_simple_dmabuf(struct gl_renderer *gr,
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#define DRM_FORMAT_GR88 fourcc_code('G', 'R', '8', '8') /* [15:0] G:R 8:8 little endian */
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#endif
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#ifndef DRM_FORMAT_XYUV8888
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#define DRM_FORMAT_XYUV8888 fourcc_code('X', 'Y', 'U', 'V') /* [31:0] X:Y:Cb:Cr 8:8:8:8 little endian */
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#endif
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struct yuv_format_descriptor yuv_formats[] = {
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{
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.format = DRM_FORMAT_YUYV,
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@ -2106,6 +2111,17 @@ struct yuv_format_descriptor yuv_formats[] = {
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.format = DRM_FORMAT_R8,
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.plane_index = 2
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}}
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}, {
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.format = DRM_FORMAT_XYUV8888,
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.input_planes = 1,
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.output_planes = 1,
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.texture_type = TEXTURE_XYUV_WL,
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{{
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.width_divisor = 1,
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.height_divisor = 1,
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.format = DRM_FORMAT_XBGR8888,
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.plane_index = 0
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}}
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}
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};
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@ -2196,6 +2212,9 @@ import_yuv_dmabuf(struct gl_renderer *gr,
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case TEXTURE_Y_U_V_WL:
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image->shader = &gr->texture_shader_y_u_v;
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break;
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case TEXTURE_XYUV_WL:
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image->shader = &gr->texture_shader_xyuv;
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break;
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default:
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assert(false);
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}
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@ -2215,6 +2234,7 @@ choose_texture_target(struct dmabuf_attributes *attributes)
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case DRM_FORMAT_UYVY:
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case DRM_FORMAT_VYUY:
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case DRM_FORMAT_AYUV:
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case DRM_FORMAT_XYUV8888:
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return GL_TEXTURE_EXTERNAL_OES;
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default:
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return GL_TEXTURE_2D;
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@ -2269,6 +2289,7 @@ gl_renderer_query_dmabuf_formats(struct weston_compositor *wc,
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DRM_FORMAT_NV12,
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DRM_FORMAT_YUV420,
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DRM_FORMAT_YUV444,
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DRM_FORMAT_XYUV8888,
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};
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bool fallback = false;
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EGLint num;
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@ -2898,6 +2919,18 @@ static const char texture_fragment_shader_y_xuxv[] =
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FRAGMENT_CONVERT_YUV
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;
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static const char texture_fragment_shader_xyuv[] =
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"precision mediump float;\n"
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"uniform sampler2D tex;\n"
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"varying vec2 v_texcoord;\n"
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"uniform float alpha;\n"
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"void main() {\n"
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" float y = 1.16438356 * (texture2D(tex, v_texcoord).b - 0.0625);\n"
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" float u = texture2D(tex, v_texcoord).g - 0.5;\n"
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" float v = texture2D(tex, v_texcoord).r - 0.5;\n"
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FRAGMENT_CONVERT_YUV
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;
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static const char solid_fragment_shader[] =
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"precision mediump float;\n"
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"uniform vec4 color;\n"
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@ -3589,6 +3622,9 @@ compile_shaders(struct weston_compositor *ec)
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gr->texture_shader_y_xuxv.fragment_source =
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texture_fragment_shader_y_xuxv;
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gr->texture_shader_xyuv.vertex_source = vertex_shader;
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gr->texture_shader_xyuv.fragment_source = texture_fragment_shader_xyuv;
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gr->solid_shader.vertex_source = vertex_shader;
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gr->solid_shader.fragment_source = solid_fragment_shader;
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@ -3612,6 +3648,7 @@ fragment_debug_binding(struct weston_keyboard *keyboard,
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shader_release(&gr->texture_shader_y_uv);
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shader_release(&gr->texture_shader_y_u_v);
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shader_release(&gr->texture_shader_y_xuxv);
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shader_release(&gr->texture_shader_xyuv);
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shader_release(&gr->solid_shader);
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/* Force use_shader() to call glUseProgram(), since we need to use
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