Render DRM-PRIME frames as opaque images

We can't always assume they are NV12. Even if they _are_ NV12,
they may have DRM format modifiers that are incompatible with
simply assuming linear Y and UV buffers (such as tiling).
This commit is contained in:
Cameron Gutman
2021-03-21 23:23:12 -05:00
parent a0b9684504
commit 26d04b5f9c
7 changed files with 140 additions and 48 deletions
@@ -384,6 +384,14 @@ bool EGLRenderer::compileShaders() {
m_ShaderProgramParams[NV12_PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
m_ShaderProgramParams[NV12_PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
}
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
m_ShaderProgram = compileShader("egl_opaque.vert", "egl_opaque.frag");
if (!m_ShaderProgram) {
return false;
}
m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE] = glGetUniformLocation(m_ShaderProgram, "uTexture");
}
else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Unsupported EGL pixel format: %d",
@@ -785,13 +793,16 @@ void EGLRenderer::renderFrame(AVFrame* frame)
glUseProgram(m_ShaderProgram);
m_glBindVertexArrayOES(m_VAO);
// Bind parameters for the NV12 shaders
// Bind parameters for the shaders
if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
glUniformMatrix3fv(m_ShaderProgramParams[NV12_PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
glUniform3fv(m_ShaderProgramParams[NV12_PARAM_OFFSET], 1, getColorOffsets());
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE1], 0);
glUniform1i(m_ShaderProgramParams[NV12_PARAM_PLANE2], 1);
}
else if (m_EGLImagePixelFormat == AV_PIX_FMT_DRM_PRIME) {
glUniform1i(m_ShaderProgramParams[OPAQUE_PARAM_TEXTURE], 0);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);