Inheritance diagram for score::gfx::RGB24Decoder:
score::gfx::GPUVideoDecoder

Public Member Functions

 RGB24Decoder (Video::ImageFormat &d, QString f="")
 
std::pair< QShader, QShader > init (RenderList &r) override
 Initialize a GPUVideoDecoder. More...
 
void exec (RenderList &, QRhiResourceUpdateBatch &res, AVFrame &frame) override
 Decode and upload a video frame to the GPU.
 
void setPixels (QRhiResourceUpdateBatch &res, uint8_t *pixels, int stride) const noexcept
 
- Public Member Functions inherited from score::gfx::GPUVideoDecoder
void release (RenderList &)
 This method will release all the created samplers and textures.
 

Public Attributes

QRhiTexture::Format format
 
int bytes_per_pixel {}
 
Video::ImageFormatdecoder
 
QString filter
 
- Public Attributes inherited from score::gfx::GPUVideoDecoder
std::vector< Samplersamplers
 

Static Public Attributes

static constexpr const auto rgb_filter
 

Additional Inherited Members

- Static Public Member Functions inherited from score::gfx::GPUVideoDecoder
static QRhiTextureSubresourceUploadDescription createTextureUpload (uint8_t *pixels, int w, int h, int bytesPerPixel, int stride)
 Utility method to create a QRhiTextureSubresourceUploadDescription. More...
 
static QString vertexShader () noexcept
 

Member Function Documentation

◆ init()

std::pair<QShader, QShader> score::gfx::RGB24Decoder::init ( RenderList r)
inlineoverridevirtual

Initialize a GPUVideoDecoder.

This method must :

  • Create samplers and textures for the video format.
  • Create shaders that will render the data put into these textures.

It returns a {vertex, fragment} shader pair.

Implements score::gfx::GPUVideoDecoder.

Member Data Documentation

◆ rgb_filter

constexpr const auto score::gfx::RGB24Decoder::rgb_filter
staticconstexpr
Initial value:
= R"_(#version 450
)_" SCORE_GFX_VIDEO_UNIFORMS R"_(
layout(binding=3) uniform sampler2D y_tex;
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
vec4 processTexture(vec4 tex) {
vec4 processed = tex;
{ %1 }
return processed;
}
void main ()
{
float w = mat.texSz.x;
float h = mat.texSz.y;
int x = int(floor(v_texcoord.x * w) * 3.);
int y = int(v_texcoord.y * h);
float r = texelFetch(y_tex, ivec2(x + 0, y), 0).r;
float g = texelFetch(y_tex, ivec2(x + 1, y), 0).r;
float b = texelFetch(y_tex, ivec2(x + 2, y), 0).r;
fragColor = processTexture(vec4(r, g, b, 1.));
})_"

The documentation for this struct was generated from the following file: