score::gfx::RGB24Decoder Struct Reference
Inheritance diagram for score::gfx::RGB24Decoder:
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::ImageFormat & | decoder |
QString | filter |
Public Attributes inherited from score::gfx::GPUVideoDecoder | |
std::vector< Sampler > | samplers |
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()
|
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
|
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: