Decodes YUYV422 video. More...

Inheritance diagram for score::gfx::YUYV422Decoder:
score::gfx::GPUVideoDecoder

Detailed Description

Decodes YUYV422 video.

Core idea taken from https://gist.github.com/roxlu/7872352

Public Member Functions

 YUYV422Decoder (Video::ImageFormat &d)
 
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 setYPixels (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

Video::ImageFormatdecoder
 
- Public Attributes inherited from score::gfx::GPUVideoDecoder
std::vector< Samplersamplers
 

Static Public Attributes

static constexpr const auto 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::YUYV422Decoder::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

◆ filter

constexpr const auto score::gfx::YUYV422Decoder::filter
staticconstexpr
Initial value:
= R"_(#version 450
)_" SCORE_GFX_VIDEO_UNIFORMS R"_(
layout(binding=3) uniform sampler2D u_tex;
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
const vec3 R_cf = vec3(1.164383, 0.000000, 1.596027);
const vec3 G_cf = vec3(1.164383, -0.391762, -0.812968);
const vec3 B_cf = vec3(1.164383, 2.017232, 0.000000);
const vec3 offset = vec3(-0.0625, -0.5, -0.5);
void main() {
vec4 tex = texture(u_tex, v_texcoord);
float y = tex.r;
float u = tex.g - 0.5;
float v = tex.a - 0.5;
fragColor.r = y + 1.13983 * v;
fragColor.g = y - 0.39465 * u - 0.58060 * v;
fragColor.b = y + 2.03211 * u;
fragColor.a = 1.0;
}
)_"

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