render: gles2: pass: Implement rendering into NV12 buffers

As mentioned in the previous commit message, we can't create an RBO out
of an NV12 buffer in GL ES2.0. Instead, we render in 2 passes to 2
separate RBOs.

This could be made more generic by having a lookup table for the
parameters that need to be set for each plane for any given format, but
as of yet, I see no practical reason for implementing any other kind of
YCbCr target buffer rendering as NV12 seems to be the only format that's
commonly supported by hardware video encoders.

I chose to use BT.709 full-range cofficients as that is what is
prescribed by sRGB, annex f.

Signed-off-by: Andri Yngvason <andri@yngvason.is>
This commit is contained in:
Andri Yngvason 2026-04-16 13:45:56 +00:00
parent d0034614d0
commit e6eb3e1ae4

View file

@ -1,5 +1,6 @@
#include <stdlib.h>
#include <assert.h>
#include <drm_fourcc.h>
#include <pixman.h>
#include <time.h>
#include <unistd.h>
@ -18,6 +19,21 @@ static const GLfloat color_matrix_identity[16] = {
0, 0, 0, 1,
};
// BT.709 full-range
static const GLfloat color_matrix_nv12_luma[16] = {
0.2126, 0.7152, 0.0722, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 1,
};
static const GLfloat color_matrix_nv12_chroma[16] = {
-0.114572, -0.385428, 0.5, 0.5,
0.5, -0.454153, -0.045847, 0.5,
0, 0, 0, 0,
0, 0, 0, 1,
};
static const struct wlr_render_pass_impl render_pass_impl;
static struct wlr_gles2_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) {
@ -160,6 +176,19 @@ static void set_tex_matrix(GLint loc, enum wl_output_transform trans,
glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix);
}
static void set_filter_mode(GLenum target, enum wlr_scale_filter_mode mode) {
switch (mode) {
case WLR_SCALE_FILTER_BILINEAR:
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case WLR_SCALE_FILTER_NEAREST:
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
}
}
static void setup_blending(enum wlr_render_blend_mode mode) {
switch (mode) {
case WLR_RENDER_BLEND_MODE_PREMULTIPLIED:
@ -174,11 +203,17 @@ static void setup_blending(enum wlr_render_blend_mode mode) {
static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
const struct wlr_render_texture_options *options) {
struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
struct wlr_gles2_buffer *buffer = pass->buffer;
struct wlr_gles2_renderer *renderer = buffer->renderer;
struct wlr_buffer *wlr_buffer = buffer->buffer;
struct wlr_gles2_texture *texture = gles2_get_texture(options->texture);
struct wlr_gles2_tex_shader *shader = NULL;
struct wlr_dmabuf_attributes dmabuf = {0};
if (!wlr_buffer_get_dmabuf(wlr_buffer, &dmabuf)) {
return;
}
struct wlr_gles2_tex_shader *shader;
switch (texture->target) {
case GL_TEXTURE_2D:
if (texture->has_alpha) {
@ -239,24 +274,45 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target, texture->tex);
switch (options->filter_mode) {
case WLR_SCALE_FILTER_BILINEAR:
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case WLR_SCALE_FILTER_NEAREST:
glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
}
set_filter_mode(texture->target, options->filter_mode);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box);
set_tex_matrix(shader->tex_proj, options->transform, &src_fbox);
render(&dst_box, options->clip, shader->pos_attrib);
if (dmabuf.format == DRM_FORMAT_NV12) {
GLint luma_fbo = gles2_buffer_get_fbo(buffer, 0);
GLint chroma_fbo = gles2_buffer_get_fbo(buffer, 1);
if (!luma_fbo || !chroma_fbo) {
wlr_log(WLR_ERROR, "Failed to get fbo");
goto out;
}
glBindFramebuffer(GL_FRAMEBUFFER, luma_fbo);
glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_nv12_luma);
render(&dst_box, options->clip, shader->pos_attrib);
set_filter_mode(texture->target, WLR_SCALE_FILTER_BILINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, chroma_fbo);
glViewport(0, 0, (wlr_buffer->width + 1) / 2, (wlr_buffer->height + 1) / 2);
glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_nv12_chroma);
render(&dst_box, options->clip, shader->pos_attrib);
} else {
GLint fbo = gles2_buffer_get_fbo(buffer, 0);
if (!fbo) {
wlr_log(WLR_ERROR, "Failed to get fbo");
goto out;
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
glUniformMatrix4fv(shader->color_matrix, 1, GL_FALSE, color_matrix_identity);
render(&dst_box, options->clip, shader->pos_attrib);
}
out:
glBindTexture(texture->target, 0);
pop_gles2_debug(renderer);
}
@ -264,16 +320,60 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
const struct wlr_render_rect_options *options) {
struct wlr_gles2_render_pass *pass = get_render_pass(wlr_pass);
struct wlr_gles2_renderer *renderer = pass->buffer->renderer;
struct wlr_gles2_buffer *buffer = pass->buffer;
struct wlr_gles2_renderer *renderer = buffer->renderer;
struct wlr_buffer *wlr_buffer = buffer->buffer;
struct wlr_dmabuf_attributes dmabuf = {0};
if (!wlr_buffer_get_dmabuf(wlr_buffer, &dmabuf)) {
return;
}
const struct wlr_render_color *color = &options->color;
struct wlr_box box;
struct wlr_buffer *wlr_buffer = pass->buffer->buffer;
wlr_render_rect_options_get_box(options, wlr_buffer, &box);
push_gles2_debug(renderer);
enum wlr_render_blend_mode blend_mode =
color->a == 1.0 ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode;
// TODO: Maybe it would be better to apply the color_matrix to the color outside the shader.
// TODO: Implement the glClear fullscreen optimisiation for NV12 too.
if (dmabuf.format == DRM_FORMAT_NV12) {
GLint luma_fbo = gles2_buffer_get_fbo(buffer, 0);
GLint chroma_fbo = gles2_buffer_get_fbo(buffer, 1);
if (!luma_fbo || !chroma_fbo) {
wlr_log(WLR_ERROR, "Failed to get fbo");
goto out;
}
setup_blending(blend_mode);
glUseProgram(renderer->shaders.quad.program);
set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box);
glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a);
glBindFramebuffer(GL_FRAMEBUFFER, luma_fbo);
glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, color_matrix_nv12_luma);
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
glBindFramebuffer(GL_FRAMEBUFFER, chroma_fbo);
glViewport(0, 0, (wlr_buffer->width + 1) / 2, (wlr_buffer->height + 1) / 2);
glUniformMatrix4fv(renderer->shaders.quad.color_matrix, 1, GL_FALSE, color_matrix_nv12_chroma);
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
goto out;
}
GLint fbo = gles2_buffer_get_fbo(buffer, 0);
if (!fbo) {
wlr_log(WLR_ERROR, "Failed to get fbo");
goto out;
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
if (blend_mode == WLR_RENDER_BLEND_MODE_NONE &&
options->clip == NULL &&
box.x == 0 && box.y == 0 &&
@ -290,6 +390,7 @@ static void render_pass_add_rect(struct wlr_render_pass *wlr_pass,
render(&box, options->clip, renderer->shaders.quad.pos_attrib);
}
out:
pop_gles2_debug(renderer);
}
@ -351,9 +452,6 @@ struct wlr_gles2_render_pass *begin_gles2_buffer_pass(struct wlr_gles2_buffer *b
WL_OUTPUT_TRANSFORM_FLIPPED_180);
push_gles2_debug(renderer);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, wlr_buffer->width, wlr_buffer->height);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_SCISSOR_TEST);
pop_gles2_debug(renderer);