From e6eb3e1ae4478b9dc965b142c52bd48c10a85eb0 Mon Sep 17 00:00:00 2001 From: Andri Yngvason Date: Thu, 16 Apr 2026 13:45:56 +0000 Subject: [PATCH] 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 --- render/gles2/pass.c | 134 ++++++++++++++++++++++++++++++++++++++------ 1 file changed, 116 insertions(+), 18 deletions(-) diff --git a/render/gles2/pass.c b/render/gles2/pass.c index 532ea6120..06f94d49b 100644 --- a/render/gles2/pass.c +++ b/render/gles2/pass.c @@ -1,5 +1,6 @@ #include #include +#include #include #include #include @@ -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);