| /* |
| * Copyright (C) 2017 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #include "FormatConvert.h" |
| |
| namespace android { |
| namespace automotive { |
| namespace evs { |
| namespace support { |
| |
| // Round up to the nearest multiple of the given alignment value |
| template<unsigned alignment> |
| int align(int value) { |
| static_assert((alignment && !(alignment & (alignment - 1))), |
| "alignment must be a power of 2"); |
| |
| unsigned mask = alignment - 1; |
| return (value + mask) & ~mask; |
| } |
| |
| |
| // Limit the given value to the provided range. :) |
| static inline float clamp(float v, float min, float max) { |
| if (v < min) return min; |
| if (v > max) return max; |
| return v; |
| } |
| |
| |
| static uint32_t yuvToRgbx(const unsigned char Y, const unsigned char Uin, const unsigned char Vin) { |
| // Don't use this if you want to see the best performance. :) |
| // Better to do this in a pixel shader if we really have to, but on actual |
| // embedded hardware we expect to be able to texture directly from the YUV data |
| float U = Uin - 128.0f; |
| float V = Vin - 128.0f; |
| |
| float Rf = Y + 1.140f*V; |
| float Gf = Y - 0.395f*U - 0.581f*V; |
| float Bf = Y + 2.032f*U; |
| unsigned char R = (unsigned char)clamp(Rf, 0.0f, 255.0f); |
| unsigned char G = (unsigned char)clamp(Gf, 0.0f, 255.0f); |
| unsigned char B = (unsigned char)clamp(Bf, 0.0f, 255.0f); |
| |
| return (R ) | |
| (G << 8) | |
| (B << 16) | |
| 0xFF000000; // Fill the alpha channel with ones |
| } |
| |
| |
| void copyNV21toRGB32(unsigned width, unsigned height, |
| uint8_t* src, |
| uint32_t* dst, unsigned dstStridePixels) |
| { |
| // The NV21 format provides a Y array of 8bit values, followed by a 1/2 x 1/2 interleaved |
| // U/V array. It assumes an even width and height for the overall image, and a horizontal |
| // stride that is an even multiple of 16 bytes for both the Y and UV arrays. |
| unsigned strideLum = align<16>(width); |
| unsigned sizeY = strideLum * height; |
| unsigned strideColor = strideLum; // 1/2 the samples, but two interleaved channels |
| unsigned offsetUV = sizeY; |
| |
| uint8_t* srcY = src; |
| uint8_t* srcUV = src+offsetUV; |
| |
| for (unsigned r = 0; r < height; r++) { |
| // Note that we're walking the same UV row twice for even/odd luminance rows |
| uint8_t* rowY = srcY + r*strideLum; |
| uint8_t* rowUV = srcUV + (r/2 * strideColor); |
| |
| uint32_t* rowDest = dst + r*dstStridePixels; |
| |
| for (unsigned c = 0; c < width; c++) { |
| unsigned uCol = (c & ~1); // uCol is always even and repeats 1:2 with Y values |
| unsigned vCol = uCol | 1; // vCol is always odd |
| rowDest[c] = yuvToRgbx(rowY[c], rowUV[uCol], rowUV[vCol]); |
| } |
| } |
| } |
| |
| |
| void copyYV12toRGB32(unsigned width, unsigned height, |
| uint8_t* src, |
| uint32_t* dst, unsigned dstStridePixels) |
| { |
| // The YV12 format provides a Y array of 8bit values, followed by a 1/2 x 1/2 U array, followed |
| // by another 1/2 x 1/2 V array. It assumes an even width and height for the overall image, |
| // and a horizontal stride that is an even multiple of 16 bytes for each of the Y, U, |
| // and V arrays. |
| unsigned strideLum = align<16>(width); |
| unsigned sizeY = strideLum * height; |
| unsigned strideColor = align<16>(strideLum/2); |
| unsigned sizeColor = strideColor * height/2; |
| unsigned offsetU = sizeY; |
| unsigned offsetV = sizeY + sizeColor; |
| |
| uint8_t* srcY = src; |
| uint8_t* srcU = src+offsetU; |
| uint8_t* srcV = src+offsetV; |
| |
| for (unsigned r = 0; r < height; r++) { |
| // Note that we're walking the same U and V rows twice for even/odd luminance rows |
| uint8_t* rowY = srcY + r*strideLum; |
| uint8_t* rowU = srcU + (r/2 * strideColor); |
| uint8_t* rowV = srcV + (r/2 * strideColor); |
| |
| uint32_t* rowDest = dst + r*dstStridePixels; |
| |
| for (unsigned c = 0; c < width; c++) { |
| rowDest[c] = yuvToRgbx(rowY[c], rowU[c], rowV[c]); |
| } |
| } |
| } |
| |
| |
| void copyYUYVtoRGB32(unsigned width, unsigned height, |
| uint8_t* src, unsigned srcStridePixels, |
| uint32_t* dst, unsigned dstStridePixels) |
| { |
| uint32_t* srcWords = (uint32_t*)src; |
| |
| const int srcRowPadding32 = srcStridePixels/2 - width/2; // 2 bytes per pixel, 4 bytes per word |
| const int dstRowPadding32 = dstStridePixels - width; // 4 bytes per pixel, 4 bytes per word |
| |
| for (unsigned r = 0; r < height; r++) { |
| for (unsigned c = 0; c < width/2; c++) { |
| // Note: we're walking two pixels at a time here (even/odd) |
| uint32_t srcPixel = *srcWords++; |
| |
| uint8_t Y1 = (srcPixel) & 0xFF; |
| uint8_t U = (srcPixel >> 8) & 0xFF; |
| uint8_t Y2 = (srcPixel >> 16) & 0xFF; |
| uint8_t V = (srcPixel >> 24) & 0xFF; |
| |
| // On the RGB output, we're writing one pixel at a time |
| *(dst+0) = yuvToRgbx(Y1, U, V); |
| *(dst+1) = yuvToRgbx(Y2, U, V); |
| dst += 2; |
| } |
| |
| // Skip over any extra data or end of row alignment padding |
| srcWords += srcRowPadding32; |
| dst += dstRowPadding32; |
| } |
| } |
| |
| |
| void copyMatchedInterleavedFormats(unsigned width, unsigned height, |
| void* src, unsigned srcStridePixels, |
| void* dst, unsigned dstStridePixels, |
| unsigned pixelSize) { |
| for (unsigned row = 0; row < height; row++) { |
| // Copy the entire row of pixel data |
| memcpy(dst, src, width * pixelSize); |
| |
| // Advance to the next row (keeping in mind that stride here is in units of pixels) |
| src = (uint8_t*)src + srcStridePixels * pixelSize; |
| dst = (uint8_t*)dst + dstStridePixels * pixelSize; |
| } |
| } |
| |
| } // namespace support |
| } // namespace evs |
| } // namespace automotive |
| } // namespace android |