简单记录一下这两天用Texture实现渲染YUV420P的一些要点。
在视频播放的过程中,有的时候解码出来的数据是YUV420P的。表面(surface)通过设置参数是可以渲染YUV420P的,但Texture纹理似乎不支持直接渲染YUV420P。表面(surface)用法似乎比较单一,通常用来显示数据,用Texture的话就可以用上D3D的许多其他功能,做出一些效果。当然,这看个人需求,通常而言显示视频数据用表面就够了。
1.利用像素着色器把YUV420P数据转为RGB32
视频播放过程中帧与帧之间是有固定时间间隔的。若解码解出来的是YUV420P的数据,要用Texture渲染的话,就需要把数据转为RGB32的(应该是要转成RGB32的,没做过详细调查,看到的例子中纹理所用的数据都是RGB32的),如果这个过程交给CPU去做的话,会提高CPU的占用率,用GPU来做这项工作则就释放了CPU的一部分压力。
本文考虑的方式是用三层纹理分别存放YUV420P的Y、U、V分量(这个词不知道用对没有),然后像素着色器把三个分量的数据计算成RGB32的数据然后显示。这是本文的核心内容。
像素着色器的HLSL代码如下:
sampler YTex; sampler UTex; sampler VTex; struct PS_INPUT { float2 y : TEXCOORD0; float2 u : TEXCOORD1; float2 v : TEXCOORD2; }; float4 Main(PS_INPUT input):COLOR0 { float y = tex2D(YTex,input.y).r; float u = tex2D(UTex, input.u.xy / 2).r - 0.5f; float v = tex2D(VTex,input.v.xy / 2).r - 0.5f; float r = y + 1.14f * v; float g = y - 0.394f * u - 0.581f * v; float b = y + 2.03f * u; return float4(r,g,b, 1); }
HLSL代码可以直接写在txt文件中,sampler可视作标识纹理层和采样级的对象,Direct3D将把每一个sampler对象唯一地与某一纹理层关联起来。具体的HLSL语法请自行查资料,我也是粗略知道是怎么回事,就不误人子弟了。在代码中通过调用D3DXCompileShaderFromFile函数可以从文件编译像素着色器。但实际上,我个人不是很喜欢这种把代码放在一个单独文件里面的做法,这种代码应该尽可能的编进exe里面。但是我还只是初步了解D3D,不知道怎么把它编进exe里面,如果有人知道,还望指教。
ID3DXBuffer* shader = 0; ID3DXBuffer* errorBuffer = 0; hr = D3DXCompileShaderFromFile( "ps_multitex.txt", 0, 0, "Main", // entry point function name "ps_2_0", D3DXSHADER_DEBUG, &shader, &errorBuffer, &MultiTexCT); // output any error messages if( errorBuffer ) { ::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0); d3d::Release<ID3DXBuffer*>(errorBuffer); } if(FAILED(hr)) { ::MessageBox(0, "D3DXCompileShaderFromFile() - FAILED", 0, 0); return false; } // // Create Pixel Shader // hr = Device->CreatePixelShader( (DWORD*)shader->GetBufferPointer(), &MultiTexPS); if(FAILED(hr)) { ::MessageBox(0, "CreateVertexShader - FAILED", 0, 0); return false; } d3d::Release<ID3DXBuffer*>(shader);
以上代码中,D3DXCompileShaderFromFile函数从文件ps_multitex.txt编译HLSL代码;参数Main是HLSL代码的入口函数,如上一点代码中所见。这个入口函数可以是自定义的其他的,但要注意保持一致;ps_2_0表示像素着色器的版本。CreatePixelShader函数创建像素着色器。
2.sampler与纹理关联
创建纹理层。本文实现YUV420P渲染的方法采用了三层纹理,每层纹理分别存放Y、U、V数据。
Device->CreateTexture ( Width, Height, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &YTex, NULL ) ; Device->CreateTexture ( Width / 2, Height / 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &UTex, NULL ) ; Device->CreateTexture ( Width / 2, Height / 2, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &VTex, NULL ) ;
sampler与纹理的关联
// // Get Handles // YTexHandle = MultiTexCT->GetConstantByName(0, "YTex"); UTexHandle = MultiTexCT->GetConstantByName(0, "UTex"); VTexHandle = MultiTexCT->GetConstantByName(0, "VTex"); // // Set constant descriptions: // UINT count; MultiTexCT->GetConstantDesc(YTexHandle, &YTexDesc, &count); MultiTexCT->GetConstantDesc(UTexHandle, &UTexDesc, &count); MultiTexCT->GetConstantDesc(VTexHandle, &VTexDesc, &count); MultiTexCT->SetDefaults(Device);
设置纹理/sampler的状态,这一部分我是在渲染的时候做的,也可以直接写在HLSL代码中。在后面渲染部分还会见到这些代码,其实是同一段代码,我只是为了表述纹理与sampler关联的一个整体过程,把它预先从渲染部分截了出来,希望不会造成误解。
// Y tex Device->SetTexture( YTexDesc.RegisterIndex, YTex); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); // U tex Device->SetTexture( UTexDesc.RegisterIndex, UTex); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); // string tex Device->SetTexture( VTexDesc.RegisterIndex, VTex); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
3.渲染YUV420P
获得YUV420P数据。本文直接读取的YUV420P数据。
打开文件代码:
if((infile=fopen("test_yuv420p_320x180.yuv", "rb"))==NULL){ printf("cannot open this file "); return false; }
读取数据并将数据copy到纹理中:
if (fread(buf, 1, Width*Height*3/2, infile) != Width*Height*3/2){ // Loop fseek(infile, 0, SEEK_SET); fread(buf, 1, Width*Height*3/2, infile); } // // Render // Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); plane[0] = buf; plane[1] = plane[0] + Width*Height; plane[2] = plane[1] + Width*Height/4; D3DLOCKED_RECT d3d_rect; byte *pSrc = buf; //Locks a rectangle on a texture resource. //And then we can manipulate pixel data in it. LRESULT lRet = YTex->LockRect(0, &d3d_rect, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest = (byte *)d3d_rect.pBits; int stride = d3d_rect.Pitch; for(int i = 0;i < Height;i ++){ memcpy(pDest + i * stride,plane[0] + i * Width, Width); } YTex->UnlockRect(0); D3DLOCKED_RECT d3d_rect1; lRet = UTex->LockRect(0, &d3d_rect1, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest1 = (byte *)d3d_rect1.pBits; int stride1 = d3d_rect1.Pitch; for(int i = 0;i < Height/2;i ++){ memcpy(pDest1 + i * stride1 / 2,plane[1] + i * Width / 2, Width / 2); } UTex->UnlockRect(0); D3DLOCKED_RECT d3d_rect2; lRet = VTex->LockRect(0, &d3d_rect2, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest2 = (byte *)d3d_rect2.pBits; int stride2 = d3d_rect2.Pitch; for(int i = 0;i < Height/2;i ++){ memcpy(pDest2 + i * stride2 / 2,plane[2] + i * Width / 2, Width / 2); } VTex->UnlockRect(0);
渲染:
Device->BeginScene(); Device->SetPixelShader(MultiTexPS); Device->SetFVF(MultiTexVertex::FVF); Device->SetStreamSource(0, QuadVB, 0, sizeof(MultiTexVertex)); // Y tex Device->SetTexture( YTexDesc.RegisterIndex, YTex); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(YTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); // U tex Device->SetTexture( UTexDesc.RegisterIndex, UTex); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(UTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); // string tex Device->SetTexture( VTexDesc.RegisterIndex, VTex); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); Device->SetSamplerState(VTexDesc.RegisterIndex, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); Device->EndScene(); Device->Present(0, 0, 0, 0);
D3D Texture纹理渲染YUV420P的主要就是以上一些内容。完整工程代码:http://download.csdn.net/download/qq_33892166/9702415
本文的HLSL代码写出来的像素着色器画面有些偏黄,知道如何优化的朋友还请指教。
--------------------------------------------------------------2016.12.13 更新---------------------------------------------
本次更新修正遗留的画质问题。
更新1.HLSL代码
HLSL代码中并不需要对U、V做除以2。新HLSL代码:
sampler YTex; sampler UTex; sampler VTex; struct PS_INPUT { float2 y : TEXCOORD0; float2 u : TEXCOORD1; float2 v : TEXCOORD2; }; float4 Main(PS_INPUT input):COLOR0 { float y = tex2D(YTex,input.y).r; //这里不需要除以2 float u = tex2D(UTex,input.u.xy).r - 0.5f; float v = tex2D(VTex,input.v.xy).r - 0.5f; float r = y + 1.14f * v; float g = y - 0.394f * u - 0.581f * v; float b = y + 2.03f * u; return float4(r,g,b, 1); }
更新2.copy数据到texture
从内存copy数据到显卡的时候,U、V的数据copy上出了问题。新的读取数据并将数据copy到纹理中:
if (fread(buf, 1, Width*Height*3/2, infile) != Width*Height*3/2){ // Loop fseek(infile, 0, SEEK_SET); fread(buf, 1, Width*Height*3/2, infile); } // // Render // Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); plane[0] = buf; plane[1] = plane[0] + Width*Height; plane[2] = plane[1] + Width*Height/4; D3DLOCKED_RECT d3d_rect; byte *pSrc = buf; //Locks a rectangle on a texture resource. //And then we can manipulate pixel data in it. LRESULT lRet = YTex->LockRect(0, &d3d_rect, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest = (byte *)d3d_rect.pBits; int stride = d3d_rect.Pitch; for(int i = 0;i < Height;i ++){ memcpy(pDest + i * stride,plane[0] + i * Width, Width); } YTex->UnlockRect(0); D3DLOCKED_RECT d3d_rect1; lRet = UTex->LockRect(0, &d3d_rect1, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest1 = (byte *)d3d_rect1.pBits; int stride1 = d3d_rect1.Pitch; for(int i = 0;i < Height/2;i ++){ //修改1:这个地方不需要除以2 memcpy(pDest1 + i * stride1,plane[1] + i * Width / 2, Width / 2); } UTex->UnlockRect(0); D3DLOCKED_RECT d3d_rect2; lRet = VTex->LockRect(0, &d3d_rect2, 0, 0); if (FAILED(lRet)){ return false; } // Copy pixel data to texture byte *pDest2 = (byte *)d3d_rect2.pBits; int stride2 = d3d_rect2.Pitch; for(int i = 0;i < Height/2;i ++){ //修改1:这个地方也不需要除以2 memcpy(pDest2 + i * stride2,plane[2] + i * Width / 2, Width / 2); } VTex->UnlockRect(0);
完整工程代码:http://download.csdn.net/download/qq_33892166/9710622