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C++ VideoFormat::bitsPerPixel方法代码示例

本文整理汇总了C++中VideoFormat::bitsPerPixel方法的典型用法代码示例。如果您正苦于以下问题:C++ VideoFormat::bitsPerPixel方法的具体用法?C++ VideoFormat::bitsPerPixel怎么用?C++ VideoFormat::bitsPerPixel使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在VideoFormat的用法示例。


在下文中一共展示了VideoFormat::bitsPerPixel方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: prepareShaderProgram

bool GLWidgetRendererPrivate::prepareShaderProgram(const VideoFormat &fmt)
{
    // isSupported(pixfmt)
    if (!fmt.isValid())
        return false;
    releaseShaderProgram();
    video_format.setPixelFormatFFmpeg(fmt.pixelFormatFFmpeg());
    // TODO: only to kinds, packed.glsl, planar.glsl
    QString frag;
    if (fmt.isPlanar()) {
        frag = getShaderFromFile("shaders/yuv_rgb.f.glsl");
    } else {
        frag = getShaderFromFile("shaders/rgb.f.glsl");
    }
    if (frag.isEmpty())
        return false;
    if (!fmt.isRGB() && fmt.isPlanar() && fmt.bytesPerPixel(0) == 2) {
        if (fmt.isBigEndian())
            frag.prepend("#define YUV16BITS_BE_LUMINANCE_ALPHA\n");
        else
            frag.prepend("#define YUV16BITS_LE_LUMINANCE_ALPHA\n");
        frag.prepend(QString("#define YUV%1P\n").arg(fmt.bitsPerPixel(0)));
    }
#if NO_QGL_SHADER
    program = createProgram(kVertexShader, frag.toUtf8().constData());
    if (!program) {
        qWarning("Could not create shader program.");
        return false;
    }
    // vertex shader
    a_Position = glGetAttribLocation(program, "a_Position");
    a_TexCoords = glGetAttribLocation(program, "a_TexCoords");
    u_matrix = glGetUniformLocation(program, "u_MVP_matrix");
    // fragment shader
    u_colorMatrix = glGetUniformLocation(program, "u_colorMatrix");
#else
    if (!shader_program->addShaderFromSourceCode(QGLShader::Vertex, kVertexShader)) {
        qWarning("Failed to add vertex shader: %s", shader_program->log().toUtf8().constData());
        return false;
    }
    if (!shader_program->addShaderFromSourceCode(QGLShader::Fragment, frag)) {
        qWarning("Failed to add fragment shader: %s", shader_program->log().toUtf8().constData());
        return false;
    }
    if (!shader_program->link()) {
        qWarning("Failed to link shader program...%s", shader_program->log().toUtf8().constData());
        return false;
    }
    // vertex shader
    a_Position = shader_program->attributeLocation("a_Position");
    a_TexCoords = shader_program->attributeLocation("a_TexCoords");
    u_matrix = shader_program->uniformLocation("u_MVP_matrix");
    // fragment shader
    u_colorMatrix = shader_program->uniformLocation("u_colorMatrix");
#endif //NO_QGL_SHADER
    qDebug("glGetAttribLocation(\"a_Position\") = %d\n", a_Position);
    qDebug("glGetAttribLocation(\"a_TexCoords\") = %d\n", a_TexCoords);
    qDebug("glGetUniformLocation(\"u_MVP_matrix\") = %d\n", u_matrix);
    qDebug("glGetUniformLocation(\"u_colorMatrix\") = %d\n", u_colorMatrix);

    if (fmt.isRGB())
        u_Texture.resize(1);
    else
        u_Texture.resize(fmt.channels());
    for (int i = 0; i < u_Texture.size(); ++i) {
        QString tex_var = QString("u_Texture%1").arg(i);
#if NO_QGL_SHADER
        u_Texture[i] = glGetUniformLocation(program, tex_var.toUtf8().constData());
#else
        u_Texture[i] = shader_program->uniformLocation(tex_var);
#endif
        qDebug("glGetUniformLocation(\"%s\") = %d\n", tex_var.toUtf8().constData(), u_Texture[i]);
    }
    return true;
}
开发者ID:aisq2008,项目名称:QtAV,代码行数:75,代码来源:GLWidgetRenderer.cpp


注:本文中的VideoFormat::bitsPerPixel方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。