#include <string.h>
#include <assert.h>
+#include <Eigen/LU>
+
#include "ycbcr_input.h"
#include "util.h"
#include "opengl.h"
+using namespace Eigen;
+
YCbCrInput::YCbCrInput(const ImageFormat &image_format,
const YCbCrFormat &ycbcr_format,
unsigned width, unsigned height)
: image_format(image_format),
ycbcr_format(ycbcr_format),
needs_update(false),
+ needs_pbo_recreate(false),
finalized(false),
needs_mipmaps(false),
width(width),
height(height)
{
+ pbos[0] = pbos[1] = pbos[2] = 0;
+ texture_num[0] = texture_num[1] = texture_num[2] = 0;
+
pitch[0] = pitch[1] = pitch[2] = width;
assert(width % ycbcr_format.chroma_subsampling_x == 0);
register_int("needs_mipmaps", &needs_mipmaps);
}
+YCbCrInput::~YCbCrInput()
+{
+ if (pbos[0] != 0) {
+ glDeleteBuffers(3, pbos);
+ check_error();
+ }
+ if (texture_num[0] != 0) {
+ glDeleteTextures(3, texture_num);
+ check_error();
+ }
+}
+
void YCbCrInput::finalize()
{
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ check_error();
+
// Create PBOs to hold the textures holding the input image, and then the texture itself.
glGenBuffers(3, pbos);
check_error();
glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
check_error();
- if (needs_update) {
+ if (needs_update || needs_pbo_recreate) {
// Copy the pixel data into the PBO.
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
check_error();
+
+ if (needs_pbo_recreate) {
+ // The pitch has changed; we need to reallocate this PBO.
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
+ check_error();
+ }
+
void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
memcpy(mapped_pbo, pixel_data[channel], pitch[channel] * heights[channel]);
+
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
check_error();
*sampler_num += 3;
needs_update = false;
+ needs_pbo_recreate = false;
}
std::string YCbCrInput::output_fragment_shader()
}
// Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
- Matrix3x3 rgb_to_ycbcr;
- rgb_to_ycbcr[0] = coeff[0];
- rgb_to_ycbcr[3] = coeff[1];
- rgb_to_ycbcr[6] = coeff[2];
+ Matrix3d rgb_to_ycbcr;
+ rgb_to_ycbcr(0,0) = coeff[0];
+ rgb_to_ycbcr(0,1) = coeff[1];
+ rgb_to_ycbcr(0,2) = coeff[2];
float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
- rgb_to_ycbcr[1] = -coeff[0] * cb_fac;
- rgb_to_ycbcr[4] = -coeff[1] * cb_fac;
- rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac;
+ rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac;
+ rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac;
+ rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac;
float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
- rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac;
- rgb_to_ycbcr[5] = -coeff[1] * cr_fac;
- rgb_to_ycbcr[8] = -coeff[2] * cr_fac;
+ rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac;
+ rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac;
+ rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
// Inverting the matrix gives us what we need to go from YCbCr back to RGB.
- Matrix3x3 ycbcr_to_rgb;
- invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb);
+ Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
std::string frag_shader;
- char buf[1024];
- sprintf(buf,
- "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f);\n",
- ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2],
- ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5],
- ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]);
- frag_shader = buf;
+ frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
+ char buf[256];
sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
offset[0], offset[1], offset[2]);
frag_shader += buf;