]> git.sesse.net Git - nageru/blobdiff - pbo_frame_allocator.cpp
Give frames a pixel format.
[nageru] / pbo_frame_allocator.cpp
index 5aa47057ce4d40a94d900ccdb206b78d79078804..87f11ebde76826257de97fe01cd4e447091a6b23 100644 (file)
@@ -7,12 +7,12 @@
 #include <stdio.h>
 #include <cstddef>
 
-#include "flags.h"
+#include "v210_converter.h"
 
 using namespace std;
 
-PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
-        : buffer(buffer)
+PBOFrameAllocator::PBOFrameAllocator(bmusb::PixelFormat pixel_format, size_t frame_size, GLuint width, GLuint height, size_t num_queued_frames, GLenum buffer, GLenum permissions, GLenum map_bits)
+        : pixel_format(pixel_format), buffer(buffer)
 {
        userdata.reset(new Userdata[num_queued_frames]);
        for (size_t i = 0; i < num_queued_frames; ++i) {
@@ -31,18 +31,19 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei
                frame.size = frame_size;
                frame.userdata = &userdata[i];
                userdata[i].pbo = pbo;
+               userdata[i].pixel_format = pixel_format;
                frame.owner = this;
 
                // For 8-bit Y'CbCr, we ask the driver to split Y' and Cb/Cr
                // into separate textures. For 10-bit, the input format (v210)
                // is complicated enough that we need to interpolate up to 4:4:4,
                // which we do in a compute shader ourselves.
-               frame.interleaved = !global_flags.ten_bit_input;
+               frame.interleaved = (pixel_format == bmusb::PixelFormat_8BitYCbCr);
 
                // Create textures. We don't allocate any data for the second field at this point
                // (just create the texture state with the samplers), since our default assumed
                // resolution is progressive.
-               if (global_flags.ten_bit_input) {
+               if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
                        glGenTextures(2, userdata[i].tex_v210);
                        check_error();
                        glGenTextures(2, userdata[i].tex_444);
@@ -53,21 +54,32 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei
                        glGenTextures(2, userdata[i].tex_cbcr);
                        check_error();
                }
+
                userdata[i].last_width[0] = width;
                userdata[i].last_height[0] = height;
+               userdata[i].last_v210_width[0] = 0;
+
                userdata[i].last_width[1] = 0;
                userdata[i].last_height[1] = 0;
+               userdata[i].last_v210_width[1] = 0;
+
                userdata[i].last_interlaced = false;
                userdata[i].last_has_signal = false;
                userdata[i].last_is_connected = false;
                for (unsigned field = 0; field < 2; ++field) {
-                       if (global_flags.ten_bit_input) {
+                       if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
+                               const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
+
+                               // Seemingly we need to set the minification filter even though
+                               // shader image loads don't use them, or NVIDIA will just give us
+                               // zero back.
                                glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
                                check_error();
-                               // Don't care about texture parameters, we're only going to read it
-                               // from the compute shader anyway.
+                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                               check_error();
                                if (field == 0) {
-                                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
+                                       userdata[i].last_v210_width[0] = v210_width;
+                                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL);
                                        check_error();
                                }
 
@@ -134,7 +146,7 @@ PBOFrameAllocator::~PBOFrameAllocator()
                check_error();
                glDeleteBuffers(1, &pbo);
                check_error();
-               if (global_flags.ten_bit_input) {
+               if (pixel_format == bmusb::PixelFormat_10BitYCbCr) {
                        glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_v210);
                        check_error();
                        glDeleteTextures(2, ((Userdata *)frame.userdata)->tex_444);