8 #include "effect_util.h"
10 #include "ycbcr_input.h"
12 using namespace Eigen;
16 // OpenGL has texel center in (0.5, 0.5), but different formats have
17 // chroma in various other places. If luma samples are X, the chroma
18 // sample is *, and subsampling is 3x3, the situation with chroma
19 // center in (0.5, 0.5) looks approximately like this:
25 // If, on the other hand, chroma center is in (0.0, 0.5) (common
26 // for e.g. MPEG-4), the figure changes to:
32 // In other words, (0.0, 0.0) means that the chroma sample is exactly
33 // co-sited on top of the top-left luma sample. Note, however, that
34 // this is _not_ 0.5 texels to the left, since the OpenGL's texel center
35 // is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
36 // define a square where chroma position (0.0, 0.0) is in texel position
37 // (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
38 // (the outer border shows the borders of the texel itself, ie. from
49 // Also note that if we have no subsampling, the square will have zero
50 // area and the chroma position does not matter at all.
51 float compute_chroma_offset(float pos, unsigned subsampling_factor, unsigned resolution)
53 float local_chroma_pos = (0.5 + pos * (subsampling_factor - 1)) / subsampling_factor;
54 return (0.5 - local_chroma_pos) / resolution;
59 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
60 const YCbCrFormat &ycbcr_format,
61 unsigned width, unsigned height)
62 : image_format(image_format),
63 ycbcr_format(ycbcr_format),
70 pbos[0] = pbos[1] = pbos[2] = 0;
71 texture_num[0] = texture_num[1] = texture_num[2] = 0;
73 assert(width % ycbcr_format.chroma_subsampling_x == 0);
74 pitch[0] = widths[0] = width;
75 pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
76 pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
78 assert(height % ycbcr_format.chroma_subsampling_y == 0);
80 heights[1] = height / ycbcr_format.chroma_subsampling_y;
81 heights[2] = height / ycbcr_format.chroma_subsampling_y;
83 pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
85 register_int("needs_mipmaps", &needs_mipmaps);
88 YCbCrInput::~YCbCrInput()
90 for (unsigned channel = 0; channel < 3; ++channel) {
91 if (texture_num[channel] != 0) {
92 resource_pool->release_2d_texture(texture_num[channel]);
97 void YCbCrInput::finalize()
99 // Create the textures themselves.
100 for (unsigned channel = 0; channel < 3; ++channel) {
101 texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
102 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
104 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
112 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
114 for (unsigned channel = 0; channel < 3; ++channel) {
115 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
117 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
121 // Re-upload the texture.
122 // Copy the pixel data into the PBO.
123 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
125 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
127 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
129 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]);
131 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
133 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
135 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
140 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
144 set_uniform_int(glsl_program_num, prefix, "tex_y", *sampler_num + 0);
145 set_uniform_int(glsl_program_num, prefix, "tex_cb", *sampler_num + 1);
146 set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
149 needs_update = false;
152 std::string YCbCrInput::output_fragment_shader()
154 float coeff[3], offset[3], scale[3];
156 switch (ycbcr_format.luma_coefficients) {
165 // Rec. 709, page 19.
172 // Rec. 2020, page 4.
182 if (ycbcr_format.full_range) {
183 offset[0] = 0.0 / 255.0;
184 offset[1] = 128.0 / 255.0;
185 offset[2] = 128.0 / 255.0;
191 // Rec. 601, page 4; Rec. 709, page 19; Rec. 2020, page 4.
192 offset[0] = 16.0 / 255.0;
193 offset[1] = 128.0 / 255.0;
194 offset[2] = 128.0 / 255.0;
196 scale[0] = 255.0 / 219.0;
197 scale[1] = 255.0 / 224.0;
198 scale[2] = 255.0 / 224.0;
201 // Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
202 Matrix3d rgb_to_ycbcr;
203 rgb_to_ycbcr(0,0) = coeff[0];
204 rgb_to_ycbcr(0,1) = coeff[1];
205 rgb_to_ycbcr(0,2) = coeff[2];
207 float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
208 rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac;
209 rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac;
210 rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac;
212 float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
213 rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac;
214 rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac;
215 rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
217 // Inverting the matrix gives us what we need to go from YCbCr back to RGB.
218 Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
220 std::string frag_shader;
222 frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
225 sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
226 offset[0], offset[1], offset[2]);
229 sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
230 scale[0], scale[1], scale[2]);
233 float cb_offset_x = compute_chroma_offset(
234 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
235 float cb_offset_y = compute_chroma_offset(
236 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
237 sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
238 cb_offset_x, cb_offset_y);
241 float cr_offset_x = compute_chroma_offset(
242 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
243 float cr_offset_y = compute_chroma_offset(
244 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
245 sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
246 cr_offset_x, cr_offset_y);
249 frag_shader += read_file("ycbcr_input.frag");