]> git.sesse.net Git - movit/blob - ycbcr_input.cpp
Remove the finalize() member function from Input.
[movit] / ycbcr_input.cpp
1 #include <Eigen/Core>
2 #include <Eigen/LU>
3 #include <GL/glew.h>
4 #include <assert.h>
5 #include <stdio.h>
6 #include <string.h>
7
8 #include "effect_util.h"
9 #include "resource_pool.h"
10 #include "util.h"
11 #include "ycbcr_input.h"
12
13 using namespace Eigen;
14 using namespace std;
15
16 namespace {
17
18 // OpenGL has texel center in (0.5, 0.5), but different formats have
19 // chroma in various other places. If luma samples are X, the chroma
20 // sample is *, and subsampling is 3x3, the situation with chroma
21 // center in (0.5, 0.5) looks approximately like this:
22 //
23 //   X   X
24 //     *   
25 //   X   X
26 //
27 // If, on the other hand, chroma center is in (0.0, 0.5) (common
28 // for e.g. MPEG-4), the figure changes to:
29 //
30 //   X   X
31 //   *      
32 //   X   X
33 //
34 // In other words, (0.0, 0.0) means that the chroma sample is exactly
35 // co-sited on top of the top-left luma sample. Note, however, that
36 // this is _not_ 0.5 texels to the left, since the OpenGL's texel center
37 // is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
38 // define a square where chroma position (0.0, 0.0) is in texel position
39 // (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
40 // (the outer border shows the borders of the texel itself, ie. from
41 // (0, 0) to (1, 1)):
42 //
43 //  ---------
44 // |         |
45 // |  X---X  |
46 // |  | * |  |
47 // |  X---X  |
48 // |         |
49 //  ---------
50 //
51 // Also note that if we have no subsampling, the square will have zero
52 // area and the chroma position does not matter at all.
53 float compute_chroma_offset(float pos, unsigned subsampling_factor, unsigned resolution)
54 {
55         float local_chroma_pos = (0.5 + pos * (subsampling_factor - 1)) / subsampling_factor;
56         return (0.5 - local_chroma_pos) / resolution;
57 }
58
59 }  // namespace
60
61 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
62                        const YCbCrFormat &ycbcr_format,
63                        unsigned width, unsigned height)
64         : image_format(image_format),
65           ycbcr_format(ycbcr_format),
66           needs_mipmaps(false),
67           width(width),
68           height(height),
69           resource_pool(NULL)
70 {
71         pbos[0] = pbos[1] = pbos[2] = 0;
72         texture_num[0] = texture_num[1] = texture_num[2] = 0;
73
74         assert(width % ycbcr_format.chroma_subsampling_x == 0);
75         pitch[0] = widths[0] = width;
76         pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
77         pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
78
79         assert(height % ycbcr_format.chroma_subsampling_y == 0);
80         heights[0] = height;
81         heights[1] = height / ycbcr_format.chroma_subsampling_y;
82         heights[2] = height / ycbcr_format.chroma_subsampling_y;
83
84         pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
85
86         register_int("needs_mipmaps", &needs_mipmaps);
87 }
88
89 YCbCrInput::~YCbCrInput()
90 {
91         for (unsigned channel = 0; channel < 3; ++channel) {
92                 if (texture_num[channel] != 0) {
93                         resource_pool->release_2d_texture(texture_num[channel]);
94                 }
95         }
96 }
97
98 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
99 {
100         for (unsigned channel = 0; channel < 3; ++channel) {
101                 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
102                 check_error();
103
104                 if (texture_num[channel] == 0) {
105                         // (Re-)upload the texture.
106                         texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
107                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
108                         check_error();
109                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
110                         check_error();
111                         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
112                         check_error();
113                         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
114                         check_error();
115                         glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
116                         check_error();
117                         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]);
118                         check_error();
119                         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
120                         check_error();
121                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
122                         check_error();
123                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
124                         check_error();
125                 } else {
126                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
127                         check_error();
128                 }
129         }
130
131         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
132         check_error();
133
134         // Bind samplers.
135         set_uniform_int(glsl_program_num, prefix, "tex_y", *sampler_num + 0);
136         set_uniform_int(glsl_program_num, prefix, "tex_cb", *sampler_num + 1);
137         set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
138
139         *sampler_num += 3;
140 }
141
142 string YCbCrInput::output_fragment_shader()
143 {
144         float coeff[3], offset[3], scale[3];
145
146         switch (ycbcr_format.luma_coefficients) {
147         case YCBCR_REC_601:
148                 // Rec. 601, page 2.
149                 coeff[0] = 0.299;
150                 coeff[1] = 0.587;
151                 coeff[2] = 0.114;
152                 break;
153
154         case YCBCR_REC_709:
155                 // Rec. 709, page 19.
156                 coeff[0] = 0.2126;
157                 coeff[1] = 0.7152;
158                 coeff[2] = 0.0722;
159                 break;
160
161         case YCBCR_REC_2020:
162                 // Rec. 2020, page 4.
163                 coeff[0] = 0.2627;
164                 coeff[1] = 0.6780;
165                 coeff[2] = 0.0593;
166                 break;
167
168         default:
169                 assert(false);
170         }
171
172         if (ycbcr_format.full_range) {
173                 offset[0] = 0.0 / 255.0;
174                 offset[1] = 128.0 / 255.0;
175                 offset[2] = 128.0 / 255.0;
176
177                 scale[0] = 1.0;
178                 scale[1] = 1.0;
179                 scale[2] = 1.0;
180         } else {
181                 // Rec. 601, page 4; Rec. 709, page 19; Rec. 2020, page 4.
182                 offset[0] = 16.0 / 255.0;
183                 offset[1] = 128.0 / 255.0;
184                 offset[2] = 128.0 / 255.0;
185
186                 scale[0] = 255.0 / 219.0;
187                 scale[1] = 255.0 / 224.0;
188                 scale[2] = 255.0 / 224.0;
189         }
190
191         // Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
192         Matrix3d rgb_to_ycbcr;
193         rgb_to_ycbcr(0,0) = coeff[0];
194         rgb_to_ycbcr(0,1) = coeff[1];
195         rgb_to_ycbcr(0,2) = coeff[2];
196
197         float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
198         rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac;
199         rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac;
200         rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac;
201
202         float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
203         rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac;
204         rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac;
205         rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
206
207         // Inverting the matrix gives us what we need to go from YCbCr back to RGB.
208         Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
209
210         string frag_shader;
211
212         frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
213
214         char buf[256];
215         sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
216                 offset[0], offset[1], offset[2]);
217         frag_shader += buf;
218
219         sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
220                 scale[0], scale[1], scale[2]);
221         frag_shader += buf;
222
223         float cb_offset_x = compute_chroma_offset(
224                 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
225         float cb_offset_y = compute_chroma_offset(
226                 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
227         sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
228                 cb_offset_x, cb_offset_y);
229         frag_shader += buf;
230
231         float cr_offset_x = compute_chroma_offset(
232                 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
233         float cr_offset_y = compute_chroma_offset(
234                 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
235         sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
236                 cr_offset_x, cr_offset_y);
237         frag_shader += buf;
238
239         frag_shader += read_file("ycbcr_input.frag");
240         return frag_shader;
241 }
242
243 void YCbCrInput::invalidate_pixel_data()
244 {
245         for (unsigned channel = 0; channel < 3; ++channel) {
246                 if (texture_num[channel] != 0) {
247                         resource_pool->release_2d_texture(texture_num[channel]);
248                         texture_num[channel] = 0;
249                 }
250         }
251 }