7f58f3fa019d66fa6ac95115f0985463786e85d0
[movit] / ycbcr_input.cpp
1 #include <Eigen/Core>
2 #include <Eigen/LU>
3 #include <epoxy/gl.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.h"
12 #include "ycbcr_input.h"
13
14 using namespace Eigen;
15 using namespace std;
16
17 namespace movit {
18
19 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
20                        const YCbCrFormat &ycbcr_format,
21                        unsigned width, unsigned height,
22                        YCbCrInputSplitting ycbcr_input_splitting)
23         : image_format(image_format),
24           ycbcr_format(ycbcr_format),
25           ycbcr_input_splitting(ycbcr_input_splitting),
26           width(width),
27           height(height),
28           resource_pool(NULL)
29 {
30         pbos[0] = pbos[1] = pbos[2] = 0;
31         texture_num[0] = texture_num[1] = texture_num[2] = 0;
32
33         assert(width % ycbcr_format.chroma_subsampling_x == 0);
34         pitch[0] = widths[0] = width;
35         pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
36         pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
37
38         assert(height % ycbcr_format.chroma_subsampling_y == 0);
39         heights[0] = height;
40         heights[1] = height / ycbcr_format.chroma_subsampling_y;
41         heights[2] = height / ycbcr_format.chroma_subsampling_y;
42
43         pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
44
45         register_uniform_sampler2d("tex_y", &uniform_tex_y);
46
47         if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
48                 num_channels = 2;
49                 register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
50         } else {
51                 assert(ycbcr_input_splitting == YCBCR_INPUT_PLANAR);
52                 num_channels = 3;
53                 register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
54                 register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
55         }
56 }
57
58 YCbCrInput::~YCbCrInput()
59 {
60         for (unsigned channel = 0; channel < num_channels; ++channel) {
61                 if (texture_num[channel] != 0) {
62                         resource_pool->release_2d_texture(texture_num[channel]);
63                 }
64         }
65 }
66
67 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
68 {
69         for (unsigned channel = 0; channel < num_channels; ++channel) {
70                 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
71                 check_error();
72
73                 if (texture_num[channel] == 0) {
74                         GLenum format, internal_format;
75                         if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
76                                 format = GL_RG;
77                                 internal_format = GL_RG8;
78                         } else {
79                                 format = GL_RED;
80                                 internal_format = GL_R8;
81                         }
82
83                         // (Re-)upload the texture.
84                         texture_num[channel] = resource_pool->create_2d_texture(internal_format, widths[channel], heights[channel]);
85                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
86                         check_error();
87                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
88                         check_error();
89                         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
90                         check_error();
91                         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
92                         check_error();
93                         glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
94                         check_error();
95                         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, GL_UNSIGNED_BYTE, pixel_data[channel]);
96                         check_error();
97                         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
98                         check_error();
99                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
100                         check_error();
101                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
102                         check_error();
103                 } else {
104                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
105                         check_error();
106                 }
107         }
108
109         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
110         check_error();
111
112         // Bind samplers.
113         uniform_tex_y = *sampler_num + 0;
114         uniform_tex_cb = *sampler_num + 1;
115         if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
116                 uniform_tex_cr = *sampler_num + 2;
117         }
118
119         *sampler_num += num_channels;
120 }
121
122 string YCbCrInput::output_fragment_shader()
123 {
124         float offset[3];
125         Matrix3d ycbcr_to_rgb;
126         compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
127
128         string frag_shader;
129
130         frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
131         frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
132
133         float cb_offset_x = compute_chroma_offset(
134                 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
135         float cb_offset_y = compute_chroma_offset(
136                 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
137         frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
138
139         float cr_offset_x = compute_chroma_offset(
140                 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
141         float cr_offset_y = compute_chroma_offset(
142                 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
143         frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
144
145         if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
146                 char buf[256];
147                 snprintf(buf, sizeof(buf), "#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
148                         (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
149                 frag_shader += buf;
150         } else {
151                 frag_shader += "#define CB_CR_SAME_TEXTURE 0\n";
152         }
153
154         frag_shader += read_file("ycbcr_input.frag");
155         return frag_shader;
156 }
157
158 void YCbCrInput::invalidate_pixel_data()
159 {
160         for (unsigned channel = 0; channel < 3; ++channel) {
161                 if (texture_num[channel] != 0) {
162                         resource_pool->release_2d_texture(texture_num[channel]);
163                         texture_num[channel] = 0;
164                 }
165         }
166 }
167
168 bool YCbCrInput::set_int(const std::string& key, int value)
169 {
170         if (key == "needs_mipmaps") {
171                 // We currently do not support this.
172                 return (value == 0);
173         }
174         return Effect::set_int(key, value);
175 }
176
177 }  // namespace movit