Add input support for packed 10-bit Y'CbCr.
[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                        GLenum type)
24         : image_format(image_format),
25           ycbcr_format(ycbcr_format),
26           ycbcr_input_splitting(ycbcr_input_splitting),
27           type(type),
28           width(width),
29           height(height),
30           resource_pool(NULL)
31 {
32         pbos[0] = pbos[1] = pbos[2] = 0;
33         texture_num[0] = texture_num[1] = texture_num[2] = 0;
34
35         set_width(width);
36         set_height(height);
37
38         pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
39         owns_texture[0] = owns_texture[1] = owns_texture[2] = false;
40
41         register_uniform_sampler2d("tex_y", &uniform_tex_y);
42
43         if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
44                 num_channels = 1;
45                 assert(ycbcr_format.chroma_subsampling_x == 1);
46                 assert(ycbcr_format.chroma_subsampling_y == 1);
47         } else 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                 possibly_release_texture(channel);
62         }
63 }
64
65 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
66 {
67         for (unsigned channel = 0; channel < num_channels; ++channel) {
68                 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
69                 check_error();
70
71                 if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != NULL)) {
72                         GLenum format, internal_format;
73                         if (channel == 0 && ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
74                                 if (type == GL_UNSIGNED_INT_2_10_10_10_REV) {
75                                         format = GL_RGBA;
76                                         internal_format = GL_RGB10_A2;
77                                 } else {
78                                         assert(type == GL_UNSIGNED_BYTE);
79                                         format = GL_RGB;
80                                         internal_format = GL_RGB8;
81                                 }
82                         } else if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
83                                 assert(type == GL_UNSIGNED_BYTE);
84                                 format = GL_RG;
85                                 internal_format = GL_RG8;
86                         } else {
87                                 assert(type == GL_UNSIGNED_BYTE);
88                                 format = GL_RED;
89                                 internal_format = GL_R8;
90                         }
91
92                         // (Re-)upload the texture.
93                         texture_num[channel] = resource_pool->create_2d_texture(internal_format, widths[channel], heights[channel]);
94                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
95                         check_error();
96                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
97                         check_error();
98                         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
99                         check_error();
100                         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
101                         check_error();
102                         glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
103                         check_error();
104                         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, type, pixel_data[channel]);
105                         check_error();
106                         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
107                         check_error();
108                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
109                         check_error();
110                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
111                         check_error();
112                         owns_texture[channel] = true;
113                 } else {
114                         glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
115                         check_error();
116                 }
117         }
118
119         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
120         check_error();
121
122         // Bind samplers.
123         uniform_tex_y = *sampler_num + 0;
124         uniform_tex_cb = *sampler_num + 1;
125         if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
126                 uniform_tex_cr = *sampler_num + 2;
127         }
128
129         *sampler_num += num_channels;
130 }
131
132 string YCbCrInput::output_fragment_shader()
133 {
134         float offset[3];
135         Matrix3d ycbcr_to_rgb;
136         compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
137
138         string frag_shader;
139
140         frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
141         frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
142
143         float cb_offset_x = compute_chroma_offset(
144                 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
145         float cb_offset_y = compute_chroma_offset(
146                 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
147         frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
148
149         float cr_offset_x = compute_chroma_offset(
150                 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
151         float cr_offset_y = compute_chroma_offset(
152                 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
153         frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
154
155         if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
156                 frag_shader += "#define Y_CB_CR_SAME_TEXTURE 1\n";
157         } else if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
158                 char buf[256];
159                 snprintf(buf, sizeof(buf), "#define Y_CB_CR_SAME_TEXTURE 0\n#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
160                         (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
161                 frag_shader += buf;
162         } else {
163                 frag_shader += "#define Y_CB_CR_SAME_TEXTURE 0\n#define CB_CR_SAME_TEXTURE 0\n";
164         }
165
166         frag_shader += read_file("ycbcr_input.frag");
167         return frag_shader;
168 }
169
170 void YCbCrInput::invalidate_pixel_data()
171 {
172         for (unsigned channel = 0; channel < 3; ++channel) {
173                 possibly_release_texture(channel);
174         }
175 }
176
177 bool YCbCrInput::set_int(const std::string& key, int value)
178 {
179         if (key == "needs_mipmaps") {
180                 // We currently do not support this.
181                 return (value == 0);
182         }
183         return Effect::set_int(key, value);
184 }
185
186 void YCbCrInput::possibly_release_texture(unsigned channel)
187 {
188         if (texture_num[channel] != 0 && owns_texture[channel]) {
189                 resource_pool->release_2d_texture(texture_num[channel]);
190                 texture_num[channel] = 0;
191                 owns_texture[channel] = false;
192         }
193 }
194
195 }  // namespace movit