]> git.sesse.net Git - movit/blobdiff - ycbcr_input.cpp
Save a mul in YCbCrInput by folding the scaling into the matrix.
[movit] / ycbcr_input.cpp
index 49747151532ae5863de08fdf0016964cbb2cd30e..25fb97932129ca0f7bcb804a59ea4b8b3b9de191 100644 (file)
@@ -1,6 +1,6 @@
 #include <Eigen/Core>
 #include <Eigen/LU>
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 #include <assert.h>
 #include <stdio.h>
 #include <string.h>
@@ -143,7 +143,8 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns
 
 string YCbCrInput::output_fragment_shader()
 {
-       float coeff[3], offset[3], scale[3];
+       float coeff[3], offset[3];
+       double scale[3];
 
        switch (ycbcr_format.luma_coefficients) {
        case YCBCR_REC_601:
@@ -209,34 +210,25 @@ string YCbCrInput::output_fragment_shader()
        // Inverting the matrix gives us what we need to go from YCbCr back to RGB.
        Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
 
+       // Fold in the scaling.
+       ycbcr_to_rgb *= Map<const Vector3d>(scale).asDiagonal();
+
        string frag_shader;
 
        frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
-
-       char buf[256];
-       sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
-               offset[0], offset[1], offset[2]);
-       frag_shader += buf;
-
-       sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
-               scale[0], scale[1], scale[2]);
-       frag_shader += buf;
+       frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
 
        float cb_offset_x = compute_chroma_offset(
                ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
        float cb_offset_y = compute_chroma_offset(
                ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
-       sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
-               cb_offset_x, cb_offset_y);
-       frag_shader += buf;
+       frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
 
        float cr_offset_x = compute_chroma_offset(
                ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
        float cr_offset_y = compute_chroma_offset(
                ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
-       sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
-               cr_offset_x, cr_offset_y);
-       frag_shader += buf;
+       frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
 
        frag_shader += read_file("ycbcr_input.frag");
        return frag_shader;