register_uniform_sampler2d("tex_y", &uniform_tex_y);
- if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+ if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
+ num_channels = 1;
+ assert(ycbcr_format.chroma_subsampling_x == 1);
+ assert(ycbcr_format.chroma_subsampling_y == 1);
+ } else if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
num_channels = 2;
register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
} else {
if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != NULL)) {
GLenum format, internal_format;
- if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+ if (channel == 0 && ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
+ format = GL_RGB;
+ internal_format = GL_RGB8;
+ } else if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
format = GL_RG;
internal_format = GL_RG8;
} else {
ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
- if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+ if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
+ frag_shader += "#define Y_CB_CR_SAME_TEXTURE 1\n";
+ } else if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
char buf[256];
- snprintf(buf, sizeof(buf), "#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
+ 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",
(fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
frag_shader += buf;
} else {
- frag_shader += "#define CB_CR_SAME_TEXTURE 0\n";
+ frag_shader += "#define Y_CB_CR_SAME_TEXTURE 0\n#define CB_CR_SAME_TEXTURE 0\n";
}
frag_shader += read_file("ycbcr_input.frag");