]> git.sesse.net Git - movit/blobdiff - ycbcr_input.cpp
The chroma positioning in YCbCrInput was broken; it moved things too far away when...
[movit] / ycbcr_input.cpp
index a0b9abf2933fa602e75a4dac7715f6c3cf962839..57fe3f56308acad42983002f8ce20240cc400161 100644 (file)
@@ -1,12 +1,13 @@
-#define GL_GLEXT_PROTOTYPES 1
-
 #include <string.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
 #include <assert.h>
 
+#include <Eigen/LU>
+
 #include "ycbcr_input.h"
 #include "util.h"
+#include "opengl.h"
+
+using namespace Eigen;
 
 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
                        const YCbCrFormat &ycbcr_format,
@@ -14,17 +15,19 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format,
        : image_format(image_format),
          ycbcr_format(ycbcr_format),
          needs_update(false),
+         needs_pbo_recreate(false),
          finalized(false),
          needs_mipmaps(false),
          width(width),
          height(height)
 {
-       pitch[0] = pitch[1] = pitch[2] = width;
+       pbos[0] = pbos[1] = pbos[2] = 0;
+       texture_num[0] = texture_num[1] = texture_num[2] = 0;
 
        assert(width % ycbcr_format.chroma_subsampling_x == 0);
-       widths[0] = width;
-       widths[1] = width / ycbcr_format.chroma_subsampling_x;
-       widths[2] = width / ycbcr_format.chroma_subsampling_x;
+       pitch[0] = widths[0] = width;
+       pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
+       pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
 
        assert(height % ycbcr_format.chroma_subsampling_y == 0);
        heights[0] = height;
@@ -34,8 +37,23 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format,
        register_int("needs_mipmaps", &needs_mipmaps);
 }
 
+YCbCrInput::~YCbCrInput()
+{
+       if (pbos[0] != 0) {
+               glDeleteBuffers(3, pbos);
+               check_error();
+       }
+       if (texture_num[0] != 0) {
+               glDeleteTextures(3, texture_num);
+               check_error();
+       }
+}
+
 void YCbCrInput::finalize()
 {
+       glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+       check_error();
+
        // Create PBOs to hold the textures holding the input image, and then the texture itself.
        glGenBuffers(3, pbos);
        check_error();
@@ -62,7 +80,7 @@ void YCbCrInput::finalize()
                check_error();
        }
 
-       needs_update = false;
+       needs_update = true;
        finalized = true;
 }
        
@@ -74,12 +92,20 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix
                glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
                check_error();
 
-               if (needs_update) {
+               if (needs_update || needs_pbo_recreate) {
                        // Copy the pixel data into the PBO.
                        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
                        check_error();
+
+                       if (needs_pbo_recreate) {
+                               // The pitch has changed; we need to reallocate this PBO.
+                               glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
+                               check_error();
+                       }
+
                        void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
                        memcpy(mapped_pbo, pixel_data[channel], pitch[channel] * heights[channel]);
+
                        glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
                        check_error();
 
@@ -106,6 +132,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix
 
        *sampler_num += 3;
        needs_update = false;
+       needs_pbo_recreate = false;
 }
 
 std::string YCbCrInput::output_fragment_shader()
@@ -150,38 +177,29 @@ std::string YCbCrInput::output_fragment_shader()
        }
 
        // Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
-       Matrix3x3 rgb_to_ycbcr;
-       rgb_to_ycbcr[0] = coeff[0];
-       rgb_to_ycbcr[3] = coeff[1];
-       rgb_to_ycbcr[6] = coeff[2];
+       Matrix3d rgb_to_ycbcr;
+       rgb_to_ycbcr(0,0) = coeff[0];
+       rgb_to_ycbcr(0,1) = coeff[1];
+       rgb_to_ycbcr(0,2) = coeff[2];
 
        float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
-       rgb_to_ycbcr[1] = -coeff[0] * cb_fac;
-       rgb_to_ycbcr[4] = -coeff[1] * cb_fac;
-       rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac;
+       rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac;
+       rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac;
+       rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac;
 
        float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
-       rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac;
-       rgb_to_ycbcr[5] = -coeff[1] * cr_fac;
-       rgb_to_ycbcr[8] = -coeff[2] * cr_fac;
+       rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac;
+       rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac;
+       rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
 
        // Inverting the matrix gives us what we need to go from YCbCr back to RGB.
-       Matrix3x3 ycbcr_to_rgb;
-       invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb);
+       Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
 
        std::string frag_shader;
 
-       char buf[1024];
-       sprintf(buf,
-               "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n"
-               "    %.8f, %.8f, %.8f,\n"
-               "    %.8f, %.8f, %.8f,\n"
-               "    %.8f, %.8f, %.8f);\n",
-               ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2],
-               ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5],
-               ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]);
-       frag_shader = buf;
+       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;
@@ -195,22 +213,45 @@ std::string YCbCrInput::output_fragment_shader()
        // sample is *, and subsampling is 3x3, the situation with chroma
        // center in (0.5, 0.5) looks approximately like this:
        //
-       //   X     X
-       //      *   
-       //   X     X
+       //   X   X
+       //     *   
+       //   X   X
        //
        // If, on the other hand, chroma center is in (0.0, 0.5) (common
        // for e.g. MPEG-4), the figure changes to:
        //
-       //   X     X
+       //   X   X
        //   *      
-       //   X     X
+       //   X   X
+       //
+       // In other words, (0.0, 0.0) means that the chroma sample is exactly
+       // co-sited on top of the top-left luma sample. Note, however, that
+       // this is _not_ 0.5 texels to the left, since the OpenGL's texel center
+       // is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
+       // define a square where chroma position (0.0, 0.0) is in texel position
+       // (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
+       // (the outer border shows the borders of the texel itself, ie. from
+       // (0, 0) to (1, 1)):
        //
-       // Obviously, the chroma plane here needs to be moved to the left,
-       // which means _adding_ 0.5 to the texture coordinates when sampling
-       // chroma.
-       float chroma_offset_x = (0.5f - ycbcr_format.chroma_x_position) / widths[1];
-       float chroma_offset_y = (0.5f - ycbcr_format.chroma_y_position) / heights[1];
+       //  ---------
+       // |         |
+       // |  X---X  |
+       // |  | * |  |
+       // |  X---X  |
+       // |         |
+       //  ---------
+       //
+       // Also note that if we have no subsampling, the square will have zero
+       // area and the chroma position does not matter at all.
+       float chroma_x_local_position =
+               (0.5 + ycbcr_format.chroma_x_position * (ycbcr_format.chroma_subsampling_x - 1)) /
+               ycbcr_format.chroma_subsampling_x;
+       float chroma_y_local_position =
+               (0.5 + ycbcr_format.chroma_y_position * (ycbcr_format.chroma_subsampling_y - 1)) /
+               ycbcr_format.chroma_subsampling_y;
+
+       float chroma_offset_x = (0.5f - chroma_x_local_position) / widths[1];
+       float chroma_offset_y = (0.5f - chroma_y_local_position) / heights[1];
        sprintf(buf, "const vec2 PREFIX(chroma_offset) = vec2(%.8f, %.8f);\n",
                chroma_offset_x, chroma_offset_y);
        frag_shader += buf;