]> git.sesse.net Git - movit/blobdiff - ycbcr_input.cpp
Move to 'using namespace std;' in all .cpp files.
[movit] / ycbcr_input.cpp
index eebb864c4ed49e7b9d6a61a68f8b2e2f95487ca5..6e73d3e2015e219e0fc7f1b7a3961515db96e146 100644 (file)
@@ -11,6 +11,7 @@
 #include "ycbcr_input.h"
 
 using namespace Eigen;
+using namespace std;
 
 namespace {
 
@@ -62,7 +63,6 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format,
                        unsigned width, unsigned height)
        : image_format(image_format),
          ycbcr_format(ycbcr_format),
-         needs_update(false),
          finalized(false),
          needs_mipmaps(false),
          width(width),
@@ -98,30 +98,22 @@ YCbCrInput::~YCbCrInput()
 
 void YCbCrInput::finalize()
 {
-       // Create the textures themselves.
-       for (unsigned channel = 0; channel < 3; ++channel) {
-               texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
-               glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
-               check_error();
-               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               check_error();
-       }
-
-       needs_update = true;
        finalized = true;
 }
        
-void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
 {
        for (unsigned channel = 0; channel < 3; ++channel) {
                glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
                check_error();
-               glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
-               check_error();
 
-               if (needs_update) {
-                       // Re-upload the texture.
-                       // Copy the pixel data into the PBO.
+               if (texture_num[channel] == 0) {
+                       // (Re-)upload the texture.
+                       texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
+                       glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
+                       check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                       check_error();
                        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
                        check_error();
                        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -136,6 +128,9 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                        check_error();
+               } else {
+                       glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
+                       check_error();
                }
        }
 
@@ -148,10 +143,9 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix
        set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
 
        *sampler_num += 3;
-       needs_update = false;
 }
 
-std::string YCbCrInput::output_fragment_shader()
+string YCbCrInput::output_fragment_shader()
 {
        float coeff[3], offset[3], scale[3];
 
@@ -219,7 +213,7 @@ std::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();
 
-       std::string frag_shader;
+       string frag_shader;
 
        frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
 
@@ -251,3 +245,13 @@ std::string YCbCrInput::output_fragment_shader()
        frag_shader += read_file("ycbcr_input.frag");
        return frag_shader;
 }
+
+void YCbCrInput::invalidate_pixel_data()
+{
+       for (unsigned channel = 0; channel < 3; ++channel) {
+               if (texture_num[channel] != 0) {
+                       resource_pool->release_2d_texture(texture_num[channel]);
+                       texture_num[channel] = 0;
+               }
+       }
+}