In ResampleEffect, precompute the Lanczos function into a table.
[movit] / ycbcr_input.cpp
index 091880f..7f58f3f 100644 (file)
@@ -18,9 +18,11 @@ namespace movit {
 
 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
                        const YCbCrFormat &ycbcr_format,
-                       unsigned width, unsigned height)
+                       unsigned width, unsigned height,
+                       YCbCrInputSplitting ycbcr_input_splitting)
        : image_format(image_format),
          ycbcr_format(ycbcr_format),
+         ycbcr_input_splitting(ycbcr_input_splitting),
          width(width),
          height(height),
          resource_pool(NULL)
@@ -39,11 +41,23 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format,
        heights[2] = height / ycbcr_format.chroma_subsampling_y;
 
        pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
+
+       register_uniform_sampler2d("tex_y", &uniform_tex_y);
+
+       if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+               num_channels = 2;
+               register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
+       } else {
+               assert(ycbcr_input_splitting == YCBCR_INPUT_PLANAR);
+               num_channels = 3;
+               register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
+               register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
+       }
 }
 
 YCbCrInput::~YCbCrInput()
 {
-       for (unsigned channel = 0; channel < 3; ++channel) {
+       for (unsigned channel = 0; channel < num_channels; ++channel) {
                if (texture_num[channel] != 0) {
                        resource_pool->release_2d_texture(texture_num[channel]);
                }
@@ -52,13 +66,22 @@ YCbCrInput::~YCbCrInput()
 
 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
 {
-       for (unsigned channel = 0; channel < 3; ++channel) {
+       for (unsigned channel = 0; channel < num_channels; ++channel) {
                glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
                check_error();
 
                if (texture_num[channel] == 0) {
+                       GLenum format, internal_format;
+                       if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+                               format = GL_RG;
+                               internal_format = GL_RG8;
+                       } else {
+                               format = GL_RED;
+                               internal_format = GL_R8;
+                       }
+
                        // (Re-)upload the texture.
-                       texture_num[channel] = resource_pool->create_2d_texture(GL_R8, widths[channel], heights[channel]);
+                       texture_num[channel] = resource_pool->create_2d_texture(internal_format, widths[channel], heights[channel]);
                        glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -69,7 +92,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns
                        check_error();
                        glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
                        check_error();
-                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
+                       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, GL_UNSIGNED_BYTE, pixel_data[channel]);
                        check_error();
                        glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
                        check_error();
@@ -87,11 +110,13 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns
        check_error();
 
        // Bind samplers.
-       set_uniform_int(glsl_program_num, prefix, "tex_y", *sampler_num + 0);
-       set_uniform_int(glsl_program_num, prefix, "tex_cb", *sampler_num + 1);
-       set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
+       uniform_tex_y = *sampler_num + 0;
+       uniform_tex_cb = *sampler_num + 1;
+       if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
+               uniform_tex_cr = *sampler_num + 2;
+       }
 
-       *sampler_num += 3;
+       *sampler_num += num_channels;
 }
 
 string YCbCrInput::output_fragment_shader()
@@ -117,6 +142,15 @@ string YCbCrInput::output_fragment_shader()
                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) {
+               char buf[256];
+               snprintf(buf, sizeof(buf), "#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 += read_file("ycbcr_input.frag");
        return frag_shader;
 }