]> git.sesse.net Git - movit/blobdiff - ycbcr_input.cpp
In YCbCrInput, fix an issue where offsets would be treated as equal even if their...
[movit] / ycbcr_input.cpp
index 3e7cad9a0c858313e9c7b15c18efb4046b60fd78..925bf2a11b2a89032b0d6f20f56110ceced0aa8f 100644 (file)
@@ -153,20 +153,7 @@ string YCbCrInput::output_fragment_shader()
 {
        float offset[3];
        Matrix3d ycbcr_to_rgb;
-       compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
-
-       if (type == GL_UNSIGNED_SHORT) {
-               // For 10-bit or 12-bit packed into 16-bit, we need to scale the values
-               // so that the max value goes from 1023 (or 4095) to 65535. We do this
-               // by folding the scaling into the conversion matrix, so it comes essentially
-               // for free. However, the offset is before the scaling (and thus assumes
-               // correctly scaled values), so we need to adjust that the other way.
-               double scale = 65535.0 / (ycbcr_format.num_levels - 1);
-               offset[0] /= scale;
-               offset[1] /= scale;
-               offset[2] /= scale;
-               ycbcr_to_rgb *= scale;
-       }
+       compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb, type);
 
        string frag_shader;
 
@@ -188,9 +175,12 @@ string YCbCrInput::output_fragment_shader()
        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) {
+               bool cb_cr_offsets_equal =
+                       (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6) &&
+                       (fabs(ycbcr_format.cb_y_position - ycbcr_format.cr_y_position) < 1e-6);
                char buf[256];
                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));
+                       cb_cr_offsets_equal);
                frag_shader += buf;
        } else {
                frag_shader += "#define Y_CB_CR_SAME_TEXTURE 0\n#define CB_CR_SAME_TEXTURE 0\n";