// Bind samplers.
uniform_tex_y = *sampler_num + 0;
- uniform_tex_cb = *sampler_num + 1;
+ if (ycbcr_input_splitting != YCBCR_INPUT_INTERLEAVED) {
+ uniform_tex_cb = *sampler_num + 1;
+ }
if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
uniform_tex_cr = *sampler_num + 2;
}
{
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;
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";