#include <Eigen/Core>
#include <Eigen/LU>
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include "effect_util.h"
+#include "resource_pool.h"
#include "util.h"
#include "ycbcr_input.h"
using namespace Eigen;
+using namespace std;
+
+namespace movit {
namespace {
unsigned width, unsigned height)
: image_format(image_format),
ycbcr_format(ycbcr_format),
- needs_update(false),
- finalized(false),
- needs_mipmaps(false),
width(width),
- height(height)
+ height(height),
+ resource_pool(NULL)
{
pbos[0] = pbos[1] = pbos[2] = 0;
texture_num[0] = texture_num[1] = texture_num[2] = 0;
heights[2] = height / ycbcr_format.chroma_subsampling_y;
pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
-
- register_int("needs_mipmaps", &needs_mipmaps);
}
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_R8, 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);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
check_error();
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();
}
}
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];
+ float coeff[3], offset[3];
+ double scale[3];
switch (ycbcr_format.luma_coefficients) {
case YCBCR_REC_601:
// 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;
+ // Fold in the scaling.
+ ycbcr_to_rgb *= Map<const Vector3d>(scale).asDiagonal();
- 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;
+ string frag_shader;
- sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
- scale[0], scale[1], scale[2]);
- frag_shader += buf;
+ frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
+ frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
float cb_offset_x = compute_chroma_offset(
ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
float cb_offset_y = compute_chroma_offset(
ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
- sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
- cb_offset_x, cb_offset_y);
- frag_shader += buf;
+ frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
float cr_offset_x = compute_chroma_offset(
ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
float cr_offset_y = compute_chroma_offset(
ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
- sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
- cr_offset_x, cr_offset_y);
- frag_shader += buf;
+ frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
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;
+ }
+ }
+}
+
+} // namespace movit