unsigned width, unsigned height)
: image_format(image_format),
ycbcr_format(ycbcr_format),
- needs_mipmaps(false),
width(width),
height(height),
resource_pool(NULL)
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()
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();
+ // Fold in the scaling.
+ ycbcr_to_rgb *= Map<const Vector3d>(scale).asDiagonal();
+
string frag_shader;
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;
-
- sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
- scale[0], scale[1], scale[2]);
- frag_shader += buf;
+ 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;