#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 {
return (0.5 - local_chroma_pos) / resolution;
}
-} // namespace
-
-YCbCrInput::YCbCrInput(const ImageFormat &image_format,
- const YCbCrFormat &ycbcr_format,
- unsigned width, unsigned height)
- : image_format(image_format),
- ycbcr_format(ycbcr_format),
- needs_update(false),
- needs_pbo_recreate(false),
- finalized(false),
- needs_mipmaps(false),
- width(width),
- height(height)
-{
- pbos[0] = pbos[1] = pbos[2] = 0;
- texture_num[0] = texture_num[1] = texture_num[2] = 0;
-
- assert(width % ycbcr_format.chroma_subsampling_x == 0);
- pitch[0] = widths[0] = width;
- pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
- pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
-
- assert(height % ycbcr_format.chroma_subsampling_y == 0);
- heights[0] = height;
- heights[1] = height / ycbcr_format.chroma_subsampling_y;
- 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()
-{
- if (pbos[0] != 0) {
- glDeleteBuffers(3, pbos);
- check_error();
- }
- if (texture_num[0] != 0) {
- glDeleteTextures(3, texture_num);
- check_error();
- }
-}
-
-void YCbCrInput::finalize()
-{
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- check_error();
-
- // Create PBOs to hold the textures holding the input image, and then the texture itself.
- glGenBuffers(3, pbos);
- check_error();
- glGenTextures(3, texture_num);
- check_error();
-
- for (unsigned channel = 0; channel < 3; ++channel) {
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
- check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
-
- glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, widths[channel], heights[channel], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- check_error();
- }
-
- needs_update = true;
- finalized = true;
-}
-
-void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+// Given <ycbcr_format>, compute the values needed to turn Y'CbCr into R'G'B';
+// first subtract the returned offset, then left-multiply the returned matrix
+// (the scaling is already folded into it).
+void compute_ycbcr_matrix(YCbCrFormat ycbcr_format, float* offset, Matrix3d* ycbcr_to_rgb)
{
- 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 || needs_pbo_recreate) {
- // Copy the pixel data into the PBO.
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
- check_error();
-
- if (needs_pbo_recreate) {
- // The pitch has changed; we need to reallocate this PBO.
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
- check_error();
- }
-
- void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memcpy(mapped_pbo, pixel_data[channel], pitch[channel] * heights[channel]);
-
- glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
- check_error();
-
- // Re-upload the texture from the PBO.
- 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, BUFFER_OFFSET(0));
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- 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);
-
- *sampler_num += 3;
- needs_update = false;
- needs_pbo_recreate = false;
-}
-
-std::string YCbCrInput::output_fragment_shader()
-{
- float coeff[3], offset[3], scale[3];
+ double coeff[3], scale[3];
switch (ycbcr_format.luma_coefficients) {
case YCBCR_REC_601:
rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
// Inverting the matrix gives us what we need to go from YCbCr back to RGB.
- Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
+ *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);
+} // namespace
+
+YCbCrInput::YCbCrInput(const ImageFormat &image_format,
+ const YCbCrFormat &ycbcr_format,
+ unsigned width, unsigned height)
+ : image_format(image_format),
+ ycbcr_format(ycbcr_format),
+ width(width),
+ height(height),
+ resource_pool(NULL)
+{
+ pbos[0] = pbos[1] = pbos[2] = 0;
+ texture_num[0] = texture_num[1] = texture_num[2] = 0;
+
+ assert(width % ycbcr_format.chroma_subsampling_x == 0);
+ pitch[0] = widths[0] = width;
+ pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
+ pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
- char buf[256];
- sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
- offset[0], offset[1], offset[2]);
- frag_shader += buf;
+ assert(height % ycbcr_format.chroma_subsampling_y == 0);
+ heights[0] = height;
+ heights[1] = height / ycbcr_format.chroma_subsampling_y;
+ heights[2] = height / ycbcr_format.chroma_subsampling_y;
- sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
- scale[0], scale[1], scale[2]);
- frag_shader += buf;
+ pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
+}
+
+YCbCrInput::~YCbCrInput()
+{
+ for (unsigned channel = 0; channel < 3; ++channel) {
+ if (texture_num[channel] != 0) {
+ resource_pool->release_2d_texture(texture_num[channel]);
+ }
+ }
+}
+
+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();
+
+ 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_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
+ check_error();
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ 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();
+ }
+ }
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ 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);
+
+ *sampler_num += 3;
+}
+
+string YCbCrInput::output_fragment_shader()
+{
+ float offset[3];
+ Matrix3d ycbcr_to_rgb;
+ compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
+
+ string frag_shader;
+
+ 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;
+ }
+ }
+}
+
+bool YCbCrInput::set_int(const std::string& key, int value)
+{
+ if (key == "needs_mipmaps") {
+ // We currently do not support this.
+ return (value == 0);
+ }
+ return Effect::set_int(key, value);
+}
+
+} // namespace movit