if (type == GL_UNSIGNED_INT_2_10_10_10_REV) {
format = GL_RGBA;
internal_format = GL_RGB10_A2;
+ } else if (type == GL_UNSIGNED_SHORT) {
+ format = GL_RGB;
+ internal_format = GL_RGB16;
} else {
assert(type == GL_UNSIGNED_BYTE);
format = GL_RGB;
internal_format = GL_RGB8;
}
} else if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
- assert(type == GL_UNSIGNED_BYTE);
format = GL_RG;
- internal_format = GL_RG8;
+ if (type == GL_UNSIGNED_SHORT) {
+ internal_format = GL_RG16;
+ } else {
+ assert(type == GL_UNSIGNED_BYTE);
+ internal_format = GL_RG8;
+ }
} else {
- assert(type == GL_UNSIGNED_BYTE);
format = GL_RED;
- internal_format = GL_R8;
+ if (type == GL_UNSIGNED_SHORT) {
+ internal_format = GL_R16;
+ } else {
+ assert(type == GL_UNSIGNED_BYTE);
+ internal_format = GL_R8;
+ }
}
// (Re-)upload the texture.
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;
+ }
+
string frag_shader;
frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);