X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=ycbcr_input.cpp;h=6e73d3e2015e219e0fc7f1b7a3961515db96e146;hp=4166da9752d35c78b8061a3ca24dabef198c6daf;hb=85f9719bf3519b1f1942738d11601584f5d38725;hpb=a80b859d6c8bb9ed1e7aa547d4a9972f1a041347 diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index 4166da9..6e73d3e 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -11,6 +11,7 @@ #include "ycbcr_input.h" using namespace Eigen; +using namespace std; namespace { @@ -100,7 +101,7 @@ void YCbCrInput::finalize() 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); @@ -144,7 +145,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix *sampler_num += 3; } -std::string YCbCrInput::output_fragment_shader() +string YCbCrInput::output_fragment_shader() { float coeff[3], offset[3], scale[3]; @@ -212,7 +213,7 @@ std::string YCbCrInput::output_fragment_shader() // 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; + string frag_shader; frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);