X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=ycbcr_input.cpp;h=6e73d3e2015e219e0fc7f1b7a3961515db96e146;hp=eebb864c4ed49e7b9d6a61a68f8b2e2f95487ca5;hb=85f9719bf3519b1f1942738d11601584f5d38725;hpb=4536fdf7952df0d8773c9bf3014fa25a50ca8ecf diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index eebb864..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 { @@ -62,7 +63,6 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format, unsigned width, unsigned height) : image_format(image_format), ycbcr_format(ycbcr_format), - needs_update(false), finalized(false), needs_mipmaps(false), width(width), @@ -98,30 +98,22 @@ 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_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(); glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]); check_error(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); @@ -136,6 +128,9 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix 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(); } } @@ -148,10 +143,9 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix 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]; @@ -219,7 +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); @@ -251,3 +245,13 @@ std::string YCbCrInput::output_fragment_shader() 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; + } + } +}