X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=ycbcr_input.cpp;h=dc5e4d9fd2db9e619d9b680583b6c1f514f65220;hp=2a67ea7158f483cee4a8f25c7bc233df6beab83f;hb=5ee3e6bb0bf100d57a06911b89c3a0a0dc49e2be;hpb=ecab6f3b08bc0a995dd96542758031f1ba2c6a27 diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index 2a67ea7..dc5e4d9 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -1,15 +1,19 @@ #include #include -#include +#include #include #include #include #include "effect_util.h" +#include "resource_pool.h" #include "util.h" #include "ycbcr_input.h" using namespace Eigen; +using namespace std; + +namespace movit { namespace { @@ -61,11 +65,10 @@ 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), - height(height) + height(height), + resource_pool(NULL) { pbos[0] = pbos[1] = pbos[2] = 0; texture_num[0] = texture_num[1] = texture_num[2] = 0; @@ -94,39 +97,26 @@ 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_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_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]); + 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(); @@ -134,6 +124,9 @@ 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(); } } @@ -146,10 +139,9 @@ 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]; @@ -217,7 +209,7 @@ 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); @@ -249,3 +241,15 @@ 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; + } + } +} + +} // namespace movit