From: Steinar H. Gunderson Date: Tue, 16 Oct 2012 23:07:20 +0000 (+0200) Subject: Refactor YCbCr chroma offset calculation into a separate function. X-Git-Tag: 1.0~228 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=dbdbdd8f13c846ce751dc455ce4d19cbe5dbb232 Refactor YCbCr chroma offset calculation into a separate function. --- diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index 57fe3f5..374237e 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -9,6 +9,51 @@ using namespace Eigen; +namespace { + +// OpenGL has texel center in (0.5, 0.5), but different formats have +// chroma in various other places. If luma samples are X, the chroma +// sample is *, and subsampling is 3x3, the situation with chroma +// center in (0.5, 0.5) looks approximately like this: +// +// X X +// * +// X X +// +// If, on the other hand, chroma center is in (0.0, 0.5) (common +// for e.g. MPEG-4), the figure changes to: +// +// X X +// * +// X X +// +// In other words, (0.0, 0.0) means that the chroma sample is exactly +// co-sited on top of the top-left luma sample. Note, however, that +// this is _not_ 0.5 texels to the left, since the OpenGL's texel center +// is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples +// define a square where chroma position (0.0, 0.0) is in texel position +// (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75) +// (the outer border shows the borders of the texel itself, ie. from +// (0, 0) to (1, 1)): +// +// --------- +// | | +// | X---X | +// | | * | | +// | X---X | +// | | +// --------- +// +// Also note that if we have no subsampling, the square will have zero +// area and the chroma position does not matter at all. +float compute_chroma_offset(float pos, unsigned subsampling_factor, unsigned resolution) +{ + float local_chroma_pos = (0.5 + pos * (subsampling_factor - 1)) / subsampling_factor; + return (0.5 - local_chroma_pos) / resolution; +} + +} // namespace + YCbCrInput::YCbCrInput(const ImageFormat &image_format, const YCbCrFormat &ycbcr_format, unsigned width, unsigned height) @@ -208,50 +253,10 @@ std::string YCbCrInput::output_fragment_shader() scale[0], scale[1], scale[2]); frag_shader += buf; - // OpenGL has texel center in (0.5, 0.5), but different formats have - // chroma in various other places. If luma samples are X, the chroma - // sample is *, and subsampling is 3x3, the situation with chroma - // center in (0.5, 0.5) looks approximately like this: - // - // X X - // * - // X X - // - // If, on the other hand, chroma center is in (0.0, 0.5) (common - // for e.g. MPEG-4), the figure changes to: - // - // X X - // * - // X X - // - // In other words, (0.0, 0.0) means that the chroma sample is exactly - // co-sited on top of the top-left luma sample. Note, however, that - // this is _not_ 0.5 texels to the left, since the OpenGL's texel center - // is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples - // define a square where chroma position (0.0, 0.0) is in texel position - // (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75) - // (the outer border shows the borders of the texel itself, ie. from - // (0, 0) to (1, 1)): - // - // --------- - // | | - // | X---X | - // | | * | | - // | X---X | - // | | - // --------- - // - // Also note that if we have no subsampling, the square will have zero - // area and the chroma position does not matter at all. - float chroma_x_local_position = - (0.5 + ycbcr_format.chroma_x_position * (ycbcr_format.chroma_subsampling_x - 1)) / - ycbcr_format.chroma_subsampling_x; - float chroma_y_local_position = - (0.5 + ycbcr_format.chroma_y_position * (ycbcr_format.chroma_subsampling_y - 1)) / - ycbcr_format.chroma_subsampling_y; - - float chroma_offset_x = (0.5f - chroma_x_local_position) / widths[1]; - float chroma_offset_y = (0.5f - chroma_y_local_position) / heights[1]; + float chroma_offset_x = compute_chroma_offset( + ycbcr_format.chroma_x_position, ycbcr_format.chroma_subsampling_x, widths[1]); + float chroma_offset_y = compute_chroma_offset( + ycbcr_format.chroma_y_position, ycbcr_format.chroma_subsampling_y, heights[1]); sprintf(buf, "const vec2 PREFIX(chroma_offset) = vec2(%.8f, %.8f);\n", chroma_offset_x, chroma_offset_y); frag_shader += buf;