#version 150 #extension GL_ARB_compute_shader : enable #extension GL_ARB_shader_image_load_store : enable layout(local_size_x=2, local_size_y=16) in; layout(r16) uniform restrict readonly image2D in_y; uniform sampler2D in_cbcr; // Of type RG16. layout(rgb10_a2) uniform restrict writeonly image2D outbuf; uniform float inv_width, inv_height; void main() { int xb = int(gl_GlobalInvocationID.x); // X block number. int y = int(gl_GlobalInvocationID.y); // Y (actual line). float yf = (gl_GlobalInvocationID.y + 0.5f) * inv_height; // Y float coordinate. // Load and scale CbCr values, sampling in-between the texels to get // to (left/4 + center/2 + right/4). vec2 pix_cbcr[3]; for (int i = 0; i < 3; ++i) { vec2 a = texture(in_cbcr, vec2((xb * 6 + i * 2) * inv_width, yf)).xy; vec2 b = texture(in_cbcr, vec2((xb * 6 + i * 2 + 1) * inv_width, yf)).xy; pix_cbcr[i] = (a + b) * (0.5 * 65535.0 / 1023.0); } // Load and scale the Y values. Note that we use integer coordinates here, // so we don't need to offset by 0.5. float pix_y[6]; for (int i = 0; i < 6; ++i) { pix_y[i] = imageLoad(in_y, ivec2(xb * 6 + i, y)).x * (65535.0 / 1023.0); } imageStore(outbuf, ivec2(xb * 4 + 0, y), vec4(pix_cbcr[0].x, pix_y[0], pix_cbcr[0].y, 1.0)); imageStore(outbuf, ivec2(xb * 4 + 1, y), vec4(pix_y[1], pix_cbcr[1].x, pix_y[2], 1.0)); imageStore(outbuf, ivec2(xb * 4 + 2, y), vec4(pix_cbcr[1].y, pix_y[3], pix_cbcr[2].x, 1.0)); imageStore(outbuf, ivec2(xb * 4 + 3, y), vec4(pix_y[4], pix_cbcr[2].y, pix_y[5], 1.0)); }