"#version 130 \n"
"in vec2 tc0, tc1; \n"
"uniform sampler2D cbcr_tex; \n"
- "out vec4 FragColor; \n"
+ "out vec4 FragColor, FragColor2; \n"
"void main() { \n"
" FragColor = 0.5 * (texture(cbcr_tex, tc0) + texture(cbcr_tex, tc1)); \n"
+ " FragColor2 = FragColor; \n"
"} \n";
cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
check_error();
check_error();
}
-void ChromaSubsampler::subsample_chroma(GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex)
+void ChromaSubsampler::subsample_chroma(GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex, GLuint dst2_tex)
{
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
// Extract Cb/Cr.
- GLuint fbo = resource_pool->create_fbo(dst_tex);
+ GLuint fbo;
+ if (dst2_tex <= 0) {
+ fbo = resource_pool->create_fbo(dst_tex);
+ } else {
+ fbo = resource_pool->create_fbo(dst_tex, dst2_tex);
+ }
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, width/2, height/2);
check_error();
inout_format.color_space = COLORSPACE_sRGB;
inout_format.gamma_curve = GAMMA_sRGB;
- // Display chain; shows the live output produced by the main chain (its RGBA version).
+ // Matches the 4:2:0 format created by the main chain.
+ YCbCrFormat ycbcr_format;
+ ycbcr_format.chroma_subsampling_x = 2;
+ ycbcr_format.chroma_subsampling_y = 2;
+ if (global_flags.ycbcr_rec709_coefficients) {
+ ycbcr_format.luma_coefficients = YCBCR_REC_709;
+ } else {
+ ycbcr_format.luma_coefficients = YCBCR_REC_601;
+ }
+ ycbcr_format.full_range = false;
+ ycbcr_format.num_levels = 256;
+ ycbcr_format.cb_x_position = 0.0f;
+ ycbcr_format.cr_x_position = 0.0f;
+ ycbcr_format.cb_y_position = 0.5f;
+ ycbcr_format.cr_y_position = 0.5f;
+
+ // Display chain; shows the live output produced by the main chain (or rather, a copy of it).
display_chain.reset(new EffectChain(global_flags.width, global_flags.height, resource_pool.get()));
check_error();
- display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, global_flags.width, global_flags.height); // FIXME: GL_UNSIGNED_BYTE is really wrong.
+ display_input = new YCbCrInput(inout_format, ycbcr_format, global_flags.width, global_flags.height, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
display_chain->add_input(display_input);
display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
display_chain->set_dither_bits(0); // Don't bother.
bool got_frame = video_encoder->begin_frame(pts_int + av_delay, duration, theme_main_chain.input_frames, &y_tex, &cbcr_tex);
assert(got_frame);
- // Render main chain.
+ // Render main chain. We take an extra copy of the created outputs,
+ // so that we can display it back to the screen later (it's less memory
+ // bandwidth than writing and reading back an RGBA texture, even at 16-bit).
+ // Ideally, we'd like to avoid taking copies and just use the main textures
+ // for display as well, but if they're used for zero-copy Quick Sync encoding
+ // (the default case), they're just views into VA-API memory and must be
+ // unmapped during encoding, so we can't use them for display, unfortunately.
GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, global_flags.width, global_flags.height);
- GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, global_flags.width, global_flags.height); // Saves texture bandwidth, although dithering gets messed up.
- GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
+ GLuint y_copy_tex = resource_pool->create_2d_texture(GL_R8, global_flags.width, global_flags.height);
+ GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, y_copy_tex);
check_error();
chain->render_to_fbo(fbo, global_flags.width, global_flags.height);
resource_pool->release_fbo(fbo);
- chroma_subsampler->subsample_chroma(cbcr_full_tex, global_flags.width, global_flags.height, cbcr_tex);
+ GLuint cbcr_copy_tex = resource_pool->create_2d_texture(GL_RG8, global_flags.width / 2, global_flags.height / 2);
+ chroma_subsampler->subsample_chroma(cbcr_full_tex, global_flags.width, global_flags.height, cbcr_tex, cbcr_copy_tex);
if (output_card_index != -1) {
cards[output_card_index].output->send_frame(y_tex, cbcr_full_tex, theme_main_chain.input_frames, pts_int, duration);
}
resource_pool->release_2d_texture(cbcr_full_tex);
- // Set the right state for rgba_tex.
+ // Set the right state for the Y' and CbCr copies.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, rgba_tex);
+ glBindTexture(GL_TEXTURE_2D, y_copy_tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, cbcr_copy_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
RefCountedGLsync fence = video_encoder->end_frame();
- // The live frame just shows the RGBA texture we just rendered.
- // It owns rgba_tex now.
+ // The live frame pieces the Y'CbCr texture copies back into RGB and displays them.
+ // It owns y_copy_tex and cbcr_copy_tex now.
DisplayFrame live_frame;
live_frame.chain = display_chain.get();
- live_frame.setup_chain = [this, rgba_tex]{
- display_input->set_texture_num(rgba_tex);
+ live_frame.setup_chain = [this, y_copy_tex, cbcr_copy_tex]{
+ display_input->set_texture_num(0, y_copy_tex);
+ display_input->set_texture_num(1, cbcr_copy_tex);
};
live_frame.ready_fence = fence;
live_frame.input_frames = {};
- live_frame.temp_textures = { rgba_tex };
+ live_frame.temp_textures = { y_copy_tex, cbcr_copy_tex };
output_channel[OUTPUT_LIVE].output_frame(live_frame);
// Set up preview and any additional channels.