--- /dev/null
+#version 130
+
+in vec2 tc0, tc1;
+uniform sampler2D cbcr_tex;
+out vec4 FragColor, FragColor2;
+void main() {
+ FragColor = 0.5 * (texture(cbcr_tex, tc0) + texture(cbcr_tex, tc1));
+ FragColor2 = FragColor;
+}
--- /dev/null
+#version 130
+
+in vec2 position;
+in vec2 texcoord;
+out vec2 tc0, tc1;
+uniform vec2 foo_chroma_offset_0;
+uniform vec2 foo_chroma_offset_1;
+
+void main()
+{
+ // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
+ //
+ // 2.000 0.000 0.000 -1.000
+ // 0.000 2.000 0.000 -1.000
+ // 0.000 0.000 -2.000 -1.000
+ // 0.000 0.000 0.000 1.000
+ gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
+ vec2 flipped_tc = texcoord;
+ tc0 = flipped_tc + foo_chroma_offset_0;
+ tc1 = flipped_tc + foo_chroma_offset_1;
+};
#include <movit/resource_pool.h>
#include <movit/util.h>
+#include "embedded_files.h"
+#include "shared/read_file.h"
+
using namespace movit;
using namespace std;
// See also http://www.poynton.com/PDFs/Merging_RGB_and_422.pdf, pages 6–7.
// Cb/Cr shader.
- string cbcr_vert_shader =
- "#version 130 \n"
- " \n"
- "in vec2 position; \n"
- "in vec2 texcoord; \n"
- "out vec2 tc0, tc1; \n"
- "uniform vec2 foo_chroma_offset_0; \n"
- "uniform vec2 foo_chroma_offset_1; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
- " // \n"
- " // 2.000 0.000 0.000 -1.000 \n"
- " // 0.000 2.000 0.000 -1.000 \n"
- " // 0.000 0.000 -2.000 -1.000 \n"
- " // 0.000 0.000 0.000 1.000 \n"
- " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
- " vec2 flipped_tc = texcoord; \n"
- " tc0 = flipped_tc + foo_chroma_offset_0; \n"
- " tc1 = flipped_tc + foo_chroma_offset_1; \n"
- "} \n";
- string cbcr_frag_shader =
- "#version 130 \n"
- "in vec2 tc0, tc1; \n"
- "uniform sampler2D cbcr_tex; \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";
+ string cbcr_vert_shader = read_file("cbcr_subsample.vert", _binary_cbcr_subsample_vert_data, _binary_cbcr_subsample_vert_size);
+ string cbcr_frag_shader = read_file("cbcr_subsample.frag", _binary_cbcr_subsample_frag_data, _binary_cbcr_subsample_frag_size);
cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
check_error();
cbcr_chroma_offset_0_location = get_uniform_location(cbcr_program_num, "foo", "chroma_offset_0");
check_error();
// Same, for UYVY conversion.
- string uyvy_vert_shader =
- "#version 130 \n"
- " \n"
- "in vec2 position; \n"
- "in vec2 texcoord; \n"
- "out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
- "uniform vec2 foo_luma_offset_0; \n"
- "uniform vec2 foo_luma_offset_1; \n"
- "uniform vec2 foo_chroma_offset_0; \n"
- "uniform vec2 foo_chroma_offset_1; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
- " // \n"
- " // 2.000 0.000 0.000 -1.000 \n"
- " // 0.000 2.000 0.000 -1.000 \n"
- " // 0.000 0.000 -2.000 -1.000 \n"
- " // 0.000 0.000 0.000 1.000 \n"
- " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
- " vec2 flipped_tc = texcoord; \n"
- " y_tc0 = flipped_tc + foo_luma_offset_0; \n"
- " y_tc1 = flipped_tc + foo_luma_offset_1; \n"
- " cbcr_tc0 = flipped_tc + foo_chroma_offset_0; \n"
- " cbcr_tc1 = flipped_tc + foo_chroma_offset_1; \n"
- "} \n";
- string uyvy_frag_shader =
- "#version 130 \n"
- "in vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
- "uniform sampler2D y_tex, cbcr_tex; \n"
- "out vec4 FragColor; \n"
- "void main() { \n"
- " float y0 = texture(y_tex, y_tc0).r; \n"
- " float y1 = texture(y_tex, y_tc1).r; \n"
- " vec2 cbcr0 = texture(cbcr_tex, cbcr_tc0).rg; \n"
- " vec2 cbcr1 = texture(cbcr_tex, cbcr_tc1).rg; \n"
- " vec2 cbcr = 0.5 * (cbcr0 + cbcr1); \n"
- " FragColor = vec4(cbcr.g, y0, cbcr.r, y1); \n"
- "} \n";
+ string uyvy_vert_shader = read_file("uyvy_subsample.vert", _binary_uyvy_subsample_vert_data, _binary_uyvy_subsample_vert_size);
+ string uyvy_frag_shader = read_file("uyvy_subsample.frag", _binary_uyvy_subsample_frag_data, _binary_uyvy_subsample_frag_size);
uyvy_program_num = resource_pool->compile_glsl_program(uyvy_vert_shader, uyvy_frag_shader, frag_shader_outputs);
check_error();
// v210 compute shader.
if (v210Converter::has_hardware_support()) {
- string v210_shader_src = R"(#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));
-}
-)";
+ string v210_shader_src = read_file("v210_subsample.comp", _binary_v210_subsample_comp_data, _binary_v210_subsample_comp_size);
GLuint shader_num = movit::compile_shader(v210_shader_src, GL_COMPUTE_SHADER);
check_error();
v210_program_num = glCreateProgram();
--- /dev/null
+#ifndef _EMBEDDED_FILES_H
+#define _EMBEDDED_FILES_H 1
+
+// Files that are embedded into the binary as part of the build process.
+// They are used as a backup if the files are not available on disk
+// (which is typically the case if the program is installed, as opposed to
+// being run during development).
+
+#include <stddef.h>
+
+extern const unsigned char *_binary_cbcr_subsample_vert_data;
+extern const size_t _binary_cbcr_subsample_vert_size;
+extern const unsigned char *_binary_cbcr_subsample_frag_data;
+extern const size_t _binary_cbcr_subsample_frag_size;
+extern const unsigned char *_binary_uyvy_subsample_vert_data;
+extern const size_t _binary_uyvy_subsample_vert_size;
+extern const unsigned char *_binary_uyvy_subsample_frag_data;
+extern const size_t _binary_uyvy_subsample_frag_size;
+extern const unsigned char *_binary_v210_subsample_comp_data;
+extern const size_t _binary_v210_subsample_comp_size;
+extern const unsigned char *_binary_timecode_vert_data;
+extern const size_t _binary_timecode_vert_size;
+extern const unsigned char *_binary_timecode_frag_data;
+extern const size_t _binary_timecode_frag_size;
+extern const unsigned char *_binary_timecode_10bit_frag_data;
+extern const size_t _binary_timecode_10bit_frag_size;
+
+#endif // !defined(_EMBEDDED_FILES_H)
srcs += qt_files
srcs += proto_generated
+# Shaders needed at runtime.
+shaders = ['cbcr_subsample.vert', 'cbcr_subsample.frag', 'uyvy_subsample.vert', 'uyvy_subsample.frag', 'v210_subsample.comp', 'timecode.vert', 'timecode.frag', 'timecode_10bit.frag']
+foreach shader : shaders
+ run_command('ln', '-s', join_paths(meson.current_source_dir(), shader), meson.current_build_dir())
+endforeach
+
+shader_srcs = bin2h_gen.process(shaders)
+srcs += shader_srcs
+
# Everything except main.cpp. (We do this because if you specify a .cpp file in
# both Nageru and Kaeru, it gets compiled twice. In the older Makefiles, Kaeru
# depended on a smaller set of objects.)
--- /dev/null
+#version 130
+
+in vec2 tc0;
+uniform sampler2D tex;
+out vec4 Y, CbCr, YCbCr;
+
+void main() {
+ vec4 gray = texture(tex, tc0);;
+ gray.r = gray.r * ((235.0-16.0)/255.0) + 16.0/255.0; // Limited-range Y'CbCr.
+ CbCr = vec4(128.0/255.0, 128.0/255.0, 0.0, 1.0);;
+ Y = gray.rrra;
+ YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a);
+}
--- /dev/null
+#version 130
+
+in vec2 position;
+in vec2 texcoord;
+out vec2 tc0;
+
+void main()
+{
+ // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
+ //
+ // 2.000 0.000 0.000 -1.000
+ // 0.000 2.000 0.000 -1.000
+ // 0.000 0.000 -2.000 -1.000
+ // 0.000 0.000 0.000 1.000
+ gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
+ tc0 = texcoord;
+}
--- /dev/null
+#version 130
+
+in vec2 tc0;
+uniform sampler2D tex;
+out vec4 Y, CbCr, YCbCr;
+
+void main() {
+ vec4 gray = texture(tex, tc0);;
+ gray.r = gray.r * ((940.0-16.0)/65535.0) + 16.0/65535.0; // Limited-range Y'CbCr.
+ CbCr = vec4(512.0/65535.0, 512.0/65535.0, 0.0, 1.0);;
+ Y = gray.rrra;
+ YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a);
+}
#include <sys/time.h>
#include "flags.h"
+#include "embedded_files.h"
+#include "shared/read_file.h"
using namespace std;
using namespace movit;
TimecodeRenderer::TimecodeRenderer(movit::ResourcePool *resource_pool, unsigned display_width, unsigned display_height)
: resource_pool(resource_pool), display_width(display_width), display_height(display_height), height(28)
{
- string vert_shader =
- "#version 130 \n"
- " \n"
- "in vec2 position; \n"
- "in vec2 texcoord; \n"
- "out vec2 tc0; \n"
- " \n"
- "void main() \n"
- "{ \n"
- " // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
- " // \n"
- " // 2.000 0.000 0.000 -1.000 \n"
- " // 0.000 2.000 0.000 -1.000 \n"
- " // 0.000 0.000 -2.000 -1.000 \n"
- " // 0.000 0.000 0.000 1.000 \n"
- " gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
- " tc0 = texcoord; \n"
- "} \n";
- string frag_shader =
- "#version 130 \n"
- "in vec2 tc0; \n"
- "uniform sampler2D tex; \n"
- "out vec4 Y, CbCr, YCbCr; \n"
- "void main() { \n"
- " vec4 gray = texture(tex, tc0); \n";
+ string vert_shader = read_file("timecode.vert", _binary_timecode_vert_data, _binary_timecode_vert_size);
+ string frag_shader;
if (global_flags.ten_bit_output) {
- frag_shader +=
- " gray.r = gray.r * ((940.0-16.0)/65535.0) + 16.0/65535.0; \n" // Limited-range Y'CbCr.
- " CbCr = vec4(512.0/65535.0, 512.0/65535.0, 0.0, 1.0); \n";
+ frag_shader = read_file("timecode_10bit.frag", _binary_timecode_10bit_frag_data, _binary_timecode_10bit_frag_size);
} else {
- frag_shader +=
- " gray.r = gray.r * ((235.0-16.0)/255.0) + 16.0/255.0; \n" // Limited-range Y'CbCr.
- " CbCr = vec4(128.0/255.0, 128.0/255.0, 0.0, 1.0); \n";
+ frag_shader = read_file("timecode.frag", _binary_timecode_frag_data, _binary_timecode_frag_size);
}
- frag_shader +=
- " Y = gray.rrra; \n"
- " YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a); \n"
- "} \n";
vector<string> frag_shader_outputs;
program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
--- /dev/null
+#version 130
+
+in vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1;
+uniform sampler2D y_tex, cbcr_tex;
+out vec4 FragColor;
+void main() {
+ float y0 = texture(y_tex, y_tc0).r;
+ float y1 = texture(y_tex, y_tc1).r;
+ vec2 cbcr0 = texture(cbcr_tex, cbcr_tc0).rg;
+ vec2 cbcr1 = texture(cbcr_tex, cbcr_tc1).rg;
+ vec2 cbcr = 0.5 * (cbcr0 + cbcr1);
+ FragColor = vec4(cbcr.g, y0, cbcr.r, y1);
+};
--- /dev/null
+#version 130
+
+in vec2 position;
+in vec2 texcoord;
+out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1;
+uniform vec2 foo_luma_offset_0;
+uniform vec2 foo_luma_offset_1;
+uniform vec2 foo_chroma_offset_0;
+uniform vec2 foo_chroma_offset_1;
+
+void main()
+{
+ // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
+ //
+ // 2.000 0.000 0.000 -1.000
+ // 0.000 2.000 0.000 -1.000
+ // 0.000 0.000 -2.000 -1.000
+ // 0.000 0.000 0.000 1.000
+ gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
+ vec2 flipped_tc = texcoord;
+ y_tc0 = flipped_tc + foo_luma_offset_0;
+ y_tc1 = flipped_tc + foo_luma_offset_1;
+ cbcr_tc0 = flipped_tc + foo_chroma_offset_0;
+ cbcr_tc1 = flipped_tc + foo_chroma_offset_1;
+};
--- /dev/null
+#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));
+}
--- /dev/null
+#include "shared/read_file.h"
+
+#include <stdio.h>
+
+using namespace std;
+
+string read_file(const string &filename, const unsigned char *start, const size_t size)
+{
+ FILE *fp = fopen(filename.c_str(), "r");
+ if (fp == nullptr) {
+ // Fall back to the version we compiled in. (We prefer disk if we can,
+ // since that makes it possible to work on shaders without recompiling
+ // all the time.)
+ if (start != nullptr) {
+ return string(reinterpret_cast<const char *>(start),
+ reinterpret_cast<const char *>(start) + size);
+ }
+
+ perror(filename.c_str());
+ exit(1);
+ }
+
+ int ret = fseek(fp, 0, SEEK_END);
+ if (ret == -1) {
+ perror("fseek(SEEK_END)");
+ exit(1);
+ }
+
+ int disk_size = ftell(fp);
+
+ ret = fseek(fp, 0, SEEK_SET);
+ if (ret == -1) {
+ perror("fseek(SEEK_SET)");
+ exit(1);
+ }
+
+ string str;
+ str.resize(disk_size);
+ ret = fread(&str[0], disk_size, 1, fp);
+ if (ret == -1) {
+ perror("fread");
+ exit(1);
+ }
+ if (ret == 0) {
+ fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
+ disk_size, filename.c_str());
+ exit(1);
+ }
+ fclose(fp);
+
+ return str;
+}
+
--- /dev/null
+#ifndef _READ_FILE_H
+#define _READ_FILE_H 1
+
+#include <string>
+
+#include <stdint.h>
+
+// Read the contents of <filename> and return it as a string.
+// If the file does not exist, which is typical outside of development,
+// return the given memory area instead (presumably created by bin2h).
+
+std::string read_file(const std::string &filename, const unsigned char *start = nullptr, const size_t size = 0);
+
+#endif