4 #include "ycbcr_input.h"
8 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
9 const YCbCrFormat &ycbcr_format,
10 unsigned width, unsigned height)
11 : image_format(image_format),
12 ycbcr_format(ycbcr_format),
14 needs_pbo_recreate(false),
20 pbos[0] = pbos[1] = pbos[2] = 0;
21 texture_num[0] = texture_num[1] = texture_num[2] = 0;
23 pitch[0] = pitch[1] = pitch[2] = width;
25 assert(width % ycbcr_format.chroma_subsampling_x == 0);
27 widths[1] = width / ycbcr_format.chroma_subsampling_x;
28 widths[2] = width / ycbcr_format.chroma_subsampling_x;
30 assert(height % ycbcr_format.chroma_subsampling_y == 0);
32 heights[1] = height / ycbcr_format.chroma_subsampling_y;
33 heights[2] = height / ycbcr_format.chroma_subsampling_y;
35 register_int("needs_mipmaps", &needs_mipmaps);
38 YCbCrInput::~YCbCrInput()
41 glDeleteBuffers(3, pbos);
44 if (texture_num[0] != 0) {
45 glDeleteTextures(3, texture_num);
50 void YCbCrInput::finalize()
52 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
55 // Create PBOs to hold the textures holding the input image, and then the texture itself.
56 glGenBuffers(3, pbos);
58 glGenTextures(3, texture_num);
61 for (unsigned channel = 0; channel < 3; ++channel) {
62 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
64 glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
66 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
69 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
71 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
73 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
75 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, widths[channel], heights[channel], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
77 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
85 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
87 for (unsigned channel = 0; channel < 3; ++channel) {
88 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
90 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
93 if (needs_update || needs_pbo_recreate) {
94 // Copy the pixel data into the PBO.
95 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
98 if (needs_pbo_recreate) {
99 // The pitch has changed; we need to reallocate this PBO.
100 glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
104 void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
105 memcpy(mapped_pbo, pixel_data[channel], pitch[channel] * heights[channel]);
107 glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
110 // Re-upload the texture from the PBO.
111 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
113 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
115 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
117 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
121 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
127 set_uniform_int(glsl_program_num, prefix, "tex_y", *sampler_num + 0);
128 set_uniform_int(glsl_program_num, prefix, "tex_cb", *sampler_num + 1);
129 set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
132 needs_update = false;
133 needs_pbo_recreate = false;
136 std::string YCbCrInput::output_fragment_shader()
138 float coeff[3], offset[3], scale[3];
140 switch (ycbcr_format.luma_coefficients) {
149 // Rec. 709, page 19.
158 if (ycbcr_format.full_range) {
159 offset[0] = 0.0 / 255.0;
160 offset[1] = 128.0 / 255.0;
161 offset[2] = 128.0 / 255.0;
167 // Rec. 601, page 4; Rec. 709, page 19.
168 offset[0] = 16.0 / 255.0;
169 offset[1] = 128.0 / 255.0;
170 offset[2] = 128.0 / 255.0;
172 scale[0] = 255.0 / 219.0;
173 scale[1] = 255.0 / 224.0;
174 scale[2] = 255.0 / 224.0;
177 // Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
178 Matrix3x3 rgb_to_ycbcr;
179 rgb_to_ycbcr[0] = coeff[0];
180 rgb_to_ycbcr[3] = coeff[1];
181 rgb_to_ycbcr[6] = coeff[2];
183 float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
184 rgb_to_ycbcr[1] = -coeff[0] * cb_fac;
185 rgb_to_ycbcr[4] = -coeff[1] * cb_fac;
186 rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac;
188 float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
189 rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac;
190 rgb_to_ycbcr[5] = -coeff[1] * cr_fac;
191 rgb_to_ycbcr[8] = -coeff[2] * cr_fac;
193 // Inverting the matrix gives us what we need to go from YCbCr back to RGB.
194 Matrix3x3 ycbcr_to_rgb;
195 invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb);
197 std::string frag_shader;
201 "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n"
202 " %.8f, %.8f, %.8f,\n"
203 " %.8f, %.8f, %.8f,\n"
204 " %.8f, %.8f, %.8f);\n",
205 ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2],
206 ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5],
207 ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]);
210 sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
211 offset[0], offset[1], offset[2]);
214 sprintf(buf, "const vec3 PREFIX(scale) = vec3(%.8f, %.8f, %.8f);\n",
215 scale[0], scale[1], scale[2]);
218 // OpenGL has texel center in (0.5, 0.5), but different formats have
219 // chroma in various other places. If luma samples are X, the chroma
220 // sample is *, and subsampling is 3x3, the situation with chroma
221 // center in (0.5, 0.5) looks approximately like this:
227 // If, on the other hand, chroma center is in (0.0, 0.5) (common
228 // for e.g. MPEG-4), the figure changes to:
234 // Obviously, the chroma plane here needs to be moved to the left,
235 // which means _adding_ 0.5 to the texture coordinates when sampling
237 float chroma_offset_x = (0.5f - ycbcr_format.chroma_x_position) / widths[1];
238 float chroma_offset_y = (0.5f - ycbcr_format.chroma_y_position) / heights[1];
239 sprintf(buf, "const vec2 PREFIX(chroma_offset) = vec2(%.8f, %.8f);\n",
240 chroma_offset_x, chroma_offset_y);
243 frag_shader += read_file("ycbcr_input.frag");