8 #include "effect_util.h"
9 #include "resource_pool.h"
12 #include "ycbcr_input.h"
14 using namespace Eigen;
19 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
20 const YCbCrFormat &ycbcr_format,
21 unsigned width, unsigned height,
22 YCbCrInputSplitting ycbcr_input_splitting)
23 : image_format(image_format),
24 ycbcr_format(ycbcr_format),
25 ycbcr_input_splitting(ycbcr_input_splitting),
30 pbos[0] = pbos[1] = pbos[2] = 0;
31 texture_num[0] = texture_num[1] = texture_num[2] = 0;
36 pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
37 owns_texture[0] = owns_texture[1] = owns_texture[2] = false;
39 register_uniform_sampler2d("tex_y", &uniform_tex_y);
41 if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
43 register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
45 assert(ycbcr_input_splitting == YCBCR_INPUT_PLANAR);
47 register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
48 register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
52 YCbCrInput::~YCbCrInput()
54 for (unsigned channel = 0; channel < num_channels; ++channel) {
55 possibly_release_texture(channel);
59 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
61 for (unsigned channel = 0; channel < num_channels; ++channel) {
62 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
65 if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != NULL)) {
66 GLenum format, internal_format;
67 if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
69 internal_format = GL_RG8;
72 internal_format = GL_R8;
75 // (Re-)upload the texture.
76 texture_num[channel] = resource_pool->create_2d_texture(internal_format, widths[channel], heights[channel]);
77 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
79 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
81 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
83 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
85 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
87 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, GL_UNSIGNED_BYTE, pixel_data[channel]);
89 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
91 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
93 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
95 owns_texture[channel] = true;
97 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
102 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
106 uniform_tex_y = *sampler_num + 0;
107 uniform_tex_cb = *sampler_num + 1;
108 if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
109 uniform_tex_cr = *sampler_num + 2;
112 *sampler_num += num_channels;
115 string YCbCrInput::output_fragment_shader()
118 Matrix3d ycbcr_to_rgb;
119 compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
123 frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
124 frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
126 float cb_offset_x = compute_chroma_offset(
127 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
128 float cb_offset_y = compute_chroma_offset(
129 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
130 frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
132 float cr_offset_x = compute_chroma_offset(
133 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
134 float cr_offset_y = compute_chroma_offset(
135 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
136 frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
138 if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
140 snprintf(buf, sizeof(buf), "#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
141 (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
144 frag_shader += "#define CB_CR_SAME_TEXTURE 0\n";
147 frag_shader += read_file("ycbcr_input.frag");
151 void YCbCrInput::invalidate_pixel_data()
153 for (unsigned channel = 0; channel < 3; ++channel) {
154 possibly_release_texture(channel);
158 bool YCbCrInput::set_int(const std::string& key, int value)
160 if (key == "needs_mipmaps") {
161 // We currently do not support this.
164 return Effect::set_int(key, value);
167 void YCbCrInput::possibly_release_texture(unsigned channel)
169 if (texture_num[channel] != 0 && owns_texture[channel]) {
170 resource_pool->release_2d_texture(texture_num[channel]);
171 texture_num[channel] = 0;
172 owns_texture[channel] = false;