#include <string.h>
#include <assert.h>
+#include <GL/glew.h>
#include <Eigen/LU>
#include "ycbcr_input.h"
#include "util.h"
-#include "opengl.h"
using namespace Eigen;
+namespace {
+
+// OpenGL has texel center in (0.5, 0.5), but different formats have
+// chroma in various other places. If luma samples are X, the chroma
+// sample is *, and subsampling is 3x3, the situation with chroma
+// center in (0.5, 0.5) looks approximately like this:
+//
+// X X
+// *
+// X X
+//
+// If, on the other hand, chroma center is in (0.0, 0.5) (common
+// for e.g. MPEG-4), the figure changes to:
+//
+// X X
+// *
+// X X
+//
+// In other words, (0.0, 0.0) means that the chroma sample is exactly
+// co-sited on top of the top-left luma sample. Note, however, that
+// this is _not_ 0.5 texels to the left, since the OpenGL's texel center
+// is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
+// define a square where chroma position (0.0, 0.0) is in texel position
+// (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
+// (the outer border shows the borders of the texel itself, ie. from
+// (0, 0) to (1, 1)):
+//
+// ---------
+// | |
+// | X---X |
+// | | * | |
+// | X---X |
+// | |
+// ---------
+//
+// Also note that if we have no subsampling, the square will have zero
+// area and the chroma position does not matter at all.
+float compute_chroma_offset(float pos, unsigned subsampling_factor, unsigned resolution)
+{
+ float local_chroma_pos = (0.5 + pos * (subsampling_factor - 1)) / subsampling_factor;
+ return (0.5 - local_chroma_pos) / resolution;
+}
+
+} // namespace
+
YCbCrInput::YCbCrInput(const ImageFormat &image_format,
const YCbCrFormat &ycbcr_format,
unsigned width, unsigned height)
heights[1] = height / ycbcr_format.chroma_subsampling_y;
heights[2] = height / ycbcr_format.chroma_subsampling_y;
+ pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
+
register_int("needs_mipmaps", &needs_mipmaps);
}
scale[0], scale[1], scale[2]);
frag_shader += buf;
- // OpenGL has texel center in (0.5, 0.5), but different formats have
- // chroma in various other places. If luma samples are X, the chroma
- // sample is *, and subsampling is 3x3, the situation with chroma
- // center in (0.5, 0.5) looks approximately like this:
- //
- // X X
- // *
- // X X
- //
- // If, on the other hand, chroma center is in (0.0, 0.5) (common
- // for e.g. MPEG-4), the figure changes to:
- //
- // X X
- // *
- // X X
- //
- // In other words, (0.0, 0.0) means that the chroma sample is exactly
- // co-sited on top of the top-left luma sample. Note, however, that
- // this is _not_ 0.5 texels to the left, since the OpenGL's texel center
- // is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
- // define a square where chroma position (0.0, 0.0) is in texel position
- // (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
- // (the outer border shows the borders of the texel itself, ie. from
- // (0, 0) to (1, 1)):
- //
- // ---------
- // | |
- // | X---X |
- // | | * | |
- // | X---X |
- // | |
- // ---------
- //
- // Also note that if we have no subsampling, the square will have zero
- // area and the chroma position does not matter at all.
- float chroma_x_local_position =
- (0.5 + ycbcr_format.chroma_x_position * (ycbcr_format.chroma_subsampling_x - 1)) /
- ycbcr_format.chroma_subsampling_x;
- float chroma_y_local_position =
- (0.5 + ycbcr_format.chroma_y_position * (ycbcr_format.chroma_subsampling_y - 1)) /
- ycbcr_format.chroma_subsampling_y;
-
- float chroma_offset_x = (0.5f - chroma_x_local_position) / widths[1];
- float chroma_offset_y = (0.5f - chroma_y_local_position) / heights[1];
- sprintf(buf, "const vec2 PREFIX(chroma_offset) = vec2(%.8f, %.8f);\n",
- chroma_offset_x, chroma_offset_y);
+ float cb_offset_x = compute_chroma_offset(
+ ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
+ float cb_offset_y = compute_chroma_offset(
+ ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
+ sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
+ cb_offset_x, cb_offset_y);
+ frag_shader += buf;
+
+ float cr_offset_x = compute_chroma_offset(
+ ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
+ float cr_offset_y = compute_chroma_offset(
+ ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
+ sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
+ cr_offset_x, cr_offset_y);
frag_shader += buf;
frag_shader += read_file("ycbcr_input.frag");