+
+ // For 8-bit non-planar Y'CbCr, we ask the driver to split Y' and Cb/Cr
+ // into separate textures. For 10-bit, the input format (v210)
+ // is complicated enough that we need to interpolate up to 4:4:4,
+ // which we do in a compute shader ourselves. For BGRA, the data
+ // is already 4:4:4:4.
+ frame.interleaved = (pixel_format == bmusb::PixelFormat_8BitYCbCr);
+
+ // Create textures. We don't allocate any data for the second field at this point
+ // (just create the texture state with the samplers), since our default assumed
+ // resolution is progressive.
+ switch (pixel_format) {
+ case bmusb::PixelFormat_8BitYCbCr:
+ glGenTextures(2, userdata[i].tex_y);
+ check_error();
+ glGenTextures(2, userdata[i].tex_cbcr);
+ check_error();
+ break;
+ case bmusb::PixelFormat_10BitYCbCr:
+ glGenTextures(2, userdata[i].tex_v210);
+ check_error();
+ glGenTextures(2, userdata[i].tex_444);
+ check_error();
+ break;
+ case bmusb::PixelFormat_8BitBGRA:
+ glGenTextures(2, userdata[i].tex_rgba);
+ check_error();
+ break;
+ case bmusb::PixelFormat_8BitYCbCrPlanar:
+ glGenTextures(2, userdata[i].tex_y);
+ check_error();
+ glGenTextures(2, userdata[i].tex_cb);
+ check_error();
+ glGenTextures(2, userdata[i].tex_cr);
+ check_error();
+ break;
+ default:
+ assert(false);
+ }
+
+ userdata[i].last_width[0] = width;
+ userdata[i].last_height[0] = height;
+ userdata[i].last_cbcr_width[0] = width / 2;
+ userdata[i].last_cbcr_height[0] = height;
+ userdata[i].last_v210_width[0] = 0;
+
+ userdata[i].last_width[1] = 0;
+ userdata[i].last_height[1] = 0;
+ userdata[i].last_cbcr_width[1] = 0;
+ userdata[i].last_cbcr_height[1] = 0;
+ userdata[i].last_v210_width[1] = 0;
+
+ userdata[i].last_interlaced = false;
+ userdata[i].last_has_signal = false;
+ userdata[i].last_is_connected = false;
+ for (unsigned field = 0; field < 2; ++field) {
+ switch (pixel_format) {
+ case bmusb::PixelFormat_10BitYCbCr: {
+ const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
+
+ // Seemingly we need to set the minification filter even though
+ // shader image loads don't use them, or NVIDIA will just give us
+ // zero back.
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ if (field == 0) {
+ userdata[i].last_v210_width[0] = v210_width;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
+ check_error();
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_444[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
+ check_error();
+ }
+ break;
+ }
+ case bmusb::PixelFormat_8BitYCbCr:
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cbcr[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, width / 2, height, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
+ break;
+ case bmusb::PixelFormat_8BitBGRA:
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_rgba[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ if (global_flags.can_disable_srgb_decoder) { // See the comments in tweaked_inputs.h.
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ } else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, nullptr);
+ }
+ check_error();
+ }
+ break;
+ case bmusb::PixelFormat_8BitYCbCrPlanar:
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cb[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width / 2, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
+
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_cr[field]);
+ check_error();
+ set_clamp_to_edge();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width / 2, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
+ break;
+ default:
+ assert(false);
+ }
+ }
+