#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();