#include <jpeglib.h>
#include <unistd.h>
+#include "chroma_subsampler.h"
#include "context.h"
#include "flow.h"
#include "httpd.h"
};
static_assert(std::is_standard_layout<VectorDestinationManager>::value, "");
-vector<uint8_t> encode_jpeg(const uint8_t *y_data, const uint8_t *cbcr_data, unsigned width, unsigned height)
+vector<uint8_t> encode_jpeg(const uint8_t *y_data, const uint8_t *cb_data, const uint8_t *cr_data, unsigned width, unsigned height)
{
VectorDestinationManager dest;
cinfo.CCIR601_sampling = true; // Seems to be mostly ignored by libjpeg, though.
jpeg_start_compress(&cinfo, true);
- // TODO: Subsample on the GPU.
- unique_ptr<uint8_t[]> cbdata(new uint8_t[(width/2) * 8]);
- unique_ptr<uint8_t[]> crdata(new uint8_t[(width/2) * 8]);
JSAMPROW yptr[8], cbptr[8], crptr[8];
JSAMPARRAY data[3] = { yptr, cbptr, crptr };
- for (unsigned yy = 0; yy < 8; ++yy) {
- cbptr[yy] = cbdata.get() + yy * (width / 2);
- crptr[yy] = crdata.get() + yy * (width / 2);
- }
for (unsigned y = 0; y < height; y += 8) {
- uint8_t *cbptr = cbdata.get();
- uint8_t *crptr = crdata.get();
for (unsigned yy = 0; yy < 8; ++yy) {
yptr[yy] = const_cast<JSAMPROW>(&y_data[(height - y - yy - 1) * width]);
- const uint8_t *sptr = &cbcr_data[(height - y - yy - 1) * width * 2];
- for (unsigned x = 0; x < width; x += 2) {
- *cbptr++ = (sptr[0] + sptr[2]) / 2;
- *crptr++ = (sptr[1] + sptr[3]) / 2;
- sptr += 4;
- }
+ cbptr[yy] = const_cast<JSAMPROW>(&cb_data[(height - y - yy - 1) * width/2]);
+ crptr[yy] = const_cast<JSAMPROW>(&cr_data[(height - y - yy - 1) * width/2]);
}
jpeg_write_raw_data(&cinfo, data, /*num_lines=*/8);
ycbcr_convert_chain->finalize();
check_error();
- GLuint input_tex[num_interpolate_slots], gray_tex[num_interpolate_slots];
+ GLuint input_tex[num_interpolate_slots], gray_tex[num_interpolate_slots], cb_tex[num_interpolate_slots], cr_tex[num_interpolate_slots];
glCreateTextures(GL_TEXTURE_2D_ARRAY, 10, input_tex);
glCreateTextures(GL_TEXTURE_2D_ARRAY, 10, gray_tex);
+ glCreateTextures(GL_TEXTURE_2D, 10, cb_tex);
+ glCreateTextures(GL_TEXTURE_2D, 10, cr_tex);
check_error();
constexpr size_t width = 1280, height = 720; // FIXME: adjustable width, height
int levels = find_num_levels(width, height);
check_error();
glTextureStorage3D(gray_tex[i], levels, GL_R8, width, height, 2);
check_error();
+ glTextureStorage2D(cb_tex[i], 1, GL_R8, width / 2, height);
+ check_error();
+ glTextureStorage2D(cr_tex[i], 1, GL_R8, width / 2, height);
+ check_error();
InterpolatedFrameResources resource;
resource.input_tex = input_tex[i];
resource.gray_tex = gray_tex[i];
+ resource.cb_tex = cb_tex[i];
+ resource.cr_tex = cr_tex[i];
glCreateFramebuffers(2, resource.input_fbos);
check_error();
check_error();
- compute_flow.reset(new DISComputeFlow(width, height, operating_point3));
- interpolate.reset(new Interpolate(width, height, operating_point3, /*split_ycbcr_output=*/true));
+ compute_flow.reset(new DISComputeFlow(width, height, operating_point2));
+ interpolate.reset(new Interpolate(width, height, operating_point2, /*split_ycbcr_output=*/true));
+ chroma_subsampler.reset(new ChromaSubsampler);
check_error();
}
// Compute the interpolated frame.
qf.flow_tex = compute_flow->exec(resources.gray_tex, DISComputeFlow::FORWARD_AND_BACKWARD, DISComputeFlow::DO_NOT_RESIZE_FLOW);
check_error();
- tie(qf.output_tex, qf.output2_tex) = interpolate->exec(resources.input_tex, resources.gray_tex, qf.flow_tex, 1280, 720, alpha);
+ tie(qf.output_tex, qf.cbcr_tex) = interpolate->exec(resources.input_tex, resources.gray_tex, qf.flow_tex, 1280, 720, alpha);
check_error();
+ // Subsample and split Cb/Cr.
+ chroma_subsampler->subsample_chroma(qf.cbcr_tex, 1280, 720, resources.cb_tex, resources.cr_tex);
+
// We could have released qf.flow_tex here, but to make sure we don't cause a stall
// when trying to reuse it for the next frame, we can just as well hold on to it
// and release it only when the readback is done.
check_error();
glGetTextureImage(qf.output_tex, 0, GL_RED, GL_UNSIGNED_BYTE, 1280 * 720 * 4, BUFFER_OFFSET(0));
check_error();
- glGetTextureImage(qf.output2_tex, 0, GL_RG, GL_UNSIGNED_BYTE, 1280 * 720 * 3, BUFFER_OFFSET(1280 * 720));
+ glGetTextureImage(resources.cb_tex, 0, GL_RED, GL_UNSIGNED_BYTE, 1280 * 720 * 3, BUFFER_OFFSET(1280 * 720));
+ check_error();
+ glGetTextureImage(resources.cr_tex, 0, GL_RED, GL_UNSIGNED_BYTE, 1280 * 720 * 3 - 640 * 720, BUFFER_OFFSET(1280 * 720 + 640 * 720));
check_error();
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
vector<uint8_t> jpeg = encode_jpeg(
(const uint8_t *)qf.resources.pbo_contents,
(const uint8_t *)qf.resources.pbo_contents + 1280 * 720,
+ (const uint8_t *)qf.resources.pbo_contents + 1280 * 720 + 640 * 720,
1280, 720);
compute_flow->release_texture(qf.flow_tex);
interpolate->release_texture(qf.output_tex);
- interpolate->release_texture(qf.output2_tex);
+ interpolate->release_texture(qf.cbcr_tex);
AVPacket pkt;
av_init_packet(&pkt);