#include "ref_counted_gl_sync.h"
+class ChromaSubsampler;
class DISComputeFlow;
class Interpolate;
class Mux;
struct InterpolatedFrameResources {
GLuint input_tex; // Layered (contains both input frames).
GLuint gray_tex; // Same.
+ GLuint cb_tex, cr_tex;
GLuint input_fbos[2]; // For rendering to the two layers of input_tex.
GLuint pbo; // For reading the data back.
void *pbo_contents; // Persistently mapped.
float alpha;
InterpolatedFrameResources resources;
RefCountedGLsync fence; // Set when the interpolated image is read back to the CPU.
- GLuint flow_tex, output_tex; // Released in the receiving thread; not really used for anything else.
+ GLuint flow_tex, output_tex, cbcr_tex; // Released in the receiving thread; not really used for anything else.
};
std::deque<QueuedFrame> frame_queue; // Under <queue_lock>.
std::mutex queue_lock;
// Effectively only converts from 4:2:2 to 4:4:4.
// TODO: Have a separate version with ResampleEffect, for scaling?
- std::unique_ptr<movit::EffectChain> ycbcr_convert_chain;
+ std::unique_ptr<movit::EffectChain> ycbcr_planar_convert_chain;
+ std::unique_ptr<movit::EffectChain> ycbcr_semiplanar_convert_chain;
- movit::YCbCrInput *ycbcr_input;
+ movit::YCbCrInput *ycbcr_planar_input;
+ movit::YCbCrInput *ycbcr_semiplanar_input;
movit::YCbCrFormat ycbcr_format;
// Frame interpolation.
std::unique_ptr<DISComputeFlow> compute_flow;
std::unique_ptr<Interpolate> interpolate;
+ std::unique_ptr<ChromaSubsampler> chroma_subsampler;
};
#endif // !defined(_VIDEO_STREAM_H)