type(type),
width(width),
height(height),
- resource_pool(NULL)
+ resource_pool(nullptr)
{
pbos[0] = pbos[1] = pbos[2] = 0;
texture_num[0] = texture_num[1] = texture_num[2] = 0;
set_width(width);
set_height(height);
- pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
+ pixel_data[0] = pixel_data[1] = pixel_data[2] = nullptr;
owns_texture[0] = owns_texture[1] = owns_texture[2] = false;
register_uniform_sampler2d("tex_y", &uniform_tex_y);
}
register_int("needs_mipmaps", &needs_mipmaps);
+ register_uniform_mat3("inv_ycbcr_matrix", &uniform_ycbcr_matrix);
+ register_uniform_vec3("offset", uniform_offset);
+ register_uniform_vec2("cb_offset", (float *)&uniform_cb_offset);
+ register_uniform_vec2("cr_offset", (float *)&uniform_cr_offset);
}
YCbCrInput::~YCbCrInput()
void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
+ compute_ycbcr_matrix(ycbcr_format, uniform_offset, &uniform_ycbcr_matrix, type);
+
+ uniform_cb_offset.x = compute_chroma_offset(
+ ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
+ uniform_cb_offset.y = compute_chroma_offset(
+ ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
+
+ uniform_cr_offset.x = compute_chroma_offset(
+ ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
+ uniform_cr_offset.y = compute_chroma_offset(
+ ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
+
for (unsigned channel = 0; channel < num_channels; ++channel) {
glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
check_error();
- if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != NULL)) {
+ if (texture_num[channel] == 0 && (pbos[channel] != 0 || pixel_data[channel] != nullptr)) {
GLenum format, internal_format;
if (channel == 0 && ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
if (type == GL_UNSIGNED_INT_2_10_10_10_REV) {
string YCbCrInput::output_fragment_shader()
{
- float offset[3];
- Matrix3d ycbcr_to_rgb;
- compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb, type);
-
string frag_shader;
- frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
- frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
-
- 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]);
- frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
-
- 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]);
- frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
-
if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
frag_shader += "#define Y_CB_CR_SAME_TEXTURE 1\n";
} else if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
- bool cb_cr_offsets_equal =
+ cb_cr_offsets_equal =
(fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6) &&
(fabs(ycbcr_format.cb_y_position - ycbcr_format.cr_y_position) < 1e-6);
char buf[256];
}
frag_shader += read_file("ycbcr_input.frag");
+ frag_shader += "#undef CB_CR_SAME_TEXTURE\n#undef Y_CB_CR_SAME_TEXTURE\n";
return frag_shader;
}
+void YCbCrInput::change_ycbcr_format(const YCbCrFormat &ycbcr_format)
+{
+ if (cb_cr_offsets_equal) {
+ assert((fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6) &&
+ (fabs(ycbcr_format.cb_y_position - ycbcr_format.cr_y_position) < 1e-6));
+ }
+ if (ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED) {
+ assert(ycbcr_format.chroma_subsampling_x == 1);
+ assert(ycbcr_format.chroma_subsampling_y == 1);
+ }
+ this->ycbcr_format = ycbcr_format;
+}
+
void YCbCrInput::invalidate_pixel_data()
{
for (unsigned channel = 0; channel < 3; ++channel) {