-#include <string.h>
+#include <Eigen/Core>
+#include <Eigen/LU>
+#include <GL/glew.h>
#include <assert.h>
+#include <stdio.h>
+#include <string.h>
-#include "ycbcr_input.h"
+#include "effect_util.h"
+#include "resource_pool.h"
#include "util.h"
-#include "opengl.h"
+#include "ycbcr_input.h"
+
+using namespace Eigen;
+using namespace std;
+
+namespace movit {
+
+namespace {
+
+// OpenGL has texel center in (0.5, 0.5), but different formats have
+// chroma in various other places. If luma samples are X, the chroma
+// sample is *, and subsampling is 3x3, the situation with chroma
+// center in (0.5, 0.5) looks approximately like this:
+//
+// X X
+// *
+// X X
+//
+// If, on the other hand, chroma center is in (0.0, 0.5) (common
+// for e.g. MPEG-4), the figure changes to:
+//
+// X X
+// *
+// X X
+//
+// In other words, (0.0, 0.0) means that the chroma sample is exactly
+// co-sited on top of the top-left luma sample. Note, however, that
+// this is _not_ 0.5 texels to the left, since the OpenGL's texel center
+// is in (0.5, 0.5); it is in (0.25, 0.25). In a sense, the four luma samples
+// define a square where chroma position (0.0, 0.0) is in texel position
+// (0.25, 0.25) and chroma position (1.0, 1.0) is in texel position (0.75, 0.75)
+// (the outer border shows the borders of the texel itself, ie. from
+// (0, 0) to (1, 1)):
+//
+// ---------
+// | |
+// | X---X |
+// | | * | |
+// | X---X |
+// | |
+// ---------
+//
+// Also note that if we have no subsampling, the square will have zero
+// area and the chroma position does not matter at all.
+float compute_chroma_offset(float pos, unsigned subsampling_factor, unsigned resolution)
+{
+ float local_chroma_pos = (0.5 + pos * (subsampling_factor - 1)) / subsampling_factor;
+ return (0.5 - local_chroma_pos) / resolution;
+}
+
+} // namespace
YCbCrInput::YCbCrInput(const ImageFormat &image_format,
const YCbCrFormat &ycbcr_format,
unsigned width, unsigned height)
: image_format(image_format),
ycbcr_format(ycbcr_format),
- needs_update(false),
- needs_pbo_recreate(false),
- finalized(false),
needs_mipmaps(false),
width(width),
- height(height)
+ height(height),
+ resource_pool(NULL)
{
pbos[0] = pbos[1] = pbos[2] = 0;
texture_num[0] = texture_num[1] = texture_num[2] = 0;
- pitch[0] = pitch[1] = pitch[2] = width;
-
assert(width % ycbcr_format.chroma_subsampling_x == 0);
- widths[0] = width;
- widths[1] = width / ycbcr_format.chroma_subsampling_x;
- widths[2] = width / ycbcr_format.chroma_subsampling_x;
+ pitch[0] = widths[0] = width;
+ pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
+ pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
assert(height % ycbcr_format.chroma_subsampling_y == 0);
heights[0] = height;
heights[1] = height / ycbcr_format.chroma_subsampling_y;
heights[2] = height / ycbcr_format.chroma_subsampling_y;
+ pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
+
register_int("needs_mipmaps", &needs_mipmaps);
}
YCbCrInput::~YCbCrInput()
{
- if (pbos[0] != 0) {
- glDeleteBuffers(3, pbos);
- check_error();
- }
- if (texture_num[0] != 0) {
- glDeleteTextures(3, texture_num);
- check_error();
- }
-}
-
-void YCbCrInput::finalize()
-{
- // Create PBOs to hold the textures holding the input image, and then the texture itself.
- glGenBuffers(3, pbos);
- check_error();
- glGenTextures(3, texture_num);
- check_error();
-
for (unsigned channel = 0; channel < 3; ++channel) {
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
- check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
-
- glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, widths[channel], heights[channel], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- check_error();
+ if (texture_num[channel] != 0) {
+ resource_pool->release_2d_texture(texture_num[channel]);
+ }
}
-
- needs_update = false;
- finalized = true;
}
-
-void YCbCrInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+
+void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
for (unsigned channel = 0; channel < 3; ++channel) {
glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
check_error();
- glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
- check_error();
- if (needs_update || needs_pbo_recreate) {
- // Copy the pixel data into the PBO.
+ if (texture_num[channel] == 0) {
+ // (Re-)upload the texture.
+ texture_num[channel] = resource_pool->create_2d_texture(GL_R8, widths[channel], heights[channel]);
+ glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
check_error();
-
- if (needs_pbo_recreate) {
- // The pitch has changed; we need to reallocate this PBO.
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch[channel] * heights[channel], NULL, GL_STREAM_DRAW);
- check_error();
- }
-
- void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memcpy(mapped_pbo, pixel_data[channel], pitch[channel] * heights[channel]);
-
- glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
check_error();
-
- // Re-upload the texture from the PBO.
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
check_error();
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
check_error();
}
}
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
// Bind samplers.
set_uniform_int(glsl_program_num, prefix, "tex_y", *sampler_num + 0);
set_uniform_int(glsl_program_num, prefix, "tex_cb", *sampler_num + 1);
set_uniform_int(glsl_program_num, prefix, "tex_cr", *sampler_num + 2);
*sampler_num += 3;
- needs_update = false;
- needs_pbo_recreate = false;
}
-std::string YCbCrInput::output_fragment_shader()
+string YCbCrInput::output_fragment_shader()
{
float coeff[3], offset[3], scale[3];
coeff[1] = 0.7152;
coeff[2] = 0.0722;
break;
+
+ case YCBCR_REC_2020:
+ // Rec. 2020, page 4.
+ coeff[0] = 0.2627;
+ coeff[1] = 0.6780;
+ coeff[2] = 0.0593;
+ break;
+
default:
assert(false);
}
scale[1] = 1.0;
scale[2] = 1.0;
} else {
- // Rec. 601, page 4; Rec. 709, page 19.
+ // Rec. 601, page 4; Rec. 709, page 19; Rec. 2020, page 4.
offset[0] = 16.0 / 255.0;
offset[1] = 128.0 / 255.0;
offset[2] = 128.0 / 255.0;
}
// Matrix to convert RGB to YCbCr. See e.g. Rec. 601.
- Matrix3x3 rgb_to_ycbcr;
- rgb_to_ycbcr[0] = coeff[0];
- rgb_to_ycbcr[3] = coeff[1];
- rgb_to_ycbcr[6] = coeff[2];
+ Matrix3d rgb_to_ycbcr;
+ rgb_to_ycbcr(0,0) = coeff[0];
+ rgb_to_ycbcr(0,1) = coeff[1];
+ rgb_to_ycbcr(0,2) = coeff[2];
float cb_fac = (224.0 / 219.0) / (coeff[0] + coeff[1] + 1.0f - coeff[2]);
- rgb_to_ycbcr[1] = -coeff[0] * cb_fac;
- rgb_to_ycbcr[4] = -coeff[1] * cb_fac;
- rgb_to_ycbcr[7] = (1.0f - coeff[2]) * cb_fac;
+ rgb_to_ycbcr(1,0) = -coeff[0] * cb_fac;
+ rgb_to_ycbcr(1,1) = -coeff[1] * cb_fac;
+ rgb_to_ycbcr(1,2) = (1.0f - coeff[2]) * cb_fac;
float cr_fac = (224.0 / 219.0) / (1.0f - coeff[0] + coeff[1] + coeff[2]);
- rgb_to_ycbcr[2] = (1.0f - coeff[0]) * cr_fac;
- rgb_to_ycbcr[5] = -coeff[1] * cr_fac;
- rgb_to_ycbcr[8] = -coeff[2] * cr_fac;
+ rgb_to_ycbcr(2,0) = (1.0f - coeff[0]) * cr_fac;
+ rgb_to_ycbcr(2,1) = -coeff[1] * cr_fac;
+ rgb_to_ycbcr(2,2) = -coeff[2] * cr_fac;
// Inverting the matrix gives us what we need to go from YCbCr back to RGB.
- Matrix3x3 ycbcr_to_rgb;
- invert_3x3_matrix(rgb_to_ycbcr, ycbcr_to_rgb);
-
- std::string frag_shader;
-
- char buf[1024];
- sprintf(buf,
- "const mat3 PREFIX(inv_ycbcr_matrix) = mat3(\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f);\n",
- ycbcr_to_rgb[0], ycbcr_to_rgb[1], ycbcr_to_rgb[2],
- ycbcr_to_rgb[3], ycbcr_to_rgb[4], ycbcr_to_rgb[5],
- ycbcr_to_rgb[6], ycbcr_to_rgb[7], ycbcr_to_rgb[8]);
- frag_shader = buf;
+ Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
+
+ string frag_shader;
+
+ frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
+ char buf[256];
sprintf(buf, "const vec3 PREFIX(offset) = vec3(%.8f, %.8f, %.8f);\n",
offset[0], offset[1], offset[2]);
frag_shader += buf;
scale[0], scale[1], scale[2]);
frag_shader += buf;
- // OpenGL has texel center in (0.5, 0.5), but different formats have
- // chroma in various other places. If luma samples are X, the chroma
- // sample is *, and subsampling is 3x3, the situation with chroma
- // center in (0.5, 0.5) looks approximately like this:
- //
- // X X
- // *
- // X X
- //
- // If, on the other hand, chroma center is in (0.0, 0.5) (common
- // for e.g. MPEG-4), the figure changes to:
- //
- // X X
- // *
- // X X
- //
- // Obviously, the chroma plane here needs to be moved to the left,
- // which means _adding_ 0.5 to the texture coordinates when sampling
- // chroma.
- float chroma_offset_x = (0.5f - ycbcr_format.chroma_x_position) / widths[1];
- float chroma_offset_y = (0.5f - ycbcr_format.chroma_y_position) / heights[1];
- sprintf(buf, "const vec2 PREFIX(chroma_offset) = vec2(%.8f, %.8f);\n",
- chroma_offset_x, chroma_offset_y);
+ 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]);
+ sprintf(buf, "const vec2 PREFIX(cb_offset) = vec2(%.8f, %.8f);\n",
+ cb_offset_x, cb_offset_y);
+ frag_shader += buf;
+
+ 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]);
+ sprintf(buf, "const vec2 PREFIX(cr_offset) = vec2(%.8f, %.8f);\n",
+ cr_offset_x, cr_offset_y);
frag_shader += buf;
frag_shader += read_file("ycbcr_input.frag");
return frag_shader;
}
+
+void YCbCrInput::invalidate_pixel_data()
+{
+ for (unsigned channel = 0; channel < 3; ++channel) {
+ if (texture_num[channel] != 0) {
+ resource_pool->release_2d_texture(texture_num[channel]);
+ texture_num[channel] = 0;
+ }
+ }
+}
+
+} // namespace movit