#include <stdio.h>
#include <string.h>
+#include "effect_util.h"
+#include "resource_pool.h"
#include "util.h"
#include "ycbcr_input.h"
using namespace Eigen;
+using namespace std;
+
+namespace movit {
namespace {
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;
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()
-{
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- check_error();
-
- // 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 = true;
- 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;
// Inverting the matrix gives us what we need to go from YCbCr back to RGB.
Matrix3d ycbcr_to_rgb = rgb_to_ycbcr.inverse();
- std::string frag_shader;
+ string frag_shader;
frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
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