YCbCrInput::YCbCrInput(const ImageFormat &image_format,
const YCbCrFormat &ycbcr_format,
- unsigned width, unsigned height)
+ unsigned width, unsigned height,
+ YCbCrInputSplitting ycbcr_input_splitting)
: image_format(image_format),
ycbcr_format(ycbcr_format),
+ ycbcr_input_splitting(ycbcr_input_splitting),
width(width),
height(height),
resource_pool(NULL)
pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
register_uniform_sampler2d("tex_y", &uniform_tex_y);
- register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
- register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
+
+ if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+ num_channels = 2;
+ register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
+ } else {
+ assert(ycbcr_input_splitting == YCBCR_INPUT_PLANAR);
+ num_channels = 3;
+ register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
+ register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
+ }
}
YCbCrInput::~YCbCrInput()
{
- for (unsigned channel = 0; channel < 3; ++channel) {
+ for (unsigned channel = 0; channel < num_channels; ++channel) {
if (texture_num[channel] != 0) {
resource_pool->release_2d_texture(texture_num[channel]);
}
void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
- for (unsigned channel = 0; channel < 3; ++channel) {
+ for (unsigned channel = 0; channel < num_channels; ++channel) {
glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
check_error();
if (texture_num[channel] == 0) {
+ GLenum format, internal_format;
+ if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
+ format = GL_RG;
+ internal_format = GL_RG8;
+ } else {
+ format = GL_RED;
+ internal_format = GL_R8;
+ }
+
// (Re-)upload the texture.
- texture_num[channel] = resource_pool->create_2d_texture(GL_R8, widths[channel], heights[channel]);
+ texture_num[channel] = resource_pool->create_2d_texture(internal_format, 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();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, GL_UNSIGNED_BYTE, pixel_data[channel]);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
check_error();
// Bind samplers.
uniform_tex_y = *sampler_num + 0;
uniform_tex_cb = *sampler_num + 1;
- uniform_tex_cr = *sampler_num + 2;
+ if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
+ uniform_tex_cr = *sampler_num + 2;
+ }
- *sampler_num += 3;
+ *sampler_num += num_channels;
}
string YCbCrInput::output_fragment_shader()
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_SPLIT_Y_AND_CBCR) {
+ char buf[256];
+ snprintf(buf, sizeof(buf), "#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
+ (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
+ frag_shader += buf;
+ } else {
+ frag_shader += "#define CB_CR_SAME_TEXTURE 0\n";
+ }
+
frag_shader += read_file("ycbcr_input.frag");
return frag_shader;
}