GLenum type = GL_UNSIGNED_BYTE);
~YCbCrInput();
- virtual std::string effect_type_id() const { return "YCbCrInput"; }
+ std::string effect_type_id() const override { return "YCbCrInput"; }
- virtual bool can_output_linear_gamma() const { return false; }
- virtual AlphaHandling alpha_handling() const { return OUTPUT_BLANK_ALPHA; }
+ bool can_output_linear_gamma() const override { return false; }
+ AlphaHandling alpha_handling() const override { return OUTPUT_BLANK_ALPHA; }
- std::string output_fragment_shader();
+ std::string output_fragment_shader() override;
// Uploads the texture if it has changed since last time.
- void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num) override;
- unsigned get_width() const { return width; }
- unsigned get_height() const { return height; }
- Colorspace get_color_space() const { return image_format.color_space; }
- GammaCurve get_gamma_curve() const { return image_format.gamma_curve; }
- virtual bool can_supply_mipmaps() const { return false; }
+ unsigned get_width() const override { return width; }
+ unsigned get_height() const override { return height; }
+ Colorspace get_color_space() const override { return image_format.color_space; }
+ GammaCurve get_gamma_curve() const override { return image_format.gamma_curve; }
+ bool can_supply_mipmaps() const override { return ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED; }
+ bool is_single_texture() const override { return ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED; }
// Tells the input where to fetch the actual pixel data. Note that if you change
// this data, you must either call set_pixel_data() again (using the same pointer
this->owns_texture[channel] = false;
}
- virtual void inform_added(EffectChain *chain)
+ // You can change the Y'CbCr format freely, also after finalize,
+ // although with one limitation: If Cb and Cr come from the same
+ // texture and their offsets offsets are the same (ie., within 1e-6)
+ // when finalizing, they most continue to be so forever, as this
+ // optimization is compiled into the shader.
+ //
+ // If you change subsampling parameters, you'll need to call
+ // set_width() / set_height() again after this.
+ void change_ycbcr_format(const YCbCrFormat &ycbcr_format);
+
+ void inform_added(EffectChain *chain) override
{
resource_pool = chain->get_resource_pool();
}
- bool set_int(const std::string& key, int value);
+ bool set_int(const std::string& key, int value) override;
private:
// Release the texture in the given channel if we have any, and it is owned by us.
YCbCrFormat ycbcr_format;
GLuint num_channels;
YCbCrInputSplitting ycbcr_input_splitting;
+ int needs_mipmaps; // Only allowed if ycbcr_input_splitting == YCBCR_INPUT_INTERLEAVED.
GLenum type;
GLuint pbos[3], texture_num[3];
GLint uniform_tex_y, uniform_tex_cb, uniform_tex_cr;
+ Eigen::Matrix3d uniform_ycbcr_matrix;
+ float uniform_offset[3];
+ Point2D uniform_cb_offset, uniform_cr_offset;
+ bool cb_cr_offsets_equal;
unsigned width, height, widths[3], heights[3];
const unsigned char *pixel_data[3];