this->owns_texture[channel] = false;
}
+ // 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);
+
virtual void inform_added(EffectChain *chain)
{
resource_pool = chain->get_resource_pool();
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];