8 #include "effect_util.h"
9 #include "resource_pool.h"
12 #include "ycbcr_input.h"
14 using namespace Eigen;
19 YCbCrInput::YCbCrInput(const ImageFormat &image_format,
20 const YCbCrFormat &ycbcr_format,
21 unsigned width, unsigned height,
22 YCbCrInputSplitting ycbcr_input_splitting)
23 : image_format(image_format),
24 ycbcr_format(ycbcr_format),
25 ycbcr_input_splitting(ycbcr_input_splitting),
30 pbos[0] = pbos[1] = pbos[2] = 0;
31 texture_num[0] = texture_num[1] = texture_num[2] = 0;
33 assert(width % ycbcr_format.chroma_subsampling_x == 0);
34 pitch[0] = widths[0] = width;
35 pitch[1] = widths[1] = width / ycbcr_format.chroma_subsampling_x;
36 pitch[2] = widths[2] = width / ycbcr_format.chroma_subsampling_x;
38 assert(height % ycbcr_format.chroma_subsampling_y == 0);
40 heights[1] = height / ycbcr_format.chroma_subsampling_y;
41 heights[2] = height / ycbcr_format.chroma_subsampling_y;
43 pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
45 register_uniform_sampler2d("tex_y", &uniform_tex_y);
47 if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
49 register_uniform_sampler2d("tex_cbcr", &uniform_tex_cb);
51 assert(ycbcr_input_splitting == YCBCR_INPUT_PLANAR);
53 register_uniform_sampler2d("tex_cb", &uniform_tex_cb);
54 register_uniform_sampler2d("tex_cr", &uniform_tex_cr);
58 YCbCrInput::~YCbCrInput()
60 for (unsigned channel = 0; channel < num_channels; ++channel) {
61 if (texture_num[channel] != 0) {
62 resource_pool->release_2d_texture(texture_num[channel]);
67 void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
69 for (unsigned channel = 0; channel < num_channels; ++channel) {
70 glActiveTexture(GL_TEXTURE0 + *sampler_num + channel);
73 if (texture_num[channel] == 0) {
74 GLenum format, internal_format;
75 if (channel == 1 && ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
77 internal_format = GL_RG8;
80 internal_format = GL_R8;
83 // (Re-)upload the texture.
84 texture_num[channel] = resource_pool->create_2d_texture(internal_format, widths[channel], heights[channel]);
85 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
87 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
89 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
91 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
93 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
95 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], format, GL_UNSIGNED_BYTE, pixel_data[channel]);
97 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
99 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
101 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
104 glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
109 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
113 uniform_tex_y = *sampler_num + 0;
114 uniform_tex_cb = *sampler_num + 1;
115 if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
116 uniform_tex_cr = *sampler_num + 2;
119 *sampler_num += num_channels;
122 string YCbCrInput::output_fragment_shader()
125 Matrix3d ycbcr_to_rgb;
126 compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
130 frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
131 frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
133 float cb_offset_x = compute_chroma_offset(
134 ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
135 float cb_offset_y = compute_chroma_offset(
136 ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
137 frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
139 float cr_offset_x = compute_chroma_offset(
140 ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
141 float cr_offset_y = compute_chroma_offset(
142 ycbcr_format.cr_y_position, ycbcr_format.chroma_subsampling_y, heights[2]);
143 frag_shader += output_glsl_vec2("PREFIX(cr_offset)", cr_offset_x, cr_offset_y);
145 if (ycbcr_input_splitting == YCBCR_INPUT_SPLIT_Y_AND_CBCR) {
147 snprintf(buf, sizeof(buf), "#define CB_CR_SAME_TEXTURE 1\n#define CB_CR_OFFSETS_EQUAL %d\n",
148 (fabs(ycbcr_format.cb_x_position - ycbcr_format.cr_x_position) < 1e-6));
151 frag_shader += "#define CB_CR_SAME_TEXTURE 0\n";
154 frag_shader += read_file("ycbcr_input.frag");
158 void YCbCrInput::invalidate_pixel_data()
160 for (unsigned channel = 0; channel < 3; ++channel) {
161 if (texture_num[channel] != 0) {
162 resource_pool->release_2d_texture(texture_num[channel]);
163 texture_num[channel] = 0;
168 bool YCbCrInput::set_int(const std::string& key, int value)
170 if (key == "needs_mipmaps") {
171 // We currently do not support this.
174 return Effect::set_int(key, value);