--- /dev/null
+#include <epoxy/gl.h>
+
+#include "deinterlace_effect.h"
+#include "util.h"
+
+using namespace std;
+
+namespace movit {
+
+DeinterlaceEffect::DeinterlaceEffect()
+ : enable_spatial_interlacing_check(true),
+ current_field_position(TOP),
+ num_lines(1080)
+{
+ register_int("enable_spatial_interlacing_check", (int *)&enable_spatial_interlacing_check);
+ register_int("current_field_position", (int *)¤t_field_position);
+ register_uniform_float("num_lines", &num_lines);
+ register_uniform_float("inv_width", &inv_width);
+ register_uniform_float("self_offset", &self_offset);
+ register_uniform_float_array("current_offset", current_offset, 2);
+ register_uniform_float_array("other_offset", other_offset, 3);
+}
+
+string DeinterlaceEffect::output_fragment_shader()
+{
+ char buf[256];
+ snprintf(buf, sizeof(buf), "#define YADIF_ENABLE_SPATIAL_INTERLACING_CHECK %d\n",
+ enable_spatial_interlacing_check);
+ string frag_shader = buf;
+
+ frag_shader += read_file("deinterlace_effect.frag");
+ return frag_shader;
+}
+
+void DeinterlaceEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
+{
+ assert(input_num >= 0 && input_num < 5);
+ widths[input_num] = width;
+ heights[input_num] = height;
+ num_lines = height * 2;
+}
+
+void DeinterlaceEffect::get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const
+{
+ assert(widths[0] == widths[1]);
+ assert(widths[1] == widths[2]);
+ assert(widths[2] == widths[3]);
+ assert(widths[3] == widths[4]);
+ assert(heights[0] == heights[1]);
+ assert(heights[1] == heights[2]);
+ assert(heights[2] == heights[3]);
+ assert(heights[3] == heights[4]);
+ *width = *virtual_width = widths[0];
+ *height = *virtual_height = heights[0] * 2;
+}
+
+void DeinterlaceEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ inv_width = 1.0 / widths[0];
+
+ // Texel centers: t = output texel center for top field, b = for bottom field,
+ // x = the input texel. (The same area is two pixels for output, one for input;
+ // thus the stippled line in the middle.)
+ //
+ // +---------+
+ // | |
+ // | t |
+ // | |
+ // | - -x- - |
+ // | |
+ // | b |
+ // | |
+ // +---------+
+ //
+ // Note as usual OpenGL's bottom-left convention.
+ if (current_field_position == 0) {
+ // Top.
+ self_offset = -0.5 / num_lines;
+ } else {
+ // Bottom.
+ assert(current_field_position == 1);
+ self_offset = 0.5 / num_lines;
+ }
+
+ // Having now established where the texels lie for the uninterpolated samples,
+ // we can use that to figure out where to sample for the interpolation. Drawing
+ // the fields as what lines they represent, here for three-pixel high fields
+ // with current_field_position == 0 (plus an āoā to mark the pixel we're trying
+ // to interpolate, and ācā for corresponding texel in the other field):
+ //
+ // Prev Cur Next
+ // x
+ // x x
+ // x
+ // c o c
+ // x
+ // x x
+ //
+ // Obviously, for sampling in the current field, we are one half-texel off
+ // compared to <self_offset>, so sampling in the current field is easy:
+ current_offset[0] = self_offset - 0.5 / heights[0];
+ current_offset[1] = self_offset + 0.5 / heights[0];
+
+ // Now to find the texel in the other fields corresponding to the pixel
+ // we're trying to interpolate, let's realign the diagram above:
+ //
+ // Prev Cur Next
+ // x x x
+ //
+ // c x c
+ // o
+ // x x x
+ //
+ // So obviously for this case, we need to center on the same place as
+ // current_offset[1] (the texel directly above the o; note again the
+ // bottom-left convention). For the case of current_field_position == 1,
+ // the shift in the alignment goes the other way, and what we want
+ // is current_offset[0] (the texel directly below the o).
+ float center_offset = current_offset[1 - current_field_position];
+ other_offset[0] = center_offset - 1.0 / heights[0];
+ other_offset[1] = center_offset;
+ other_offset[2] = center_offset + 1.0 / heights[0];
+}
+
+} // namespace movit