X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=ycbcr_input.cpp;fp=ycbcr_input.cpp;h=7f58f3fa019d66fa6ac95115f0985463786e85d0;hp=ed1f5694faa65e0567116b9977cb71cc78175eaa;hb=ae634b4c9fd1a8275b36458862ada71a44063108;hpb=8bb071c7d0f0b03ffd15b3919f4e6afded57d1ea diff --git a/ycbcr_input.cpp b/ycbcr_input.cpp index ed1f569..7f58f3f 100644 --- a/ycbcr_input.cpp +++ b/ycbcr_input.cpp @@ -18,9 +18,11 @@ namespace movit { 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) @@ -41,13 +43,21 @@ YCbCrInput::YCbCrInput(const ImageFormat &image_format, 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]); } @@ -56,13 +66,22 @@ YCbCrInput::~YCbCrInput() 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); @@ -73,7 +92,7 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns 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(); @@ -93,9 +112,11 @@ void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, uns // 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() @@ -121,6 +142,15 @@ 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; }