]> git.sesse.net Git - nageru/blobdiff - chroma_subsampler.cpp
Add UYVY support to ChromaSubsampler.
[nageru] / chroma_subsampler.cpp
index b75facd9ce7c50f323f7e508b3141d5f65616a64..a3360058e60b494fa53a045dd731dadbf3fd4964 100644 (file)
@@ -12,6 +12,8 @@ using namespace std;
 ChromaSubsampler::ChromaSubsampler(ResourcePool *resource_pool)
        : resource_pool(resource_pool)
 {
+       vector<string> frag_shader_outputs;
+
        // Set up stuff for NV12 conversion.
        //
        // Note: Due to the horizontally co-sited chroma/luma samples in H.264
@@ -96,30 +98,86 @@ ChromaSubsampler::ChromaSubsampler(ResourcePool *resource_pool)
                "void main() { \n"
                "    FragColor = 0.5 * (texture(cbcr_tex, tc0) + texture(cbcr_tex, tc1)); \n"
                "} \n";
-       vector<string> frag_shader_outputs;
        cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
        check_error();
 
-       float vertices[] = {
-               0.0f, 2.0f,
-               0.0f, 0.0f,
-               2.0f, 0.0f
-       };
-       cbcr_vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
-       check_error();
        cbcr_texture_sampler_uniform = glGetUniformLocation(cbcr_program_num, "cbcr_tex");
        check_error();
        cbcr_position_attribute_index = glGetAttribLocation(cbcr_program_num, "position");
        check_error();
        cbcr_texcoord_attribute_index = glGetAttribLocation(cbcr_program_num, "texcoord");
        check_error();
+
+       // Same, for UYVY conversion.
+       string uyvy_vert_shader =
+               "#version 130 \n"
+               " \n"
+               "in vec2 position; \n"
+               "in vec2 texcoord; \n"
+               "out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
+               "uniform vec2 foo_luma_offset_0; \n"
+               "uniform vec2 foo_luma_offset_1; \n"
+               "uniform vec2 foo_chroma_offset_0; \n"
+               "uniform vec2 foo_chroma_offset_1; \n"
+               " \n"
+               "void main() \n"
+               "{ \n"
+               "    // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
+               "    // \n"
+               "    //   2.000  0.000  0.000 -1.000 \n"
+               "    //   0.000  2.000  0.000 -1.000 \n"
+               "    //   0.000  0.000 -2.000 -1.000 \n"
+               "    //   0.000  0.000  0.000  1.000 \n"
+               "    gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
+               "    vec2 flipped_tc = texcoord; \n"
+               "    y_tc0 = flipped_tc + foo_luma_offset_0; \n"
+               "    y_tc1 = flipped_tc + foo_luma_offset_1; \n"
+               "    cbcr_tc0 = flipped_tc + foo_chroma_offset_0; \n"
+               "    cbcr_tc1 = flipped_tc + foo_chroma_offset_1; \n"
+               "} \n";
+       string uyvy_frag_shader =
+               "#version 130 \n"
+               "in vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; \n"
+               "uniform sampler2D y_tex, cbcr_tex; \n"
+               "out vec4 FragColor; \n"
+               "void main() { \n"
+               "    float y0 = texture(y_tex, y_tc0).r; \n"
+               "    float y1 = texture(y_tex, y_tc1).r; \n"
+               "    vec2 cbcr0 = texture(cbcr_tex, cbcr_tc0).rg; \n"
+               "    vec2 cbcr1 = texture(cbcr_tex, cbcr_tc1).rg; \n"
+               "    vec2 cbcr = 0.5 * (cbcr0 + cbcr1); \n"
+               "    FragColor = vec4(cbcr.g, y0, cbcr.r, y1); \n"  // FIXME: swap y0 and y1?
+               "} \n";
+
+       uyvy_program_num = resource_pool->compile_glsl_program(uyvy_vert_shader, uyvy_frag_shader, frag_shader_outputs);
+       check_error();
+
+       uyvy_y_texture_sampler_uniform = glGetUniformLocation(uyvy_program_num, "y_tex");
+       check_error();
+       uyvy_cbcr_texture_sampler_uniform = glGetUniformLocation(uyvy_program_num, "cbcr_tex");
+       check_error();
+       uyvy_position_attribute_index = glGetAttribLocation(uyvy_program_num, "position");
+       check_error();
+       uyvy_texcoord_attribute_index = glGetAttribLocation(uyvy_program_num, "texcoord");
+       check_error();
+
+       // Shared between the two.
+       float vertices[] = {
+               0.0f, 2.0f,
+               0.0f, 0.0f,
+               2.0f, 0.0f
+       };
+       vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
+       check_error();
 }
 
 ChromaSubsampler::~ChromaSubsampler()
 {
        resource_pool->release_glsl_program(cbcr_program_num);
        check_error();
-       glDeleteBuffers(1, &cbcr_vbo);
+       resource_pool->release_glsl_program(uyvy_program_num);
+       check_error();
+       glDeleteBuffers(1, &vbo);
        check_error();
 }
 
@@ -159,7 +217,7 @@ void ChromaSubsampler::subsample_chroma(GLuint cbcr_tex, unsigned width, unsigne
 
        glUniform1i(cbcr_texture_sampler_uniform, 0);
 
-       glBindBuffer(GL_ARRAY_BUFFER, cbcr_vbo);
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
        check_error();
 
        for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
@@ -186,3 +244,87 @@ void ChromaSubsampler::subsample_chroma(GLuint cbcr_tex, unsigned width, unsigne
        glDeleteVertexArrays(1, &vao);
        check_error();
 }
+
+void ChromaSubsampler::create_uyvy(GLuint y_tex, GLuint cbcr_tex, unsigned width, unsigned height, GLuint dst_tex)
+{
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+
+       glBindVertexArray(vao);
+       check_error();
+
+       GLuint fbo = resource_pool->create_fbo(dst_tex);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+       glViewport(0, 0, width/2, height);
+       check_error();
+
+       glUseProgram(uyvy_program_num);
+       check_error();
+
+       glUniform1i(uyvy_y_texture_sampler_uniform, 0);
+       check_error();
+       glUniform1i(uyvy_cbcr_texture_sampler_uniform, 1);
+       check_error();
+
+       glActiveTexture(GL_TEXTURE0);
+       check_error();
+       glBindTexture(GL_TEXTURE_2D, y_tex);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       check_error();
+
+       glActiveTexture(GL_TEXTURE1);
+       check_error();
+       glBindTexture(GL_TEXTURE_2D, cbcr_tex);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       check_error();
+
+       float y_offset_0[] = { -0.5f / width, 0.0f };
+       float y_offset_1[] = {  0.5f / width, 0.0f };
+       float cbcr_offset0[] = { -1.0f / width, 0.0f };
+       float cbcr_offset1[] = { -0.0f / width, 0.0f };
+       set_uniform_vec2(uyvy_program_num, "foo", "luma_offset_0", y_offset_0);
+       set_uniform_vec2(uyvy_program_num, "foo", "luma_offset_1", y_offset_1);
+       set_uniform_vec2(uyvy_program_num, "foo", "chroma_offset_0", cbcr_offset0);
+       set_uniform_vec2(uyvy_program_num, "foo", "chroma_offset_1", cbcr_offset1);
+
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       check_error();
+
+       for (GLint attr_index : { uyvy_position_attribute_index, uyvy_texcoord_attribute_index }) {
+               if (attr_index == -1) continue;
+               glEnableVertexAttribArray(attr_index);
+               check_error();
+               glVertexAttribPointer(attr_index, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+               check_error();
+       }
+
+       glDrawArrays(GL_TRIANGLES, 0, 3);
+       check_error();
+
+       for (GLint attr_index : { uyvy_position_attribute_index, uyvy_texcoord_attribute_index }) {
+               if (attr_index == -1) continue;
+               glDisableVertexAttribArray(attr_index);
+               check_error();
+       }
+
+       glActiveTexture(GL_TEXTURE0);
+       check_error();
+       glUseProgram(0);
+       check_error();
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       check_error();
+
+       resource_pool->release_fbo(fbo);
+       glDeleteVertexArrays(1, &vao);
+}