/
ycbcr_input.cpp
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/
ycbcr_input.cpp
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#include <Eigen/Core>
#include <Eigen/LU>
#include <epoxy/gl.h>
#include <assert.h>
#include <stdio.h>
#include <string.h>
#include "effect_util.h"
#include "resource_pool.h"
#include "util.h"
#include "ycbcr.h"
#include "ycbcr_input.h"
using namespace Eigen;
using namespace std;
namespace movit {
YCbCrInput::YCbCrInput(const ImageFormat &image_format,
const YCbCrFormat &ycbcr_format,
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)
{
pbos[0] = pbos[1] = pbos[2] = 0;
texture_num[0] = texture_num[1] = texture_num[2] = 0;
set_width(width);
set_height(height);
pixel_data[0] = pixel_data[1] = pixel_data[2] = NULL;
owns_texture[0] = owns_texture[1] = owns_texture[2] = false;
register_uniform_sampler2d("tex_y", &uniform_tex_y);
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 < num_channels; ++channel) {
possibly_release_texture(channel);
}
}
void YCbCrInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
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(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);
check_error();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbos[channel]);
check_error();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
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();
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();
owns_texture[channel] = true;
} else {
glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
check_error();
}
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();
// Bind samplers.
uniform_tex_y = *sampler_num + 0;
uniform_tex_cb = *sampler_num + 1;
if (ycbcr_input_splitting == YCBCR_INPUT_PLANAR) {
uniform_tex_cr = *sampler_num + 2;
}
*sampler_num += num_channels;
}
string YCbCrInput::output_fragment_shader()
{
float offset[3];
Matrix3d ycbcr_to_rgb;
compute_ycbcr_matrix(ycbcr_format, offset, &ycbcr_to_rgb);
string frag_shader;
frag_shader = output_glsl_mat3("PREFIX(inv_ycbcr_matrix)", ycbcr_to_rgb);
frag_shader += output_glsl_vec3("PREFIX(offset)", offset[0], offset[1], offset[2]);
float cb_offset_x = compute_chroma_offset(
ycbcr_format.cb_x_position, ycbcr_format.chroma_subsampling_x, widths[1]);
float cb_offset_y = compute_chroma_offset(
ycbcr_format.cb_y_position, ycbcr_format.chroma_subsampling_y, heights[1]);
frag_shader += output_glsl_vec2("PREFIX(cb_offset)", cb_offset_x, cb_offset_y);
float cr_offset_x = compute_chroma_offset(
ycbcr_format.cr_x_position, ycbcr_format.chroma_subsampling_x, widths[2]);
float cr_offset_y = compute_chroma_offset(
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;
}
void YCbCrInput::invalidate_pixel_data()
{
for (unsigned channel = 0; channel < 3; ++channel) {
possibly_release_texture(channel);
}
}
bool YCbCrInput::set_int(const std::string& key, int value)
{
if (key == "needs_mipmaps") {
// We currently do not support this.
return (value == 0);
}
return Effect::set_int(key, value);
}
void YCbCrInput::possibly_release_texture(unsigned channel)
{
if (texture_num[channel] != 0 && owns_texture[channel]) {
resource_pool->release_2d_texture(texture_num[channel]);
texture_num[channel] = 0;
owns_texture[channel] = false;
}
}
} // namespace movit