[745/906] gl: Simplify and optimize YUV conversion shaders a bit

This commit is contained in:
Sebastian Dröge 2013-07-12 14:20:05 +02:00 committed by Matthew Waters
parent d7f69c3d93
commit 01ce41f684
2 changed files with 124 additions and 123 deletions

View file

@ -73,30 +73,33 @@ static void _do_download_draw_yuv_gles2 (GstGLDisplay * display,
/* *INDENT-OFF* */
#define RGB_TO_YUV_COEFFICIENTS \
"const vec3 offset = vec3(0.0625, 0.5, 0.5);\n" \
"const vec3 ycoeff = vec3(0.256816, 0.504154, 0.0979137);\n" \
"const vec3 ucoeff = vec3(-0.148246, -0.29102, 0.439266);\n" \
"const vec3 vcoeff = vec3(0.439271, -0.367833, -0.071438);\n"
#if GST_GL_HAVE_OPENGL
/* YUY2:y2,u,y1,v
UYVY:v,y1,u,y2 */
#if GST_GL_HAVE_OPENGL
static gchar *text_shader_YUY2_UYVY_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
" vec3 rgb1, rgb2;\n"
" float fx,fy,y1,y2,u,v;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n"
" g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n"
" b=texture2DRect(tex,vec2(fx*2.0,fy)).b;\n"
" r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;\n"
" g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;\n"
" b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;\n"
" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y1=0.858885*y1 + 0.0625;\n"
" y2=0.858885*y2 + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" rgb1=texture2DRect(tex,vec2(fx*2.0,fy)).rgb;\n"
" rgb2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).rgb;\n"
" y1=dot(rgb1, ycoeff);\n"
" y2=dot(rgb2, ycoeff);\n"
" u=dot(rgb1, ucoeff);\n"
" v=dot(rgb1, vcoeff);\n"
" y1+=offset.x;\n"
" y2+=offset.x;\n"
" u+=offset.y;\n"
" v+=offset.z;\n"
" gl_FragColor=vec4(%s);\n"
"}\n";
@ -104,22 +107,20 @@ static gchar *text_shader_I420_YV12_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"uniform float w, h;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,r2,b2,g2,y,u,v;\n"
" vec3 rgb1, rgb2;\n"
" float y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" vec2 nxy2=nxy*2.0;\n"
" r=texture2DRect(tex,nxy).r;\n"
" g=texture2DRect(tex,nxy).g;\n"
" b=texture2DRect(tex,nxy).b;\n"
" r2=texture2DRect(tex,nxy2).r;\n"
" g2=texture2DRect(tex,nxy2).g;\n"
" b2=texture2DRect(tex,nxy2).b;\n"
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
" u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;\n"
" v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;\n"
" y=0.858885*y + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" rgb1=texture2DRect(tex,nxy).rgb;\n"
" rgb2=texture2DRect(tex,nxy2).rgb;\n"
" y=dot(rgb1, ycoeff);\n"
" u=dot(rgb2, ucoeff);\n"
" v=dot(rgb2, vcoeff);\n"
" y+=offset.x;\n"
" u+=offset.y;\n"
" v+=offset.z;\n"
" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
@ -128,18 +129,18 @@ static gchar *text_shader_I420_YV12_opengl =
static gchar *text_shader_AYUV_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 rgb;\n"
" float y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" r=texture2DRect(tex,nxy).r;\n"
" g=texture2DRect(tex,nxy).g;\n"
" b=texture2DRect(tex,nxy).b;\n"
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y=0.858885*y + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" rgb=texture2DRect(tex,nxy).rgb;\n"
" y=dot(rgb, ycoeff);\n"
" u=dot(rgb, ucoeff);\n"
" v=dot(rgb, vcoeff);\n"
" y+=offset.x;\n"
" u+=offset.y;\n"
" v+=offset.z;\n"
" gl_FragColor=vec4(y,u,v,1.0);\n"
"}\n";
@ -151,24 +152,22 @@ static gchar *text_shader_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
" vec3 rgb1, rgb2;\n"
" float fx,fy,y1,y2,u,v;\n"
" fx = v_texCoord.x;\n"
" fy = v_texCoord.y;\n"
" r=texture2D(tex,vec2(fx*2.0,fy)).r;\n"
" g=texture2D(tex,vec2(fx*2.0,fy)).g;\n"
" b=texture2D(tex,vec2(fx*2.0,fy)).b;\n"
" r2=texture2D(tex,vec2(fx*2.0+1.0,fy)).r;\n"
" g2=texture2D(tex,vec2(fx*2.0+1.0,fy)).g;\n"
" b2=texture2D(tex,vec2(fx*2.0+1.0,fy)).b;\n"
" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y1=0.858885*y1 + 0.0625;\n"
" y2=0.858885*y2 + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" rgb1=texture2D(tex,vec2(fx*2.0,fy)).rgb;\n"
" rgb2=texture2D(tex,vec2(fx*2.0+1.0,fy)).rgb;\n"
" y1=dot(rgb1, ycoeff);\n"
" y2=dot(rgb2, ycoeff);\n"
" u=dot(rgb1, ucoeff);\n"
" v=dot(rgb1, vcoeff);\n"
" y1+=offset.x;\n"
" y2+=offset.x;\n"
" u+=offset.y;\n"
" v+=offset.z;\n"
" gl_FragColor=vec4(%s);\n"
"}\n";
@ -181,18 +180,18 @@ static gchar *text_shader_AYUV_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 rgb;\n"
" float y,u,v;\n"
" vec2 nxy=v_texCoord.xy;\n"
" r=texture2D(tex,nxy).r;\n"
" g=texture2D(tex,nxy).g;\n"
" b=texture2D(tex,nxy).b;\n"
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y=0.858885*y + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" rgb=texture2D(tex,nxy).rgb;\n"
" y=dot(rgb, ycoeff);\n"
" u=dot(rgb, ucoeff);\n"
" v=dot(rgb, vcoeff);\n"
" y+=offset.x;\n"
" u+=offset.y;\n"
" v+=offset.z;\n"
" gl_FragColor=vec4(1.0,y,u,v);\n"
"}\n";

View file

@ -70,25 +70,31 @@ static void _do_upload_draw_gles2 (GstGLDisplay * display,
/* *INDENT-OFF* */
#define YUV_TO_RGB_COEFFICIENTS \
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
#if GST_GL_HAVE_OPENGL
/* YUY2:r,g,a
UYVY:a,b,r */
static gchar *text_shader_YUY2_UYVY_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex, UVtex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" vec3 yuv;\n"
" float fx, fy, r, g, b;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" y=1.164*(y-0.0627);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r = y+1.5958*v;\n"
" g = y-0.39173*u-0.81290*v;\n"
" b = y+2.017*u;\n"
" yuv.x = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
" yuv.y = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv.z = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
@ -97,36 +103,34 @@ static gchar *text_shader_YUY2_UYVY_opengl =
static gchar *text_shader_I420_YV12_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 yuv;\n"
" float r,g,b;\n"
" vec2 nxy = gl_TexCoord[0].xy;\n"
" y=texture2DRect(Ytex,nxy%s).r;\n"
" u=texture2DRect(Utex,nxy%s).r;\n"
" v=texture2DRect(Vtex,nxy*0.5).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" yuv.x=texture2DRect(Ytex,nxy%s).r;\n"
" yuv.y=texture2DRect(Utex,nxy%s).r;\n"
" yuv.z=texture2DRect(Vtex,nxy*0.5).r;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
static gchar *text_shader_AYUV_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 yuv;\n"
" float r,g,b;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" y=texture2DRect(tex,nxy).r;\n"
" u=texture2DRect(tex,nxy).g;\n"
" v=texture2DRect(tex,nxy).b;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" yuv=texture2DRect(tex,nxy).rgb;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
@ -140,19 +144,19 @@ static gchar *text_shader_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" vec3 yuv;\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = v_texCoord.x;\n"
" fy = v_texCoord.y;\n"
" y = texture2D(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" v = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" y=1.164*(y-0.0627);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r = y+1.5958*v;\n"
" g = y-0.39173*u-0.81290*v;\n"
" b = y+2.017*u;\n"
" yuv.x = texture2D(Ytex,vec2(fx,fy)).%c;\n"
" yuv.y = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv.z = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
@ -160,18 +164,18 @@ static gchar *text_shader_I420_YV12_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 yuv;\n"
" float r, g, b;\n"
" vec2 nxy = v_texCoord.xy;\n"
" y=texture2D(Ytex,nxy).r;\n"
" u=texture2D(Utex,nxy).r;\n"
" v=texture2D(Vtex,nxy).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" yuv.x=texture2D(Ytex,nxy).r;\n"
" yuv.y=texture2D(Utex,nxy).r;\n"
" yuv.z=texture2D(Vtex,nxy).r;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
@ -179,18 +183,16 @@ static gchar *text_shader_AYUV_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec3 yuv;\n"
" float r,g,b;\n"
" vec2 nxy = v_texCoord.xy;\n"
" y=texture2D(tex,nxy).g;\n"
" u=texture2D(tex,nxy).b;\n"
" v=texture2D(tex,nxy).a;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" yuv=texture2D(tex,nxy).gba;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";