glcolorconvert: fix planar YUV download

- sample the u and v planes properly
- output the correctly scaled u and v planes for different chroma block sizes
This commit is contained in:
Matthew Waters 2014-10-09 12:25:55 +11:00
parent 7872359239
commit 9108c52a22

View file

@ -237,15 +237,39 @@ static const gchar frag_RGB_to_PLANAR_YUV[] =
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float w, h;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform vec2 chroma_sampling;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float y, u, v;\n"
" vec4 uv_texel;\n"
" vec4 texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
" vec4 texel2 = texture2D(tex, v_texcoord * 2.0).%c%c%c%c;\n"
/* One u and v sample can be generated by a nxm sized block given by
* @chroma_sampling. The result is the average of all the values in the
* block computed with a rolling average.
*/
" vec2 size = vec2(width, height);\n"
" vec2 pos = v_texcoord * size;\n"
/* scale for chroma size */
" vec2 chroma_pos = v_texcoord * chroma_sampling * size;\n"
/* offset chroma to the center of the first texel in the block */
" chroma_pos -= clamp(chroma_sampling * 0.5 - 0.5, vec2(0.0), chroma_sampling);\n"
" if (chroma_pos.x < width && chroma_pos.y < height) {\n"
" for (int i = 0; i < int(chroma_sampling.x); i++) {\n"
" vec2 delta = vec2 (float(i), 0.0);\n"
" for (int j = 0; j < int(chroma_sampling.y); j++) {\n"
" int n = (i+1)*(j+1);\n"
" delta.y = float(j);\n"
" vec4 sample = texture2D(tex, (chroma_pos + delta) / size).%c%c%c%c;\n"
/* rolling average */
" uv_texel = (float(n-1) * uv_texel + sample) / float(n);\n"
" }\n"
" }\n"
" }\n"
" y = dot(texel.rgb, coeff1);\n"
" u = dot(texel2.rgb, coeff2);\n"
" v = dot(texel2.rgb, coeff3);\n"
" u = dot(uv_texel.rgb, coeff2);\n"
" v = dot(uv_texel.rgb, coeff3);\n"
" y += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\n"
@ -380,6 +404,7 @@ struct ConvertInfo
gfloat *cms_coeff1; /* r,y */
gfloat *cms_coeff2; /* g,u */
gfloat *cms_coeff3; /* b,v */
gfloat chroma_sampling[2];
};
struct _GstGLColorConvertPrivate
@ -418,6 +443,8 @@ static void
gst_gl_color_convert_init (GstGLColorConvert * convert)
{
convert->priv = GST_GL_COLOR_CONVERT_GET_PRIVATE (convert);
gst_gl_color_convert_reset (convert);
}
/**
@ -477,6 +504,9 @@ gst_gl_color_convert_reset (GstGLColorConvert * convert)
convert->priv->out_tex[i] = NULL;
}
convert->priv->convert_info.chroma_sampling[0] = 1.0f;
convert->priv->convert_info.chroma_sampling[1] = 1.0f;
if (convert->shader) {
gst_object_unref (convert->shader);
convert->shader = NULL;
@ -810,6 +840,7 @@ _RGB_to_YUV (GstGLColorConvert * convert)
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
const gchar *alpha;
@ -818,7 +849,7 @@ _RGB_to_YUV (GstGLColorConvert * convert)
info->shader_tex_names[0] = "tex";
switch (GST_VIDEO_INFO_FORMAT (&convert->out_info)) {
switch (out_format) {
case GST_VIDEO_FORMAT_AYUV:
alpha = _is_RGBx (in_format) ? "1.0" : "texel.a";
info->frag_prog = g_strdup_printf (frag_RGB_to_AYUV, pixel_order[0],
@ -834,6 +865,17 @@ _RGB_to_YUV (GstGLColorConvert * convert)
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->out_n_textures = 3;
if (out_format == GST_VIDEO_FORMAT_Y444) {
info->chroma_sampling[0] = info->chroma_sampling[1] = 1.0f;
} else if (out_format == GST_VIDEO_FORMAT_Y42B) {
info->chroma_sampling[0] = 2.0f;
info->chroma_sampling[1] = 1.0f;
} else if (out_format == GST_VIDEO_FORMAT_Y41B) {
info->chroma_sampling[0] = 4.0f;
info->chroma_sampling[1] = 1.0f;
} else {
info->chroma_sampling[0] = info->chroma_sampling[1] = 2.0f;
}
break;
case GST_VIDEO_FORMAT_YUY2:
info->frag_prog = g_strdup_printf (frag_RGB_to_YUY2_UYVY,
@ -1053,6 +1095,13 @@ _init_convert (GstGLColorConvert * convert)
gst_gl_shader_set_uniform_1f (convert->shader, "width",
GST_VIDEO_INFO_WIDTH (&convert->in_info));
gst_gl_shader_set_uniform_1f (convert->shader, "height",
GST_VIDEO_INFO_HEIGHT (&convert->in_info));
if (info->chroma_sampling[0] > 0.0f && info->chroma_sampling[1] > 0.0f) {
gst_gl_shader_set_uniform_2fv (convert->shader, "chroma_sampling", 1,
info->chroma_sampling);
}
gst_gl_context_clear_shader (convert->context);