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glcolorconvert: Fix YUY2 and UYVY support with luminance_alpha
https://bugzilla.gnome.org/show_bug.cgi?id=730666
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738da7835f
commit
a7866aa9e5
1 changed files with 18 additions and 13 deletions
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@ -297,16 +297,16 @@ static const gchar frag_YUY2_UYVY_to_RGB[] =
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" vec3 yuv;\n"
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" vec4 uv_texel;\n"
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" float r, g, b, a;\n"
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" float dx = 1.0 / width;\n"
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" float dx1 = -1.0 / width;\n"
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" float dx2 = 0.0;\n"
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" yuv.x = texture2D(Ytex, v_texcoord * tex_scale0).%c;\n"
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" float inorder = mod (v_texcoord.x * width, 2.0);"
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" if (inorder < 1.0) {"
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" uv_texel.rg = texture2D(Ytex, v_texcoord * tex_scale0).rg;"
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" uv_texel.ba = texture2D(Ytex, v_texcoord * tex_scale0 + dx).rg;"
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" } else {"
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" uv_texel.rg = texture2D(Ytex, v_texcoord * tex_scale0 - dx).rg;"
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" uv_texel.ba = texture2D(Ytex, v_texcoord * tex_scale0).rg;"
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" }"
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" float inorder = mod (v_texcoord.x * width, 2.0);\n"
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" if (inorder < 1.0) {\n"
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" dx2 = -dx1;\n"
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" dx1 = 0.0;\n"
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" }\n"
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" uv_texel.rg = texture2D(Ytex, v_texcoord * tex_scale0 + dx1).r%c;\n"
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" uv_texel.ba = texture2D(Ytex, v_texcoord * tex_scale0 + dx2).r%c;\n"
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" yuv.yz = uv_texel.%c%c;\n"
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" yuv += offset;\n"
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" r = dot(yuv, coeff1);\n"
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@ -732,11 +732,15 @@ _YUV_to_RGB (GstGLColorConvert * convert)
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info->shader_tex_names[2] = "Utex";
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break;
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case GST_VIDEO_FORMAT_YUY2:
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info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, 'r', 'g', 'a',
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pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
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{
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char uv_val = texture_rg ? 'g' : 'a';
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info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, 'r', uv_val,
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uv_val, 'g', 'a', pixel_order[0], pixel_order[1], pixel_order[2],
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pixel_order[3]);
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info->in_n_textures = 1;
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info->shader_tex_names[0] = "Ytex";
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break;
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}
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case GST_VIDEO_FORMAT_NV12:
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{
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char val2 = texture_rg ? 'g' : 'a';
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@ -760,8 +764,9 @@ _YUV_to_RGB (GstGLColorConvert * convert)
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case GST_VIDEO_FORMAT_UYVY:
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{
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char y_val = texture_rg ? 'g' : 'a';
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info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, y_val, 'r', 'b',
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pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
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info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, y_val, 'g',
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'g', 'r', 'b', pixel_order[0], pixel_order[1], pixel_order[2],
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pixel_order[3]);
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info->in_n_textures = 1;
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info->shader_tex_names[0] = "Ytex";
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break;
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