gl: optimize glcolorbalance by precomputing shader math

Precompute the rgb -> yuv conversion and color balance adjustment math
so that the shader does minimal work per pixel.

Merging these 15+ steps into 3 steps let us jump from choppy
360p video to smooth 720p video on our underpowered embedded system.

If we can remove the clamp() step inside the shader, or apply it after
rgba
conversion, there are more performance benefits to reap. But I am not
sure
what the side effects will be in that case.

<https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/-/merge_requests/893>

Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-base/-/merge_requests/893>
This commit is contained in:
Dinesh Manajipet 2020-10-24 23:45:19 +05:30 committed by GStreamer Merge Bot
parent 1516275413
commit ad697e8f97
2 changed files with 107 additions and 53 deletions

View file

@ -93,59 +93,19 @@ static const gchar glsl_2D_image_sampler[] =
"uniform sampler2D tex;\n";
static const gchar color_balance_frag_templ[] =
"uniform float brightness;\n"
"uniform float contrast;\n"
"uniform float saturation;\n"
"uniform float hue;\n"
"uniform mat4 yuva_balance_matrix;\n"
"uniform vec4 yuva_balance_constant;\n"
"varying vec2 v_texcoord;\n"
"#define from_yuv_bt601_offset vec3(-0.0625, -0.5, -0.5)\n"
"#define from_yuv_bt601_rcoeff vec3(1.164, 0.000, 1.596)\n"
"#define from_yuv_bt601_gcoeff vec3(1.164,-0.391,-0.813)\n"
"#define from_yuv_bt601_bcoeff vec3(1.164, 2.018, 0.000)\n"
"#define from_rgb_bt601_offset vec3(0.0625, 0.5, 0.5)\n"
"#define from_rgb_bt601_ycoeff vec3(0.256816, 0.504154, 0.0979137)\n"
"#define from_rgb_bt601_ucoeff vec3(-0.148246, -0.29102, 0.439266)\n"
"#define from_rgb_bt601_vcoeff vec3(0.439271, -0.367833, -0.071438)\n"
"#define PI 3.14159265\n"
"\n"
"vec3 yuv_to_rgb (vec3 val) {\n"
" vec3 rgb;\n"
" val += from_yuv_bt601_offset;\n"
" rgb.r = dot(val, from_yuv_bt601_rcoeff);\n"
" rgb.g = dot(val, from_yuv_bt601_gcoeff);\n"
" rgb.b = dot(val, from_yuv_bt601_bcoeff);\n"
" return rgb;\n"
"}\n"
"vec3 rgb_to_yuv (vec3 val) {\n"
" vec3 yuv;\n"
" yuv.r = dot(val.rgb, from_rgb_bt601_ycoeff);\n"
" yuv.g = dot(val.rgb, from_rgb_bt601_ucoeff);\n"
" yuv.b = dot(val.rgb, from_rgb_bt601_vcoeff);\n"
" yuv += from_rgb_bt601_offset;\n"
" return yuv;\n"
"}\n"
/* 224 = 256 - (256 - 240) - 16*/
"float luma_to_narrow (float luma) {\n"
" return (luma + 16.0 / 256.0) * 219.0 / 256.0;"
"}\n"
"float luma_to_full (float luma) {\n"
" return (luma * 256.0 / 219.0) - 16.0 / 256.0;"
"}\n"
"#define from_yuv_bt601_offset vec4(-0.0625, -0.5, -0.5, 0.0)\n"
"#define from_yuv_coeff_mat mat4(1.164, 0.000, 1.596, 0.0, 1.164,-0.391,-0.813, 0.0, 1.164, 2.018, 0.000, 0.0, 0.0, 0.0, 0.0, 1.0)\n"
"void main () {\n"
" vec3 yuv;\n"
/* operations translated from videobalanceand tested with glvideomixer
* with one pad's parameters blend-equation-rgb={subtract,reverse-subtract},
* blend-function-src-rgb=src-color and blend-function-dst-rgb=dst-color */
" float hue_cos = cos (PI * hue);\n"
" float hue_sin = sin (PI * hue);\n"
" vec4 rgba = %s (tex, v_texcoord);\n" /* texture2D / texture2DOES */
" yuv = rgb_to_yuv (rgba.rgb);\n"
" yuv.x = clamp (luma_to_narrow (luma_to_full(yuv.x) * contrast) + brightness, 0.0, 1.0);\n"
" vec2 uv = yuv.yz;\n"
" yuv.y = clamp (0.5 + (((uv.x - 0.5) * hue_cos + (uv.y - 0.5) * hue_sin) * saturation), 0.0, 1.0);\n"
" yuv.z = clamp (0.5 + (((0.5 - uv.x) * hue_sin + (uv.y - 0.5) * hue_cos) * saturation), 0.0, 1.0);\n"
" rgba.rgb = yuv_to_rgb (yuv);\n"
" gl_FragColor = rgba;\n"
" vec4 yuva = rgba * yuva_balance_matrix + yuva_balance_constant;\n"
" yuva = clamp(yuva, 0.0, 1.0);\n"
" gl_FragColor = yuva * from_yuv_coeff_mat + from_yuv_bt601_offset * from_yuv_coeff_mat;\n"
"}\n";
/* *INDENT-ON* */
@ -202,6 +162,95 @@ gst_gl_color_balance_is_passthrough (GstGLColorBalance * glcolorbalance)
glcolorbalance->hue == 0.0 && glcolorbalance->saturation == 1.0;
}
static void
_update_yua_uniforms (GstGLColorBalance * glcolorbalance)
{
gdouble brightness = glcolorbalance->brightness;
gdouble contrast = glcolorbalance->contrast;
gdouble hue = glcolorbalance->hue;
gdouble saturation = glcolorbalance->saturation;
gdouble s_hue_cos = saturation * cos (hue * G_PI);
gdouble s_hue_sin = saturation * sin (hue * G_PI);
// We reduce the color balance adjustment of each pixel to:
// yuva_to_rgb(clamp(rgba * yuva_balance_matrix + yuva_balance_constant))
// Where yuva_balance_matrix and yuva_balance_constant are obtained by
// combining following steps:
//
// yuva = rgba * from_rgb_coeff_mat + from_rgb_bt601_offset
// yuva = yuva * contrast_matrix + contrast_brightness_constant
// yuva = (yuva - vec4(0, 0.5, 0.5, 0.0)) * hue_saturation_matrix + vec4(0, 0.5, 0.5, 0)
//
// Where,
// from_rgb_coeff_mat = mat4(0.256816, 0.504154, 0.0979137, 0,
// -0.148246,-0.29102, 0.439266, 0,
// 0.439271,-0.367833,-0.071438, 0
// 0, 0, 0, 1)
// from_rgb_bt601_offset = vec4(0.0625, 0.5, 0.5, 0)
//
// contrast_matrix and contrast_brightness_constant represent the operation:
// yuva.x = luma_to_narrow(luma_to_full(yuva.x)*contrast) + brightness
//
// If luma_to_full(x) = x * 256.0 / 219.0 - 16.0 / 256.0
// and luma_to_narrow(x) = luma * 219.0/256.0 + 16.0 * 219.0 / 256.0 / 256.0
// then luma_to_narrow(luma_to_full(x)*contrast) + brightness
// = x * contrast + contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0)) + brightness - (16.0 / 256.0)
//
// Then contrast_matrix = mat4(contrast, 0, 0, 0,
// 0, 1, 0, 0
// 0, 0, 1, 0
// 0, 0, 0, 1)
//
// contrast_constant = vec4(contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0))
// + brightness - (16.0 / 256.0), 0, 0, 0)
//
// hue_saturation_matrix is obtained by reducing the following steps:
// yuv.y = 0.5 + (((uv.x - 0.5) * hue_cos + (uv.y - 0.5) * hue_sin) * saturation);
// yuv.z = 0.5 + (((0.5 - uv.x) * hue_sin + (uv.y - 0.5) * hue_cos) * saturation);
//
// as yuv.yz = vec2(0.5) +
// (yuv.yz - vec2(0.5)) * mat2(hue_cos * saturation, hue_sin * saturation,
// -hue_sin * saturation, hue_cos * saturation)
// =>
// (1, 0, 0, 0,
// 0, saturation * Math.cos(Math.PI*hue),-saturation * Math.sin(Math.PI*hue), 0,
// 0, saturation * Math.sin(Math.PI*hue), saturation * Math.cos(Math.PI*hue), 0,
// 0, 0, 0, 1)
gfloat *m = glcolorbalance->yuva_balance_matrix;
// Column 0
*m++ = 0.256816 * contrast;
*m++ = 0.504154 * contrast;
*m++ = 0.0979137 * contrast;
*m++ = 0;
// Column 1
*m++ = -0.148246 * s_hue_cos + 0.439271 * s_hue_sin;
*m++ = -0.29102 * s_hue_cos - 0.367833 * s_hue_sin;
*m++ = 0.439266 * s_hue_cos - 0.071438 * s_hue_sin;
*m++ = 0;
// Column 2
*m++ = 0.148246 * s_hue_sin + 0.439271 * s_hue_cos;
*m++ = 0.29102 * s_hue_sin - 0.367833 * s_hue_cos;
*m++ = -0.439266 * s_hue_sin - 0.071438 * s_hue_cos;
*m++ = 0;
// Column 3
*m++ = 0;
*m++ = 0;
*m++ = 0;
*m++ = 1;
glcolorbalance->yuva_balance_constant[0] =
0.0625 * contrast +
contrast * ((16.0 * 219.0 / 256.0 / 256.0) / (219.0 / 256.0))
+ brightness - (16.0 / 256.0);
glcolorbalance->yuva_balance_constant[1] = 0.5;
glcolorbalance->yuva_balance_constant[2] = 0.5;
glcolorbalance->yuva_balance_constant[3] = 0;
}
static void
gst_gl_color_balance_update_properties (GstGLColorBalance * glcolorbalance)
{
@ -210,6 +259,7 @@ gst_gl_color_balance_update_properties (GstGLColorBalance * glcolorbalance)
GST_OBJECT_LOCK (glcolorbalance);
passthrough = gst_gl_color_balance_is_passthrough (glcolorbalance);
_update_yua_uniforms (glcolorbalance);
GST_OBJECT_UNLOCK (glcolorbalance);
current_passthrough = gst_base_transform_is_passthrough (base);
@ -326,12 +376,12 @@ gst_gl_color_balance_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
gst_gl_shader_use (balance->shader);
GST_OBJECT_LOCK (balance);
gst_gl_shader_set_uniform_1f (balance->shader, "brightness",
balance->brightness);
gst_gl_shader_set_uniform_1f (balance->shader, "contrast", balance->contrast);
gst_gl_shader_set_uniform_1f (balance->shader, "saturation",
balance->saturation);
gst_gl_shader_set_uniform_1f (balance->shader, "hue", balance->hue);
gst_gl_shader_set_uniform_matrix_4fv (balance->shader, "yuva_balance_matrix",
1, GL_FALSE, balance->yuva_balance_matrix);
gst_gl_shader_set_uniform_4fv (balance->shader, "yuva_balance_constant", 1,
balance->yuva_balance_constant);
GST_OBJECT_UNLOCK (balance);
gst_gl_filter_render_to_target_with_shader (filter, in_tex, out_tex,

View file

@ -54,6 +54,10 @@ struct _GstGLColorBalance {
/* channels for interface */
GList *channels;
/* cached matrix for speeding up the operations within the shader */
gfloat yuva_balance_matrix[4*4];
gfloat yuva_balance_constant[4];
/* properties */
gdouble contrast;
gdouble brightness;