glcolorconvert: fix YUY2/UYVY,rectangle->RGB conversion

1.0 / width does not offset by one pixel in rectangular textures (which use
unnormalized coordinates).

Provide the actual pixel offset as a uniform to the shader.
This commit is contained in:
Matthew Waters 2016-02-02 13:51:18 +11:00 committed by Tim-Philipp Müller
parent 32b71bd48d
commit b4704301c6

View file

@ -127,7 +127,9 @@ static const gfloat from_rgb_bt709_vcoeff[] = { 0.440654, -0.400285, -0.040370 }
"uniform vec2 tex_scale1;\n" \
"uniform vec2 tex_scale2;\n" \
"uniform float width;\n" \
"uniform float height;\n"
"uniform float height;\n" \
"uniform float poffset_x;\n" \
"uniform float poffset_y;\n"
#define MAX_FUNCTIONS 4
@ -316,10 +318,11 @@ static const struct shader_templ templ_YUY2_UYVY_to_RGB =
"vec4 rgba, uv_texel;\n"
"vec3 yuv;\n"
/* FIXME: should get the sampling right... */
"float dx1 = -1.0 / width;\n"
"float dx1 = -poffset_x;\n"
"float dx2 = 0.0;\n"
"yuv.x = texture2D(Ytex, texcoord * tex_scale0).%c;\n"
"float inorder = mod (texcoord.x * width, 2.0);\n"
/* v_texcoord are normalized, texcoord may not be e.g. rectangle textures */
"float inorder = mod (v_texcoord.x * width, 2.0);\n"
"if (inorder < 1.0) {\n"
" dx2 = -dx1;\n"
" dx1 = 0.0;\n"
@ -340,9 +343,10 @@ static const struct shader_templ templ_RGB_to_YUY2_UYVY =
"vec4 texel1, texel2;\n"
"vec3 yuv, yuv1, yuv2;\n"
"float fx, dx, fy;\n"
"float inorder = mod (texcoord.x * width, 2.0);\n"
/* v_texcoord are normalized, texcoord may not be e.g. rectangle textures */
"float inorder = mod (v_texcoord.x * width, 2.0);\n"
"fx = texcoord.x;\n"
"dx = 1.0 / width;\n"
"dx = poffset_x;\n"
"if (inorder > 1.0) {\n"
" dx = -dx;\n"
"}\n"
@ -2113,6 +2117,16 @@ _init_convert (GstGLColorConvert * convert)
gst_gl_shader_set_uniform_1f (convert->shader, "height",
GST_VIDEO_INFO_HEIGHT (&convert->in_info));
if (convert->priv->from_texture_target == GST_GL_TEXTURE_TARGET_RECTANGLE) {
gst_gl_shader_set_uniform_1f (convert->shader, "poffset_x", 1.);
gst_gl_shader_set_uniform_1f (convert->shader, "poffset_y", 1.);
} else {
gst_gl_shader_set_uniform_1f (convert->shader, "poffset_x",
1. / (gfloat) GST_VIDEO_INFO_WIDTH (&convert->in_info));
gst_gl_shader_set_uniform_1f (convert->shader, "poffset_y",
1. / (gfloat) 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);