diff --git a/gst-libs/gst/gl/gstglcolorconvert.c b/gst-libs/gst/gl/gstglcolorconvert.c index 0cbd412a9a..b6d706a689 100644 --- a/gst-libs/gst/gl/gstglcolorconvert.c +++ b/gst-libs/gst/gl/gstglcolorconvert.c @@ -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);