mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-28 20:51:13 +00:00
[745/906] gl: Simplify and optimize YUV conversion shaders a bit
This commit is contained in:
parent
bbd9dd465c
commit
d0293d9f0c
2 changed files with 124 additions and 123 deletions
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@ -73,30 +73,33 @@ static void _do_download_draw_yuv_gles2 (GstGLDisplay * display,
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/* *INDENT-OFF* */
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#define RGB_TO_YUV_COEFFICIENTS \
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"const vec3 offset = vec3(0.0625, 0.5, 0.5);\n" \
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"const vec3 ycoeff = vec3(0.256816, 0.504154, 0.0979137);\n" \
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"const vec3 ucoeff = vec3(-0.148246, -0.29102, 0.439266);\n" \
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"const vec3 vcoeff = vec3(0.439271, -0.367833, -0.071438);\n"
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#if GST_GL_HAVE_OPENGL
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/* YUY2:y2,u,y1,v
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UYVY:v,y1,u,y2 */
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#if GST_GL_HAVE_OPENGL
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static gchar *text_shader_YUY2_UYVY_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
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" vec3 rgb1, rgb2;\n"
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" float fx,fy,y1,y2,u,v;\n"
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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" r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n"
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" g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n"
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" b=texture2DRect(tex,vec2(fx*2.0,fy)).b;\n"
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" r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;\n"
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" g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;\n"
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" b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;\n"
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" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y1=0.858885*y1 + 0.0625;\n"
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" y2=0.858885*y2 + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" rgb1=texture2DRect(tex,vec2(fx*2.0,fy)).rgb;\n"
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" rgb2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).rgb;\n"
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" y1=dot(rgb1, ycoeff);\n"
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" y2=dot(rgb2, ycoeff);\n"
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" u=dot(rgb1, ucoeff);\n"
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" v=dot(rgb1, vcoeff);\n"
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" y1+=offset.x;\n"
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" y2+=offset.x;\n"
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" u+=offset.y;\n"
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" v+=offset.z;\n"
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" gl_FragColor=vec4(%s);\n"
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"}\n";
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@ -104,22 +107,20 @@ static gchar *text_shader_I420_YV12_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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"uniform float w, h;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,r2,b2,g2,y,u,v;\n"
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" vec3 rgb1, rgb2;\n"
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" float y,u,v;\n"
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" vec2 nxy2=nxy*2.0;\n"
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" r=texture2DRect(tex,nxy).r;\n"
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" g=texture2DRect(tex,nxy).g;\n"
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" b=texture2DRect(tex,nxy).b;\n"
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" r2=texture2DRect(tex,nxy2).r;\n"
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" g2=texture2DRect(tex,nxy2).g;\n"
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" b2=texture2DRect(tex,nxy2).b;\n"
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" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;\n"
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" v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;\n"
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" y=0.858885*y + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" rgb1=texture2DRect(tex,nxy).rgb;\n"
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" rgb2=texture2DRect(tex,nxy2).rgb;\n"
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" y=dot(rgb1, ycoeff);\n"
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" u=dot(rgb2, ucoeff);\n"
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" v=dot(rgb2, vcoeff);\n"
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" y+=offset.x;\n"
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" u+=offset.y;\n"
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" v+=offset.z;\n"
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" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
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" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
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" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
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@ -128,18 +129,18 @@ static gchar *text_shader_I420_YV12_opengl =
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static gchar *text_shader_AYUV_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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" vec3 rgb;\n"
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" float y,u,v;\n"
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" r=texture2DRect(tex,nxy).r;\n"
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" g=texture2DRect(tex,nxy).g;\n"
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" b=texture2DRect(tex,nxy).b;\n"
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" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y=0.858885*y + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" rgb=texture2DRect(tex,nxy).rgb;\n"
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" y=dot(rgb, ycoeff);\n"
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" u=dot(rgb, ucoeff);\n"
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" v=dot(rgb, vcoeff);\n"
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" y+=offset.x;\n"
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" u+=offset.y;\n"
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" v+=offset.z;\n"
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" gl_FragColor=vec4(y,u,v,1.0);\n"
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"}\n";
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@ -151,24 +152,22 @@ static gchar *text_shader_YUY2_UYVY_gles2 =
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
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" vec3 rgb1, rgb2;\n"
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" float fx,fy,y1,y2,u,v;\n"
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" fx = v_texCoord.x;\n"
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" fy = v_texCoord.y;\n"
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" r=texture2D(tex,vec2(fx*2.0,fy)).r;\n"
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" g=texture2D(tex,vec2(fx*2.0,fy)).g;\n"
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" b=texture2D(tex,vec2(fx*2.0,fy)).b;\n"
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" r2=texture2D(tex,vec2(fx*2.0+1.0,fy)).r;\n"
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" g2=texture2D(tex,vec2(fx*2.0+1.0,fy)).g;\n"
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" b2=texture2D(tex,vec2(fx*2.0+1.0,fy)).b;\n"
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" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y1=0.858885*y1 + 0.0625;\n"
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" y2=0.858885*y2 + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" rgb1=texture2D(tex,vec2(fx*2.0,fy)).rgb;\n"
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" rgb2=texture2D(tex,vec2(fx*2.0+1.0,fy)).rgb;\n"
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" y1=dot(rgb1, ycoeff);\n"
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" y2=dot(rgb2, ycoeff);\n"
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" u=dot(rgb1, ucoeff);\n"
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" v=dot(rgb1, vcoeff);\n"
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" y1+=offset.x;\n"
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" y2+=offset.x;\n"
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" u+=offset.y;\n"
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" v+=offset.z;\n"
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" gl_FragColor=vec4(%s);\n"
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"}\n";
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@ -181,18 +180,18 @@ static gchar *text_shader_AYUV_gles2 =
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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" vec3 rgb;\n"
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" float y,u,v;\n"
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" vec2 nxy=v_texCoord.xy;\n"
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" r=texture2D(tex,nxy).r;\n"
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" g=texture2D(tex,nxy).g;\n"
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" b=texture2D(tex,nxy).b;\n"
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" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y=0.858885*y + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" rgb=texture2D(tex,nxy).rgb;\n"
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" y=dot(rgb, ycoeff);\n"
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" u=dot(rgb, ucoeff);\n"
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" v=dot(rgb, vcoeff);\n"
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" y+=offset.x;\n"
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" u+=offset.y;\n"
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" v+=offset.z;\n"
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" gl_FragColor=vec4(1.0,y,u,v);\n"
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"}\n";
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@ -70,25 +70,31 @@ static void _do_upload_draw_gles2 (GstGLDisplay * display,
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/* *INDENT-OFF* */
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#define YUV_TO_RGB_COEFFICIENTS \
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
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"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
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"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
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"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
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#if GST_GL_HAVE_OPENGL
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/* YUY2:r,g,a
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UYVY:a,b,r */
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static gchar *text_shader_YUY2_UYVY_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect Ytex, UVtex;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float fx, fy, y, u, v, r, g, b;\n"
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" vec3 yuv;\n"
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" float fx, fy, r, g, b;\n"
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
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" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" y=1.164*(y-0.0627);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r = y+1.5958*v;\n"
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" g = y-0.39173*u-0.81290*v;\n"
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" b = y+2.017*u;\n"
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" yuv.x = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
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" yuv.y = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" yuv.z = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" yuv+=offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor = vec4(r, g, b, 1.0);\n"
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"}\n";
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@ -97,36 +103,34 @@ static gchar *text_shader_YUY2_UYVY_opengl =
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static gchar *text_shader_I420_YV12_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect Ytex,Utex,Vtex;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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" vec3 yuv;\n"
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" float r,g,b;\n"
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" vec2 nxy = gl_TexCoord[0].xy;\n"
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" y=texture2DRect(Ytex,nxy%s).r;\n"
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" u=texture2DRect(Utex,nxy%s).r;\n"
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" v=texture2DRect(Vtex,nxy*0.5).r;\n"
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n"
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" yuv.x=texture2DRect(Ytex,nxy%s).r;\n"
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" yuv.y=texture2DRect(Utex,nxy%s).r;\n"
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" yuv.z=texture2DRect(Vtex,nxy*0.5).r;\n"
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" yuv+=offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}\n";
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static gchar *text_shader_AYUV_opengl =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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" vec3 yuv;\n"
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" float r,g,b;\n"
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" y=texture2DRect(tex,nxy).r;\n"
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" u=texture2DRect(tex,nxy).g;\n"
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" v=texture2DRect(tex,nxy).b;\n"
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n"
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" yuv=texture2DRect(tex,nxy).rgb;\n"
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" yuv+=offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}\n";
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D Ytex, UVtex;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" vec3 yuv;\n"
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" float fx, fy, y, u, v, r, g, b;\n"
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" fx = v_texCoord.x;\n"
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" fy = v_texCoord.y;\n"
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" y = texture2D(Ytex,vec2(fx,fy)).%c;\n"
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" u = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" v = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" y=1.164*(y-0.0627);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r = y+1.5958*v;\n"
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" g = y-0.39173*u-0.81290*v;\n"
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" b = y+2.017*u;\n"
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" yuv.x = texture2D(Ytex,vec2(fx,fy)).%c;\n"
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" yuv.y = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" yuv.z = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" yuv+=offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor = vec4(r, g, b, 1.0);\n"
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"}\n";
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@ -160,18 +164,18 @@ static gchar *text_shader_I420_YV12_gles2 =
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D Ytex,Utex,Vtex;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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" vec3 yuv;\n"
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" float r, g, b;\n"
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" vec2 nxy = v_texCoord.xy;\n"
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" y=texture2D(Ytex,nxy).r;\n"
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" u=texture2D(Utex,nxy).r;\n"
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" v=texture2D(Vtex,nxy).r;\n"
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
|
||||
" g=y-0.39173*u-0.81290*v;\n"
|
||||
" b=y+2.017*u;\n"
|
||||
" yuv.x=texture2D(Ytex,nxy).r;\n"
|
||||
" yuv.y=texture2D(Utex,nxy).r;\n"
|
||||
" yuv.z=texture2D(Vtex,nxy).r;\n"
|
||||
" yuv+=offset;\n"
|
||||
" r = dot(yuv, rcoeff);\n"
|
||||
" g = dot(yuv, gcoeff);\n"
|
||||
" b = dot(yuv, bcoeff);\n"
|
||||
" gl_FragColor=vec4(r,g,b,1.0);\n"
|
||||
"}\n";
|
||||
|
||||
|
@ -179,18 +183,16 @@ static gchar *text_shader_AYUV_gles2 =
|
|||
"precision mediump float;\n"
|
||||
"varying vec2 v_texCoord;\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
YUV_TO_RGB_COEFFICIENTS
|
||||
"void main(void) {\n"
|
||||
" float r,g,b,y,u,v;\n"
|
||||
" vec3 yuv;\n"
|
||||
" float r,g,b;\n"
|
||||
" vec2 nxy = v_texCoord.xy;\n"
|
||||
" y=texture2D(tex,nxy).g;\n"
|
||||
" u=texture2D(tex,nxy).b;\n"
|
||||
" v=texture2D(tex,nxy).a;\n"
|
||||
" y=1.1643*(y-0.0625);\n"
|
||||
" u=u-0.5;\n"
|
||||
" v=v-0.5;\n"
|
||||
" r=y+1.5958*v;\n"
|
||||
" g=y-0.39173*u-0.81290*v;\n"
|
||||
" b=y+2.017*u;\n"
|
||||
" yuv=texture2D(tex,nxy).gba;\n"
|
||||
" yuv+=offset;\n"
|
||||
" r = dot(yuv, rcoeff);\n"
|
||||
" g = dot(yuv, gcoeff);\n"
|
||||
" b = dot(yuv, bcoeff);\n"
|
||||
" gl_FragColor=vec4(r,g,b,1.0);\n"
|
||||
"}\n";
|
||||
|
||||
|
|
Loading…
Reference in a new issue