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glcolorconvert: fix planar YUV download
- sample the u and v planes properly - output the correctly scaled u and v planes for different chroma block sizes
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4fa5392e14
commit
df6967c274
1 changed files with 54 additions and 5 deletions
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@ -237,15 +237,39 @@ static const gchar frag_RGB_to_PLANAR_YUV[] =
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float w, h;\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 chroma_sampling;\n"
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RGB_TO_YUV_COEFFICIENTS
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"void main(void) {\n"
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" float y, u, v;\n"
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" vec4 uv_texel;\n"
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" vec4 texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
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" vec4 texel2 = texture2D(tex, v_texcoord * 2.0).%c%c%c%c;\n"
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/* One u and v sample can be generated by a nxm sized block given by
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* @chroma_sampling. The result is the average of all the values in the
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* block computed with a rolling average.
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*/
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" vec2 size = vec2(width, height);\n"
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" vec2 pos = v_texcoord * size;\n"
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/* scale for chroma size */
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" vec2 chroma_pos = v_texcoord * chroma_sampling * size;\n"
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/* offset chroma to the center of the first texel in the block */
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" chroma_pos -= clamp(chroma_sampling * 0.5 - 0.5, vec2(0.0), chroma_sampling);\n"
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" if (chroma_pos.x < width && chroma_pos.y < height) {\n"
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" for (int i = 0; i < int(chroma_sampling.x); i++) {\n"
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" vec2 delta = vec2 (float(i), 0.0);\n"
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" for (int j = 0; j < int(chroma_sampling.y); j++) {\n"
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" int n = (i+1)*(j+1);\n"
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" delta.y = float(j);\n"
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" vec4 sample = texture2D(tex, (chroma_pos + delta) / size).%c%c%c%c;\n"
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/* rolling average */
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" uv_texel = (float(n-1) * uv_texel + sample) / float(n);\n"
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" }\n"
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" }\n"
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" }\n"
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" y = dot(texel.rgb, coeff1);\n"
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" u = dot(texel2.rgb, coeff2);\n"
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" v = dot(texel2.rgb, coeff3);\n"
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" u = dot(uv_texel.rgb, coeff2);\n"
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" v = dot(uv_texel.rgb, coeff3);\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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@ -380,6 +404,7 @@ struct ConvertInfo
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gfloat *cms_coeff1; /* r,y */
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gfloat *cms_coeff2; /* g,u */
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gfloat *cms_coeff3; /* b,v */
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gfloat chroma_sampling[2];
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};
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struct _GstGLColorConvertPrivate
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@ -418,6 +443,8 @@ static void
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gst_gl_color_convert_init (GstGLColorConvert * convert)
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{
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convert->priv = GST_GL_COLOR_CONVERT_GET_PRIVATE (convert);
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gst_gl_color_convert_reset (convert);
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}
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/**
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@ -477,6 +504,9 @@ gst_gl_color_convert_reset (GstGLColorConvert * convert)
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convert->priv->out_tex[i] = NULL;
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}
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convert->priv->convert_info.chroma_sampling[0] = 1.0f;
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convert->priv->convert_info.chroma_sampling[1] = 1.0f;
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if (convert->shader) {
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gst_object_unref (convert->shader);
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convert->shader = NULL;
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@ -810,6 +840,7 @@ _RGB_to_YUV (GstGLColorConvert * convert)
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struct ConvertInfo *info = &convert->priv->convert_info;
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GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
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const gchar *in_format_str = gst_video_format_to_string (in_format);
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GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
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gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
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const gchar *alpha;
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@ -818,7 +849,7 @@ _RGB_to_YUV (GstGLColorConvert * convert)
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info->shader_tex_names[0] = "tex";
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switch (GST_VIDEO_INFO_FORMAT (&convert->out_info)) {
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switch (out_format) {
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case GST_VIDEO_FORMAT_AYUV:
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alpha = _is_RGBx (in_format) ? "1.0" : "texel.a";
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info->frag_prog = g_strdup_printf (frag_RGB_to_AYUV, pixel_order[0],
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@ -834,6 +865,17 @@ _RGB_to_YUV (GstGLColorConvert * convert)
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pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
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pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
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info->out_n_textures = 3;
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if (out_format == GST_VIDEO_FORMAT_Y444) {
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info->chroma_sampling[0] = info->chroma_sampling[1] = 1.0f;
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} else if (out_format == GST_VIDEO_FORMAT_Y42B) {
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info->chroma_sampling[0] = 2.0f;
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info->chroma_sampling[1] = 1.0f;
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} else if (out_format == GST_VIDEO_FORMAT_Y41B) {
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info->chroma_sampling[0] = 4.0f;
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info->chroma_sampling[1] = 1.0f;
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} else {
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info->chroma_sampling[0] = info->chroma_sampling[1] = 2.0f;
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}
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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_RGB_to_YUY2_UYVY,
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@ -1053,6 +1095,13 @@ _init_convert (GstGLColorConvert * convert)
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gst_gl_shader_set_uniform_1f (convert->shader, "width",
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GST_VIDEO_INFO_WIDTH (&convert->in_info));
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gst_gl_shader_set_uniform_1f (convert->shader, "height",
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GST_VIDEO_INFO_HEIGHT (&convert->in_info));
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if (info->chroma_sampling[0] > 0.0f && info->chroma_sampling[1] > 0.0f) {
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gst_gl_shader_set_uniform_2fv (convert->shader, "chroma_sampling", 1,
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info->chroma_sampling);
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}
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gst_gl_context_clear_shader (convert->context);
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