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Issue 2152003: Moved selection of I915 hack out of the YUV shader. (Closed) Base URL: ssh://git@chromiumos-git//autotest.git
Patch Set: Created 10 years, 7 months ago
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1 /* 1 /*
2 * Copyright 2010, Google Inc. 2 * Copyright 2010, Google Inc.
3 * All rights reserved. 3 * All rights reserved.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are 6 * modification, are permitted provided that the following conditions are
7 * met: 7 * met:
8 * 8 *
9 * * Redistributions of source code must retain the above copyright 9 * * Redistributions of source code must retain the above copyright
10 * notice, this list of conditions and the following disclaimer. 10 * notice, this list of conditions and the following disclaimer.
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26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 */ 30 */
31 31
32 /* 32 /*
33 * This is a conversion of a cg shader from Chrome: 33 * This is a conversion of a cg shader from Chrome:
34 * http://src.chromium.org/viewvc/chrome/trunk/src/o3d/samples/shaders/yuv2rgb.s hader 34 * http://src.chromium.org/viewvc/chrome/trunk/src/o3d/samples/shaders/yuv2rgb.s hader
35 */ 35 */
36 #define I915_WORKAROUND 1
37 36
38 /* 37 /*
39 * This shader takes a Y'UV420p image as a single greyscale plane, and 38 * This shader takes a Y'UV420p image as a single greyscale plane, and
40 * converts it to RGB by sampling the correct parts of the image, and 39 * converts it to RGB by sampling the correct parts of the image, and
41 * by converting the colorspace to RGB on the fly. 40 * by converting the colorspace to RGB on the fly.
42 */ 41 */
43 42
44 /* 43 /*
45 * These represent the image dimensions of the SOURCE IMAGE (not the 44 * These represent the image dimensions of the SOURCE IMAGE (not the
46 * Y'UV420p image). This is the same as the dimensions of the Y' 45 * Y'UV420p image). This is the same as the dimensions of the Y'
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171 * 0 +---+---+---+---+ 170 * 0 +---+---+---+---+
172 * 0 1 171 * 0 1
173 * 172 *
174 */ 173 */
175 void main() { 174 void main() {
176 /* 175 /*
177 * Calculate what image pixel we're on, since we have to calculate 176 * Calculate what image pixel we're on, since we have to calculate
178 * the location in the image stream, using floor in several places 177 * the location in the image stream, using floor in several places
179 * which makes it hard to use parametric coordinates. 178 * which makes it hard to use parametric coordinates.
180 */ 179 */
181 #if I915_WORKAROUND 180 #if defined(I915_WORKAROUND)
182 vec2 pixelPosition = vec2(floor(imageWidth * gl_TexCoord[0].x), 181 vec2 pixelPosition = vec2(floor(imageWidth * gl_TexCoord[0].x),
183 floor(imageHeight * gl_TexCoord[0].y)); 182 floor(imageHeight * gl_TexCoord[0].y));
184 #else 183 #else
185 vec2 pixelPosition = vec2(floor(imageWidth * v1.x), 184 vec2 pixelPosition = vec2(floor(imageWidth * v1.x),
186 floor(imageHeight * v1.y)); 185 floor(imageHeight * v1.y));
187 #endif 186 #endif
188 187
189 /* 188 /*
190 * We can use the parametric coordinates to get the Y channel, since it's 189 * We can use the parametric coordinates to get the Y channel, since it's
191 * a relatively normal image. 190 * a relatively normal image.
192 */ 191 */
193 #if I915_WORKAROUND 192 #if defined(I915_WORKAROUND)
194 float yChannel = getYPixel(vec2(gl_TexCoord[0])); 193 float yChannel = getYPixel(vec2(gl_TexCoord[0]));
195 #else 194 #else
196 float yChannel = getYPixel(vec2(v1)); 195 float yChannel = getYPixel(vec2(v1));
197 #endif 196 #endif
198 197
199 /* 198 /*
200 * As noted above, the U and V planes are smashed onto the end of 199 * As noted above, the U and V planes are smashed onto the end of
201 * the image in an odd way (in our 2D texture mapping, at least), so 200 * the image in an odd way (in our 2D texture mapping, at least), so
202 * these mapping functions take care of that oddness. 201 * these mapping functions take care of that oddness.
203 */ 202 */
204 float uChannel = texture2D(textureSampler, mapU(pixelPosition)).x; 203 float uChannel = texture2D(textureSampler, mapU(pixelPosition)).x;
205 float vChannel = texture2D(textureSampler, mapV(pixelPosition)).x; 204 float vChannel = texture2D(textureSampler, mapV(pixelPosition)).x;
206 205
207 /* 206 /*
208 * This does the colorspace conversion from Y'UV to RGB as a matrix 207 * This does the colorspace conversion from Y'UV to RGB as a matrix
209 * multiply. It also does the offset of the U and V channels from 208 * multiply. It also does the offset of the U and V channels from
210 * [0,1] to [-.5,.5] as part of the transform. 209 * [0,1] to [-.5,.5] as part of the transform.
211 */ 210 */
212 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); 211 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
213 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0, 212 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0,
214 0.0, -0.344, 1.772, 0.0, 213 0.0, -0.344, 1.772, 0.0,
215 1.402, -0.714, 0.0, 0.0, 214 1.402, -0.714, 0.0, 0.0,
216 -0.701, 0.529, -0.886, 1.0); 215 -0.701, 0.529, -0.886, 1.0);
217 216
218 gl_FragColor = conversion * channels; 217 gl_FragColor = conversion * channels;
219 } 218 }
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