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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.
(...skipping 17 matching lines...) Expand all
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 an optimized version of the YUV to RGB conversion shader. This 33 * This is an optimized version of the YUV to RGB conversion shader. This
34 * shader assumes the height of U and V planes is odd, which means the height 34 * shader assumes the height of U and V planes is odd, which means the height
35 * of the original image is 2 modulo 4. 35 * of the original image is 2 modulo 4.
36 */ 36 */
37 37
38 #define I915_WORKAROUND 1
39
40 uniform sampler2D textureSampler; 38 uniform sampler2D textureSampler;
41 uniform sampler2D paritySampler; 39 uniform sampler2D paritySampler;
42 40
43 varying vec2 lineCounter; 41 varying vec2 lineCounter;
44 varying vec2 yPlane; 42 varying vec2 yPlane;
45 varying vec2 uPlane; 43 varying vec2 uPlane;
46 varying vec2 vPlane; 44 varying vec2 vPlane;
47 45
48 void main() { 46 void main() {
49 /* 47 /*
50 * If the height of the original image is even, offset_odd is not needed. 48 * If the height of the original image is even, offset_odd is not needed.
51 */ 49 */
52 #if I915_WORKAROUND 50 #if defined(I915_WORKAROUND)
53 vec2 offset_even = vec2(texture2D(paritySampler, gl_TexCoord[0].xy).x * 0.5, 51 vec2 offset_even = vec2(texture2D(paritySampler, gl_TexCoord[0].xy).x * 0.5,
54 0.0); 52 0.0);
55 #else 53 #else
56 vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0); 54 vec2 offset_even = vec2(texture2D(paritySampler, lineCounter).x * 0.5, 0.0);
57 #endif 55 #endif
58 vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0); 56 vec2 offset_odd = vec2(0.5 - offset_even.x, 0.0);
59 57
60 #if I915_WORKAROUND 58 #if defined(I915_WORKAROUND)
61 float yChannel = texture2D(textureSampler, gl_TexCoord[0].zw).x; 59 float yChannel = texture2D(textureSampler, gl_TexCoord[0].zw).x;
62 float uChannel = texture2D(textureSampler, gl_TexCoord[1].xy + offset_even).x; 60 float uChannel = texture2D(textureSampler, gl_TexCoord[1].xy + offset_even).x;
63 float vChannel = texture2D(textureSampler, gl_TexCoord[1].zw + offset_odd).x; 61 float vChannel = texture2D(textureSampler, gl_TexCoord[1].zw + offset_odd).x;
64 #else 62 #else
65 float yChannel = texture2D(textureSampler, yPlane).x; 63 float yChannel = texture2D(textureSampler, yPlane).x;
66 float uChannel = texture2D(textureSampler, uPlane + offset_even).x; 64 float uChannel = texture2D(textureSampler, uPlane + offset_even).x;
67 float vChannel = texture2D(textureSampler, vPlane + offset_odd).x; 65 float vChannel = texture2D(textureSampler, vPlane + offset_odd).x;
68 #endif 66 #endif
69 /* 67 /*
70 * This does the colorspace conversion from Y'UV to RGB as a matrix 68 * This does the colorspace conversion from Y'UV to RGB as a matrix
71 * multiply. It also does the offset of the U and V channels from 69 * multiply. It also does the offset of the U and V channels from
72 * [0,1] to [-.5,.5] as part of the transform. 70 * [0,1] to [-.5,.5] as part of the transform.
73 */ 71 */
74 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0); 72 vec4 channels = vec4(yChannel, uChannel, vChannel, 1.0);
75 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0, 73 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0,
76 0.0, -0.344, 1.772, 0.0, 74 0.0, -0.344, 1.772, 0.0,
77 1.402, -0.714, 0.0, 0.0, 75 1.402, -0.714, 0.0, 0.0,
78 -0.701, 0.529, -0.886, 1.0); 76 -0.701, 0.529, -0.886, 1.0);
79 77
80 gl_FragColor = conversion * channels; 78 gl_FragColor = conversion * channels;
81 } 79 }
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