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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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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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