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Side by Side Diff: client/deps/glbench/src/yuv2rgb_4.glslf

Issue 2757001: Refactored YUV test. (Closed) Base URL: ssh://git@chromiumos-git//autotest.git
Patch Set: Created 10 years, 6 months ago
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1 /*
2 * Copyright 2010, Google Inc.
3 * All rights reserved.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are
7 * met:
8 *
9 * * Redistributions of source code must retain the above copyright
10 * notice, this list of conditions and the following disclaimer.
11 * * Redistributions in binary form must reproduce the above
12 * copyright notice, this list of conditions and the following disclaimer
13 * in the documentation and/or other materials provided with the
14 * distribution.
15 * * Neither the name of Google Inc. nor the names of its
16 * contributors may be used to endorse or promote products derived from
17 * this software without specific prior written permission.
18 *
19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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.
30 */
31
32 /*
33 * This is a semiplanar YUV to RGB conversion shader that uses separate
34 * samplers to hold Y, and UV components.
35 */
36
37 uniform sampler2D ySampler;
38 uniform sampler2D uvSampler; /* GL_LUMINANCE_ALPHA */
39
40 #if defined (USE_UNIFORM_MATRIX)
41 uniform mat4 conversion;
42 #endif
43
44 varying vec2 yPlane;
45 varying vec2 uvPlane;
46
47 void main() {
48 #if defined(I915_WORKAROUND)
49 float yChannel = texture2D(ySampler, gl_TexCoord[0].xy).r;
50 vec2 uvChannel = texture2D(uvSampler, gl_TexCoord[0].zw).ra;
51 #else
52 float yChannel = texture2D(ySampler, yPlane).r;
53 vec2 uvChannel = texture2D(uvSampler, uvPlane).ra;
54 #endif
55 /*
56 * This does the colorspace conversion from Y'UV to RGB as a matrix
57 * multiply. It also does the offset of the U and V channels from
58 * [0,1] to [-.5,.5] as part of the transform.
59 */
60 vec4 channels = vec4(yChannel, uvChannel, 1.0);
61
62 #if !defined(USE_UNIFORM_MATRIX)
63 mat4 conversion = mat4( 1.0, 1.0, 1.0, 0.0,
64 0.0, -0.344, 1.772, 0.0,
65 1.402, -0.714, 0.0, 0.0,
66 -0.701, 0.529, -0.886, 1.0);
67 #endif
68
69 gl_FragColor = conversion * channels;
70 }
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