Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index e3f13f24c1f5ddd29b122fd095db675a5466aeeb..cc4f565bed18d61fd384f40956624bda7871f058 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -2228,19 +2228,17 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
1.164f, 1.164f, 1.164f, 0.0f, -0.213f, 2.112f, 1.793f, -0.533f, 0.0f, |
}; |
- // These values map to 16, 128, and 128 respectively, and are computed |
- // as a fraction over 256 (e.g. 16 / 256 = 0.0625). |
// They are used in the YUV to RGBA conversion formula: |
// Y - 16 : Gives 16 values of head and footroom for overshooting |
// U - 128 : Turns unsigned U into signed U [-128,127] |
// V - 128 : Turns unsigned V into signed V [-128,127] |
float yuv_adjust_constrained[3] = { |
- -0.0625f, -0.5f, -0.5f, |
+ -16.f, -128.f, -128.f, |
}; |
// Same as above, but without the head and footroom. |
float yuv_adjust_full[3] = { |
- 0.0f, -0.5f, -0.5f, |
+ 0.0f, -128.f, -128.f, |
}; |
float* yuv_to_rgb = NULL; |
@@ -2264,12 +2262,20 @@ void GLRenderer::DrawYUVVideoQuad(const DrawingFrame* frame, |
float yuv_to_rgb_multiplied[9]; |
float yuv_adjust_with_offset[3]; |
+ // Formula according to BT.601-7 section 2.5.3. |
+ DCHECK_LE(8u, quad->bits_per_channel); |
+ DCHECK_LE(quad->bits_per_channel, 24u); |
dcheng
2016/07/30 01:26:37
Would it be possible to do this check in ParamTrai
|
+ float adjustment_multiplier = (1 << (quad->bits_per_channel - 8)) * 1.0f / |
+ ((1 << quad->bits_per_channel) - 1); |
+ |
for (int i = 0; i < 9; ++i) |
yuv_to_rgb_multiplied[i] = yuv_to_rgb[i] * quad->resource_multiplier; |
- for (int i = 0; i < 3; ++i) |
+ for (int i = 0; i < 3; ++i) { |
yuv_adjust_with_offset[i] = |
- yuv_adjust[i] / quad->resource_multiplier - quad->resource_offset; |
+ yuv_adjust[i] * adjustment_multiplier / quad->resource_multiplier - |
+ quad->resource_offset; |
+ } |
// The transform and vertex data are used to figure out the extents that the |
// un-antialiased quad should have and which vertex this is and the float |