2018-08-19 11:45:46 +02:00
|
|
|
|
|
|
|
// shader
|
|
|
|
|
|
|
|
char vertex[] = {"\
|
|
|
|
#version 330\n\
|
|
|
|
in vec2 vertex_position;\n\
|
|
|
|
in vec2 vertex_texcoord0;\n\
|
|
|
|
out vec2 texcoord0;\n\
|
|
|
|
in vec2 vertex_texcoord1;\n\
|
|
|
|
out vec2 texcoord1;\n\
|
|
|
|
in vec2 vertex_texcoord2;\n\
|
|
|
|
out vec2 texcoord2;\n\
|
|
|
|
in vec2 vertex_texcoord3;\n\
|
|
|
|
out vec2 texcoord3;\n\
|
|
|
|
in vec2 vertex_texcoord4;\n\
|
|
|
|
out vec2 texcoord4;\n\
|
|
|
|
in vec2 vertex_texcoord5;\n\
|
|
|
|
out vec2 texcoord5;\n\
|
|
|
|
void main() {\n\
|
|
|
|
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
|
|
|
texcoord0 = vertex_texcoord0;\n\
|
|
|
|
texcoord1 = vertex_texcoord1;\n\
|
|
|
|
texcoord2 = vertex_texcoord2;\n\
|
|
|
|
texcoord3 = vertex_texcoord3;\n\
|
|
|
|
texcoord4 = vertex_texcoord4;\n\
|
|
|
|
texcoord5 = vertex_texcoord5;\n\
|
|
|
|
}\n"};
|
|
|
|
|
|
|
|
|
|
|
|
char fragment[] = {"\
|
|
|
|
#version 330\n\
|
|
|
|
#define texture1D texture\n\
|
|
|
|
#define texture3D texture\n\
|
|
|
|
out vec4 out_color;\n\
|
|
|
|
in vec2 texcoord0;\n\
|
|
|
|
in vec2 texcoord1;\n\
|
|
|
|
in vec2 texcoord2;\n\
|
|
|
|
in vec2 texcoord3;\n\
|
|
|
|
in vec2 texcoord4;\n\
|
|
|
|
in vec2 texcoord5;\n\
|
|
|
|
uniform mat3 colormatrix;\n\
|
|
|
|
uniform vec3 colormatrix_c;\n\
|
|
|
|
uniform sampler2D texture0;\n\
|
|
|
|
//uniform vec2 texture_size0;\n\
|
|
|
|
//uniform mat2 texture_rot0;\n\
|
|
|
|
//uniform vec2 pixel_size0;\n\
|
|
|
|
uniform sampler2D texture1;\n\
|
|
|
|
//uniform vec2 texture_size1;\n\
|
|
|
|
//uniform mat2 texture_rot1;\n\
|
|
|
|
//uniform vec2 pixel_size1;\n\
|
|
|
|
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
|
|
|
|
void main() {\n\
|
|
|
|
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
|
|
|
|
color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
|
|
|
|
color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
|
|
|
|
// color conversion\n\
|
|
|
|
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
|
|
|
|
color.a = 1.0;\n\
|
|
|
|
// color mapping\n\
|
|
|
|
out_color = color;\n\
|
|
|
|
}\n"};
|
|
|
|
|
2018-09-01 12:03:37 +02:00
|
|
|
char fragment_bt2100[] = {"\
|
|
|
|
#version 330\n\
|
|
|
|
#define texture1D texture\n\
|
|
|
|
#define texture3D texture\n\
|
|
|
|
out vec4 out_color;\n\
|
|
|
|
in vec2 texcoord0;\n\
|
|
|
|
in vec2 texcoord1;\n\
|
|
|
|
in vec2 texcoord2;\n\
|
|
|
|
in vec2 texcoord3;\n\
|
|
|
|
in vec2 texcoord4;\n\
|
|
|
|
in vec2 texcoord5;\n\
|
|
|
|
uniform mat3 colormatrix;\n\
|
|
|
|
uniform vec3 colormatrix_c;\n\
|
|
|
|
uniform mat3 cms_matrix;\n\
|
|
|
|
uniform sampler2D texture0;\n\
|
|
|
|
//uniform vec2 texture_size0;\n\
|
|
|
|
//uniform mat2 texture_rot0;\n\
|
|
|
|
//uniform vec2 pixel_size0;\n\
|
|
|
|
uniform sampler2D texture1;\n\
|
|
|
|
//uniform vec2 texture_size1;\n\
|
|
|
|
//uniform mat2 texture_rot1;\n\
|
|
|
|
//uniform vec2 pixel_size1;\n\
|
|
|
|
//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
|
|
|
|
void main() {\n\
|
|
|
|
vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
|
|
|
|
color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
|
|
|
|
color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
|
|
|
|
// color conversion\n\
|
|
|
|
color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
|
|
|
|
color.a = 1.0;\n\
|
|
|
|
// color mapping\n\
|
|
|
|
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
|
|
|
|
color.rgb = pow(color.rgb, vec3(2.4));\n\
|
|
|
|
color.rgb = cms_matrix * color.rgb;\n\
|
|
|
|
color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
|
|
|
|
color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
|
|
|
|
out_color = color;\n\
|
|
|
|
}\n"};
|
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
/* Color conversion matrix: RGB = m * YUV + c
|
|
|
|
* m is in row-major matrix, with m[row][col], e.g.:
|
|
|
|
* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
|
|
|
|
* [ a21 a22 a23 ] { a21, a22, a23 },
|
|
|
|
* [ a31 a32 a33 ] { a31, a32, a33 } };
|
|
|
|
* This is accessed as e.g.: m[2-1][1-1] = a21
|
|
|
|
* In particular, each row contains all the coefficients for one of R, G, B,
|
|
|
|
* while each column contains all the coefficients for one of Y, U, V:
|
|
|
|
* m[r,g,b][y,u,v] = ...
|
|
|
|
* The matrix could also be viewed as group of 3 vectors, e.g. the 1st column
|
|
|
|
* is the Y vector (1, 1, 1), the 2nd is the U vector, the 3rd the V vector.
|
|
|
|
* The matrix might also be used for other conversions and colorspaces.
|
|
|
|
*/
|
|
|
|
struct mp_cmat {
|
|
|
|
float m[3][3]; // colormatrix
|
|
|
|
float c[3]; //colormatrix_c
|
|
|
|
};
|
|
|
|
|
2018-09-01 12:03:37 +02:00
|
|
|
struct mp_mat {
|
|
|
|
float m[3][3];
|
|
|
|
};
|
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
// YUV input limited range (16-235 for luma, 16-240 for chroma)
|
|
|
|
// ITU-R BT.601 (SD)
|
|
|
|
struct mp_cmat yuv_bt601 = {\
|
|
|
|
{{ 1.164384, 1.164384, 1.164384 },\
|
|
|
|
{ 0.00000, -0.391762, 2.017232 },\
|
|
|
|
{ 1.596027, -0.812968 , 0.000000 }},\
|
|
|
|
{-0.874202, 0.531668, -1.085631 } };
|
|
|
|
|
|
|
|
// ITU-R BT.709 (HD)
|
|
|
|
struct mp_cmat yuv_bt709 = {\
|
|
|
|
{{ 1.164384, 1.164384, 1.164384 },\
|
|
|
|
{ 0.00000, -0.213249, 2.112402 },\
|
|
|
|
{ 1.792741, -0.532909 , 0.000000 }},\
|
|
|
|
{-0.972945, 0.301483, -1.133402 } };
|
|
|
|
|
|
|
|
// ITU-R BT.2020 non-constant luminance system
|
|
|
|
struct mp_cmat yuv_bt2020ncl = {\
|
|
|
|
{{ 1.164384, 1.164384, 1.164384 },\
|
|
|
|
{ 0.00000, -0.187326, 2.141772 },\
|
|
|
|
{ 1.678674, -0.650424 , 0.000000 }},\
|
|
|
|
{-0.915688, 0.347459, -1.148145 } };
|
|
|
|
|
|
|
|
// ITU-R BT.2020 constant luminance system
|
|
|
|
struct mp_cmat yuv_bt2020cl = {\
|
|
|
|
{{ 0.0000, 1.164384, 0.000000 },\
|
|
|
|
{ 0.00000, 0.000000, 1.138393 },\
|
|
|
|
{ 1.138393, 0.000000 , 0.000000 }},\
|
|
|
|
{-0.571429, -0.073059, -0.571429 } };
|
|
|
|
|
2018-09-01 12:03:37 +02:00
|
|
|
float cms_matrix[3][3] = \
|
|
|
|
{{ 1.660497, -0.124547, -0.018154},\
|
|
|
|
{-0.587657, 1.132895, -0.100597},\
|
|
|
|
{-0.072840, -0.008348, 1.118751}};
|
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
struct gl_vao_entry {
|
|
|
|
// used for shader / glBindAttribLocation
|
|
|
|
const char *name;
|
|
|
|
// glVertexAttribPointer() arguments
|
|
|
|
int num_elems; // size (number of elements)
|
|
|
|
GLenum type;
|
|
|
|
bool normalized;
|
|
|
|
int offset;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct vertex_pt {
|
|
|
|
float x, y;
|
|
|
|
};
|
|
|
|
|
|
|
|
#define TEXUNIT_VIDEO_NUM 6
|
|
|
|
struct vertex {
|
|
|
|
struct vertex_pt position;
|
|
|
|
struct vertex_pt texcoord[TEXUNIT_VIDEO_NUM];
|
|
|
|
};
|
|
|
|
|
|
|
|
static const struct gl_vao_entry vertex_vao[] = {
|
|
|
|
{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
|
|
|
|
{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
|
|
|
|
{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
|
|
|
|
{"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
|
|
|
|
{"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
|
|
|
|
{"texcoord4", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[4])},
|
|
|
|
{"texcoord5", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[5])},
|
|
|
|
{0}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void compile_attach_shader(GLuint program,
|
|
|
|
GLenum type, const char *source)
|
|
|
|
{
|
|
|
|
|
|
|
|
GLuint shader = glCreateShader(type);
|
|
|
|
glShaderSource(shader, 1, &source, NULL);
|
|
|
|
glCompileShader(shader);
|
|
|
|
GLint status = 0;
|
|
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
|
|
GLint log_length = 0;
|
|
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
|
|
|
|
Debug(3,"compile Status %d loglen %d\n",status,log_length);
|
|
|
|
|
|
|
|
GlxCheck();
|
|
|
|
glAttachShader(program, shader);
|
|
|
|
glDeleteShader(shader);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void link_shader(GLuint program)
|
|
|
|
{
|
|
|
|
glLinkProgram(program);
|
|
|
|
GLint status = 0;
|
|
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
|
|
GLint log_length = 0;
|
|
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
|
|
|
|
Debug(3,"Link Status %d loglen %d\n",status,log_length);
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2018-09-01 12:03:37 +02:00
|
|
|
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
|
2018-08-19 11:45:46 +02:00
|
|
|
|
|
|
|
char vname[80];
|
|
|
|
int n;
|
2018-09-01 12:03:37 +02:00
|
|
|
GLint cmsLoc;
|
|
|
|
float *m,*c,*cms;
|
|
|
|
char *frag;
|
|
|
|
|
|
|
|
switch (colorspace) {
|
|
|
|
case AVCOL_SPC_RGB:
|
|
|
|
m = &yuv_bt601.m[0][0];
|
|
|
|
c = &yuv_bt601.c[0];
|
|
|
|
frag = fragment;
|
|
|
|
Debug(3,"BT601 Colorspace used\n");
|
|
|
|
break;
|
|
|
|
case AVCOL_SPC_BT709:
|
|
|
|
case AVCOL_SPC_UNSPECIFIED: // comes with UHD
|
|
|
|
m = &yuv_bt709.m[0][0];
|
|
|
|
c = &yuv_bt709.c[0];
|
|
|
|
frag = fragment;
|
|
|
|
Debug(3,"BT709 Colorspace used\n");
|
|
|
|
break;
|
|
|
|
case AVCOL_SPC_BT2020_NCL:
|
|
|
|
m = &yuv_bt2020ncl.m[0][0];
|
|
|
|
c = &yuv_bt2020ncl.c[0];
|
|
|
|
cms = &cms_matrix[0][0];
|
|
|
|
frag = fragment_bt2100;
|
|
|
|
Debug(3,"BT2020NCL Colorspace used\n");
|
|
|
|
break;
|
|
|
|
default: // fallback
|
|
|
|
m = &yuv_bt709.m[0][0];
|
|
|
|
c = &yuv_bt709.c[0];
|
|
|
|
frag = fragment;
|
|
|
|
Debug(3,"default BT709 Colorspace used %d\n",colorspace);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
Debug(3,"vor create\n");
|
|
|
|
gl_prog = glCreateProgram();
|
|
|
|
Debug(3,"vor compile vertex\n");
|
2018-09-01 12:03:37 +02:00
|
|
|
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
|
2018-08-19 11:45:46 +02:00
|
|
|
Debug(3,"vor compile fragment\n");
|
|
|
|
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag);
|
|
|
|
glBindAttribLocation(gl_prog,0,"vertex_position");
|
|
|
|
|
|
|
|
for (n=0;n<6;n++) {
|
|
|
|
sprintf(vname,"vertex_texcoord%1d",n);
|
|
|
|
glBindAttribLocation(gl_prog,n+1,vname);
|
|
|
|
}
|
2018-09-01 12:03:37 +02:00
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
link_shader(gl_prog);
|
2018-09-01 12:03:37 +02:00
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
gl_colormatrix = glGetUniformLocation(gl_prog,"colormatrix");
|
|
|
|
Debug(3,"get uniform colormatrix %d \n",gl_colormatrix);
|
|
|
|
if (gl_colormatrix != -1)
|
|
|
|
glProgramUniformMatrix3fv(gl_prog,gl_colormatrix,1,0,m);
|
|
|
|
GlxCheck();
|
|
|
|
//glProgramUniform3fv(gl_prog,gl_colormatrix,3,&yuv_bt709.m[0][0]);
|
|
|
|
gl_colormatrix_c = glGetUniformLocation(gl_prog,"colormatrix_c");
|
|
|
|
Debug(3,"get uniform colormatrix_c %d %f\n",gl_colormatrix_c,*c);
|
|
|
|
if (gl_colormatrix_c != -1)
|
|
|
|
glProgramUniform3fv(gl_prog,gl_colormatrix_c,1,c);
|
|
|
|
GlxCheck();
|
|
|
|
|
2018-09-01 12:03:37 +02:00
|
|
|
if (colorspace == AVCOL_SPC_BT2020_NCL) {
|
|
|
|
cmsLoc = glGetUniformLocation(gl_prog,"cms_matrix");
|
|
|
|
if (cmsLoc != -1)
|
|
|
|
glProgramUniformMatrix3fv(gl_prog,cmsLoc,1,0,cms);
|
|
|
|
GlxCheck();
|
|
|
|
}
|
|
|
|
|
2018-08-19 11:45:46 +02:00
|
|
|
return gl_prog;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void render_pass_quad()
|
|
|
|
{
|
|
|
|
struct vertex va[4];
|
|
|
|
int n;
|
|
|
|
const struct gl_vao_entry *e;
|
|
|
|
// uhhhh what a hack
|
|
|
|
va[0].position.x = (float) -1.0;
|
|
|
|
va[0].position.y = (float) 1.0;
|
|
|
|
va[1].position.x = (float) -1.0;
|
|
|
|
va[1].position.y = (float) -1.0;
|
|
|
|
va[2].position.x = (float) 1.0;
|
|
|
|
va[2].position.y = (float) 1.0;
|
|
|
|
va[3].position.x = (float) 1.0;
|
|
|
|
va[3].position.y = (float) -1.0;
|
|
|
|
|
|
|
|
va[0].texcoord[0].x = (float) 0.0;
|
|
|
|
va[0].texcoord[0].y = (float) 0.0;
|
|
|
|
va[0].texcoord[1].x = (float) 0.0;
|
|
|
|
va[0].texcoord[1].y = (float) 0.0;
|
|
|
|
va[1].texcoord[0].x = (float) 0.0;
|
|
|
|
va[1].texcoord[0].y = (float) 1.0;
|
|
|
|
va[1].texcoord[1].x = (float) 0.0;
|
|
|
|
va[1].texcoord[1].y = (float) 1.0;
|
|
|
|
va[2].texcoord[0].x = (float) 1.0;
|
|
|
|
va[2].texcoord[0].y = (float) 0.0;
|
|
|
|
va[2].texcoord[1].x = (float) 1.0;
|
|
|
|
va[2].texcoord[1].y = (float) 0.0;
|
|
|
|
va[3].texcoord[0].x = (float) 1.0;
|
|
|
|
va[3].texcoord[0].y = (float) 1.0;
|
|
|
|
va[3].texcoord[1].x = (float) 1.0;
|
|
|
|
va[3].texcoord[1].y = (float) 1.0;
|
|
|
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), va, GL_DYNAMIC_DRAW);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
// enable attribs
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
|
|
|
|
for ( n = 0; vertex_vao[n].name; n++) {
|
|
|
|
e = &vertex_vao[n];
|
|
|
|
glEnableVertexAttribArray(n);
|
|
|
|
glVertexAttribPointer(n, e->num_elems, e->type, e->normalized,
|
|
|
|
sizeof(struct vertex), (void *)(intptr_t)e->offset);
|
|
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
// draw quad
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
for ( n = 0; vertex_vao[n].name; n++)
|
|
|
|
glDisableVertexAttribArray(n);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|