mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2025-03-01 10:39:28 +00:00
Reindent all sources to common coding style.
This commit is contained in:
932
shaders.h
932
shaders.h
@@ -1,465 +1,467 @@
|
||||
|
||||
// shader
|
||||
#ifdef CUVID
|
||||
char vertex_osd[] = {"\
|
||||
#version 330\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
}\n"};
|
||||
|
||||
char fragment_osd[] = {"\
|
||||
#version 330\n\
|
||||
#define texture1D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
void main() {\n\
|
||||
vec4 color; \n\
|
||||
color = vec4(texture(texture0, texcoord0));\n\
|
||||
out_color = color;\n\
|
||||
}\n"};
|
||||
|
||||
char vertex[] = {"\
|
||||
#version 310 es\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
in vec2 vertex_texcoord1;\n\
|
||||
out vec2 texcoord1;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
texcoord1 = vertex_texcoord1;\n\
|
||||
}\n"};
|
||||
|
||||
char fragment[] = {"\
|
||||
#version 310 es\n\
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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"};
|
||||
|
||||
char fragment_bt2100[] = {"\
|
||||
#version 310 es\n \
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform mat3 cms_matrix;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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"};
|
||||
|
||||
|
||||
#else
|
||||
char vertex_osd[] = {"\
|
||||
\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
}\n"};
|
||||
|
||||
char fragment_osd[] = {"\
|
||||
\n\
|
||||
#define texture1D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
void main() {\n\
|
||||
vec4 color; \n\
|
||||
color = vec4(texture(texture0, texcoord0));\n\
|
||||
out_color = color;\n\
|
||||
}\n"};
|
||||
|
||||
char vertex[] = {"\
|
||||
\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
in vec2 vertex_texcoord1;\n\
|
||||
out vec2 texcoord1;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
texcoord1 = vertex_texcoord1;\n\
|
||||
}\n"};
|
||||
|
||||
char fragment[] = {"\
|
||||
\n\
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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"};
|
||||
|
||||
char fragment_bt2100[] = {"\
|
||||
\n \
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform mat3 cms_matrix;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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"};
|
||||
#endif
|
||||
/* 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 {
|
||||
GLfloat m[3][3]; // colormatrix
|
||||
GLfloat c[3]; //colormatrix_c
|
||||
};
|
||||
|
||||
struct mp_mat {
|
||||
GLfloat m[3][3];
|
||||
};
|
||||
|
||||
// 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 } };
|
||||
|
||||
float cms_matrix[3][3] = \
|
||||
{{ 1.660497, -0.124547, -0.018154},\
|
||||
{-0.587657, 1.132895, -0.100597},\
|
||||
{-0.072840, -0.008348, 1.118751}};
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
struct vertex_pi {
|
||||
GLint 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])},
|
||||
{0}
|
||||
};
|
||||
|
||||
|
||||
static void compile_attach_shader(GLuint program,
|
||||
GLenum type, const char *source)
|
||||
{
|
||||
GLuint shader;
|
||||
GLint status, log_length;
|
||||
char log[4000];
|
||||
GLsizei len;
|
||||
shader = glCreateShader(type);
|
||||
glShaderSource(shader, 1, &source, NULL);
|
||||
glCompileShader(shader);
|
||||
status = 0;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
log_length = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
|
||||
glGetShaderInfoLog(shader,4000,&len,log);
|
||||
GlxCheck();
|
||||
Debug(3,"compile Status %d loglen %d >%s<\n",status,log_length,log);
|
||||
|
||||
glAttachShader(program, shader);
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
static void link_shader(GLuint program)
|
||||
{
|
||||
GLint status,log_length;
|
||||
|
||||
glLinkProgram(program);
|
||||
status = 0;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
log_length = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
|
||||
Debug(3,"Link Status %d loglen %d\n",status,log_length);
|
||||
}
|
||||
|
||||
static GLuint sc_generate_osd(GLuint gl_prog) {
|
||||
|
||||
Debug(3,"vor create osd\n");
|
||||
gl_prog = glCreateProgram();
|
||||
Debug(3,"vor compile vertex osd\n");
|
||||
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd);
|
||||
Debug(3,"vor compile fragment osd \n");
|
||||
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd);
|
||||
glBindAttribLocation(gl_prog,0,"vertex_position");
|
||||
glBindAttribLocation(gl_prog,1,"vertex_texcoord0");
|
||||
|
||||
link_shader(gl_prog);
|
||||
return gl_prog;
|
||||
}
|
||||
|
||||
|
||||
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
|
||||
|
||||
char vname[80];
|
||||
int n;
|
||||
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;
|
||||
}
|
||||
|
||||
Debug(3,"vor create\n");
|
||||
gl_prog = glCreateProgram();
|
||||
Debug(3,"vor compile vertex\n");
|
||||
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
|
||||
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);
|
||||
}
|
||||
|
||||
link_shader(gl_prog);
|
||||
|
||||
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();
|
||||
Debug(3,"nach set colormatrix\n");
|
||||
|
||||
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();
|
||||
|
||||
if (colorspace == AVCOL_SPC_BT2020_NCL) {
|
||||
cmsLoc = glGetUniformLocation(gl_prog,"cms_matrix");
|
||||
if (cmsLoc != -1)
|
||||
glProgramUniformMatrix3fv(gl_prog,cmsLoc,1,0,cms);
|
||||
GlxCheck();
|
||||
}
|
||||
|
||||
return gl_prog;
|
||||
}
|
||||
|
||||
static void render_pass_quad(int flip, float xcrop, float ycrop)
|
||||
{
|
||||
struct vertex va[4];
|
||||
int n;
|
||||
const struct gl_vao_entry *e;
|
||||
// uhhhh what a hack
|
||||
if (!flip ) {
|
||||
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;
|
||||
} else {
|
||||
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 + xcrop;
|
||||
va[0].texcoord[0].y = (float) 0.0 + ycrop; // abgeschnitten von links oben
|
||||
va[0].texcoord[1].x = (float) 0.0 + xcrop;
|
||||
va[0].texcoord[1].y = (float) 0.0 + ycrop; // abgeschnitten von links oben
|
||||
va[1].texcoord[0].x = (float) 0.0 + xcrop;
|
||||
va[1].texcoord[0].y = (float) 1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
||||
va[1].texcoord[1].x = (float) 0.0 + xcrop;
|
||||
va[1].texcoord[1].y = (float) 1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
||||
va[2].texcoord[0].x = (float) 1.0 - xcrop;
|
||||
va[2].texcoord[0].y = (float) 0.0 + ycrop; // abgeschnitten von rechts oben
|
||||
va[2].texcoord[1].x = (float) 1.0 - xcrop;
|
||||
va[2].texcoord[1].y = (float) 0.0 + ycrop; // abgeschnitten von rechts oben
|
||||
va[3].texcoord[0].x = (float) 1.0 - xcrop;
|
||||
va[3].texcoord[0].y = (float) 1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
||||
va[3].texcoord[1].x = (float) 1.0 - xcrop;
|
||||
va[3].texcoord[1].y = (float) 1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
||||
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// shader
|
||||
#ifdef CUVID
|
||||
char vertex_osd[] = { "\
|
||||
#version 330\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
}\n" };
|
||||
|
||||
char fragment_osd[] = { "\
|
||||
#version 330\n\
|
||||
#define texture1D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
void main() {\n\
|
||||
vec4 color; \n\
|
||||
color = vec4(texture(texture0, texcoord0));\n\
|
||||
out_color = color;\n\
|
||||
}\n" };
|
||||
|
||||
char vertex[] = { "\
|
||||
#version 310 es\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
in vec2 vertex_texcoord1;\n\
|
||||
out vec2 texcoord1;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
texcoord1 = vertex_texcoord1;\n\
|
||||
}\n" };
|
||||
|
||||
char fragment[] = { "\
|
||||
#version 310 es\n\
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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" };
|
||||
|
||||
char fragment_bt2100[] = { "\
|
||||
#version 310 es\n \
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform mat3 cms_matrix;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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" };
|
||||
|
||||
#else
|
||||
char vertex_osd[] = { "\
|
||||
\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
}\n" };
|
||||
|
||||
char fragment_osd[] = { "\
|
||||
\n\
|
||||
#define texture1D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
void main() {\n\
|
||||
vec4 color; \n\
|
||||
color = vec4(texture(texture0, texcoord0));\n\
|
||||
out_color = color;\n\
|
||||
}\n" };
|
||||
|
||||
char vertex[] = { "\
|
||||
\n\
|
||||
in vec2 vertex_position;\n\
|
||||
in vec2 vertex_texcoord0;\n\
|
||||
out vec2 texcoord0;\n\
|
||||
in vec2 vertex_texcoord1;\n\
|
||||
out vec2 texcoord1;\n\
|
||||
void main() {\n\
|
||||
gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
|
||||
texcoord0 = vertex_texcoord0;\n\
|
||||
texcoord1 = vertex_texcoord1;\n\
|
||||
}\n" };
|
||||
|
||||
char fragment[] = { "\
|
||||
\n\
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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" };
|
||||
|
||||
char fragment_bt2100[] = { "\
|
||||
\n \
|
||||
#define texture1D texture\n\
|
||||
#define texture3D texture\n\
|
||||
precision mediump float; \
|
||||
layout(location = 0) out vec4 out_color;\n\
|
||||
in vec2 texcoord0;\n\
|
||||
in vec2 texcoord1;\n\
|
||||
uniform mat3 colormatrix;\n\
|
||||
uniform vec3 colormatrix_c;\n\
|
||||
uniform mat3 cms_matrix;\n\
|
||||
uniform sampler2D texture0;\n\
|
||||
uniform sampler2D texture1;\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" };
|
||||
#endif
|
||||
|
||||
/* 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
|
||||
{
|
||||
GLfloat m[3][3]; // colormatrix
|
||||
GLfloat c[3]; //colormatrix_c
|
||||
};
|
||||
|
||||
struct mp_mat
|
||||
{
|
||||
GLfloat m[3][3];
|
||||
};
|
||||
|
||||
// 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}
|
||||
};
|
||||
|
||||
float cms_matrix[3][3] = { {1.660497, -0.124547, -0.018154},
|
||||
{-0.587657, 1.132895, -0.100597},
|
||||
{-0.072840, -0.008348, 1.118751}
|
||||
};
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
struct vertex_pi
|
||||
{
|
||||
GLint 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])},
|
||||
{0}
|
||||
};
|
||||
|
||||
static void compile_attach_shader(GLuint program, GLenum type, const char *source)
|
||||
{
|
||||
GLuint shader;
|
||||
GLint status, log_length;
|
||||
char log[4000];
|
||||
GLsizei len;
|
||||
|
||||
shader = glCreateShader(type);
|
||||
glShaderSource(shader, 1, &source, NULL);
|
||||
glCompileShader(shader);
|
||||
status = 0;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
||||
log_length = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
|
||||
glGetShaderInfoLog(shader, 4000, &len, log);
|
||||
GlxCheck();
|
||||
Debug(3, "compile Status %d loglen %d >%s<\n", status, log_length, log);
|
||||
|
||||
glAttachShader(program, shader);
|
||||
glDeleteShader(shader);
|
||||
}
|
||||
|
||||
static void link_shader(GLuint program)
|
||||
{
|
||||
GLint status, log_length;
|
||||
|
||||
glLinkProgram(program);
|
||||
status = 0;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
||||
log_length = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
|
||||
Debug(3, "Link Status %d loglen %d\n", status, log_length);
|
||||
}
|
||||
|
||||
static GLuint sc_generate_osd(GLuint gl_prog)
|
||||
{
|
||||
|
||||
Debug(3, "vor create osd\n");
|
||||
gl_prog = glCreateProgram();
|
||||
Debug(3, "vor compile vertex osd\n");
|
||||
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex_osd);
|
||||
Debug(3, "vor compile fragment osd \n");
|
||||
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, fragment_osd);
|
||||
glBindAttribLocation(gl_prog, 0, "vertex_position");
|
||||
glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
|
||||
|
||||
link_shader(gl_prog);
|
||||
return gl_prog;
|
||||
}
|
||||
|
||||
static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace)
|
||||
{
|
||||
|
||||
char vname[80];
|
||||
int n;
|
||||
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;
|
||||
}
|
||||
|
||||
Debug(3, "vor create\n");
|
||||
gl_prog = glCreateProgram();
|
||||
Debug(3, "vor compile vertex\n");
|
||||
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
|
||||
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);
|
||||
}
|
||||
|
||||
link_shader(gl_prog);
|
||||
|
||||
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();
|
||||
Debug(3, "nach set colormatrix\n");
|
||||
|
||||
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();
|
||||
|
||||
if (colorspace == AVCOL_SPC_BT2020_NCL) {
|
||||
cmsLoc = glGetUniformLocation(gl_prog, "cms_matrix");
|
||||
if (cmsLoc != -1)
|
||||
glProgramUniformMatrix3fv(gl_prog, cmsLoc, 1, 0, cms);
|
||||
GlxCheck();
|
||||
}
|
||||
|
||||
return gl_prog;
|
||||
}
|
||||
|
||||
static void render_pass_quad(int flip, float xcrop, float ycrop)
|
||||
{
|
||||
struct vertex va[4];
|
||||
int n;
|
||||
const struct gl_vao_entry *e;
|
||||
|
||||
// uhhhh what a hack
|
||||
if (!flip) {
|
||||
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;
|
||||
} else {
|
||||
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 + xcrop;
|
||||
va[0].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von links oben
|
||||
va[0].texcoord[1].x = (float)0.0 + xcrop;
|
||||
va[0].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von links oben
|
||||
va[1].texcoord[0].x = (float)0.0 + xcrop;
|
||||
va[1].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
||||
va[1].texcoord[1].x = (float)0.0 + xcrop;
|
||||
va[1].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
|
||||
va[2].texcoord[0].x = (float)1.0 - xcrop;
|
||||
va[2].texcoord[0].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
|
||||
va[2].texcoord[1].x = (float)1.0 - xcrop;
|
||||
va[2].texcoord[1].y = (float)0.0 + ycrop; // abgeschnitten von rechts oben
|
||||
va[3].texcoord[0].x = (float)1.0 - xcrop;
|
||||
va[3].texcoord[0].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
||||
va[3].texcoord[1].x = (float)1.0 - xcrop;
|
||||
va[3].texcoord[1].y = (float)1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user