mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2023-10-10 13:37:41 +02:00
370 lines
12 KiB
C
370 lines
12 KiB
C
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// shader
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char vertex[] = {"\
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#version 330\n\
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in vec2 vertex_position;\n\
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in vec2 vertex_texcoord0;\n\
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out vec2 texcoord0;\n\
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in vec2 vertex_texcoord1;\n\
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out vec2 texcoord1;\n\
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in vec2 vertex_texcoord2;\n\
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out vec2 texcoord2;\n\
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in vec2 vertex_texcoord3;\n\
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out vec2 texcoord3;\n\
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in vec2 vertex_texcoord4;\n\
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out vec2 texcoord4;\n\
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in vec2 vertex_texcoord5;\n\
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out vec2 texcoord5;\n\
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void main() {\n\
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gl_Position = vec4(vertex_position, 1.0, 1.0);\n\
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texcoord0 = vertex_texcoord0;\n\
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texcoord1 = vertex_texcoord1;\n\
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texcoord2 = vertex_texcoord2;\n\
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texcoord3 = vertex_texcoord3;\n\
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texcoord4 = vertex_texcoord4;\n\
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texcoord5 = vertex_texcoord5;\n\
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}\n"};
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char fragment[] = {"\
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#version 330\n\
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#define texture1D texture\n\
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#define texture3D texture\n\
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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in vec2 texcoord2;\n\
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in vec2 texcoord3;\n\
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in vec2 texcoord4;\n\
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in vec2 texcoord5;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform sampler2D texture0;\n\
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//uniform vec2 texture_size0;\n\
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//uniform mat2 texture_rot0;\n\
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//uniform vec2 pixel_size0;\n\
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uniform sampler2D texture1;\n\
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//uniform vec2 texture_size1;\n\
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//uniform mat2 texture_rot1;\n\
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//uniform vec2 pixel_size1;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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out_color = color;\n\
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}\n"};
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char fragment_bt2100[] = {"\
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#version 330\n\
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#define texture1D texture\n\
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#define texture3D texture\n\
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layout(location = 0) out vec4 out_color;\n\
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in vec2 texcoord0;\n\
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in vec2 texcoord1;\n\
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in vec2 texcoord2;\n\
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in vec2 texcoord3;\n\
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in vec2 texcoord4;\n\
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in vec2 texcoord5;\n\
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uniform mat3 colormatrix;\n\
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uniform vec3 colormatrix_c;\n\
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uniform mat3 cms_matrix;\n\
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uniform sampler2D texture0;\n\
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//uniform vec2 texture_size0;\n\
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//uniform mat2 texture_rot0;\n\
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//uniform vec2 pixel_size0;\n\
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uniform sampler2D texture1;\n\
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//uniform vec2 texture_size1;\n\
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//uniform mat2 texture_rot1;\n\
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//uniform vec2 pixel_size1;\n\
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//#define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n\
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void main() {\n\
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vec4 color; // = vec4(0.0, 0.0, 0.0, 1.0);\n\
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color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r;\n\
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color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n\
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// color conversion\n\
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color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;\n\
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color.a = 1.0;\n\
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// color mapping\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(2.4));\n\
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color.rgb = cms_matrix * color.rgb;\n\
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color.rgb = clamp(color.rgb, 0.0, 1.0);\n\
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color.rgb = pow(color.rgb, vec3(1.0/2.4));\n\
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out_color = color;\n\
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}\n"};
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/* Color conversion matrix: RGB = m * YUV + c
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* m is in row-major matrix, with m[row][col], e.g.:
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* [ a11 a12 a13 ] float m[3][3] = { { a11, a12, a13 },
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* [ a21 a22 a23 ] { a21, a22, a23 },
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* [ a31 a32 a33 ] { a31, a32, a33 } };
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* This is accessed as e.g.: m[2-1][1-1] = a21
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* In particular, each row contains all the coefficients for one of R, G, B,
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* while each column contains all the coefficients for one of Y, U, V:
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* m[r,g,b][y,u,v] = ...
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* The matrix could also be viewed as group of 3 vectors, e.g. the 1st column
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* is the Y vector (1, 1, 1), the 2nd is the U vector, the 3rd the V vector.
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* The matrix might also be used for other conversions and colorspaces.
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*/
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struct mp_cmat {
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float m[3][3]; // colormatrix
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float c[3]; //colormatrix_c
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};
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struct mp_mat {
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float m[3][3];
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};
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// YUV input limited range (16-235 for luma, 16-240 for chroma)
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// ITU-R BT.601 (SD)
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struct mp_cmat yuv_bt601 = {\
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{{ 1.164384, 1.164384, 1.164384 },\
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{ 0.00000, -0.391762, 2.017232 },\
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{ 1.596027, -0.812968 , 0.000000 }},\
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{-0.874202, 0.531668, -1.085631 } };
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// ITU-R BT.709 (HD)
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struct mp_cmat yuv_bt709 = {\
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{{ 1.164384, 1.164384, 1.164384 },\
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{ 0.00000, -0.213249, 2.112402 },\
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{ 1.792741, -0.532909 , 0.000000 }},\
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{-0.972945, 0.301483, -1.133402 } };
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// ITU-R BT.2020 non-constant luminance system
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struct mp_cmat yuv_bt2020ncl = {\
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{{ 1.164384, 1.164384, 1.164384 },\
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{ 0.00000, -0.187326, 2.141772 },\
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{ 1.678674, -0.650424 , 0.000000 }},\
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{-0.915688, 0.347459, -1.148145 } };
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// ITU-R BT.2020 constant luminance system
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struct mp_cmat yuv_bt2020cl = {\
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{{ 0.0000, 1.164384, 0.000000 },\
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{ 0.00000, 0.000000, 1.138393 },\
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{ 1.138393, 0.000000 , 0.000000 }},\
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{-0.571429, -0.073059, -0.571429 } };
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float cms_matrix[3][3] = \
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{{ 1.660497, -0.124547, -0.018154},\
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{-0.587657, 1.132895, -0.100597},\
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{-0.072840, -0.008348, 1.118751}};
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struct gl_vao_entry {
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// used for shader / glBindAttribLocation
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const char *name;
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// glVertexAttribPointer() arguments
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int num_elems; // size (number of elements)
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GLenum type;
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bool normalized;
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int offset;
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};
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struct vertex_pt {
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float x, y;
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};
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struct vertex_pi {
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GLint x, y;
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};
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#define TEXUNIT_VIDEO_NUM 6
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struct vertex {
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struct vertex_pt position;
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struct vertex_pt texcoord[TEXUNIT_VIDEO_NUM];
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};
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static const struct gl_vao_entry vertex_vao[] = {
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{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
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{"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
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{"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
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{"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
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{"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
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{"texcoord4", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[4])},
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{"texcoord5", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[5])},
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{0}
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};
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static void compile_attach_shader(GLuint program,
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GLenum type, const char *source)
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{
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GLuint shader;
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GLint status, log_length;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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log_length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
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Debug(3,"compile Status %d loglen %d\n",status,log_length);
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GlxCheck();
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glAttachShader(program, shader);
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glDeleteShader(shader);
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}
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static void link_shader(GLuint program)
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{
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GLint status,log_length;
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glLinkProgram(program);
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status = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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log_length = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
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Debug(3,"Link Status %d loglen %d\n",status,log_length);
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}
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static GLuint sc_generate(GLuint gl_prog, enum AVColorSpace colorspace) {
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char vname[80];
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int n;
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GLint cmsLoc;
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float *m,*c,*cms;
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char *frag;
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switch (colorspace) {
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case AVCOL_SPC_RGB:
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m = &yuv_bt601.m[0][0];
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c = &yuv_bt601.c[0];
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frag = fragment;
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Debug(3,"BT601 Colorspace used\n");
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break;
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case AVCOL_SPC_BT709:
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case AVCOL_SPC_UNSPECIFIED: // comes with UHD
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m = &yuv_bt709.m[0][0];
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c = &yuv_bt709.c[0];
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frag = fragment;
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Debug(3,"BT709 Colorspace used\n");
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break;
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case AVCOL_SPC_BT2020_NCL:
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m = &yuv_bt2020ncl.m[0][0];
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c = &yuv_bt2020ncl.c[0];
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cms = &cms_matrix[0][0];
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frag = fragment_bt2100;
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Debug(3,"BT2020NCL Colorspace used\n");
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break;
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default: // fallback
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m = &yuv_bt709.m[0][0];
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c = &yuv_bt709.c[0];
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frag = fragment;
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Debug(3,"default BT709 Colorspace used %d\n",colorspace);
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break;
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}
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Debug(3,"vor create\n");
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gl_prog = glCreateProgram();
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Debug(3,"vor compile vertex\n");
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, vertex);
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Debug(3,"vor compile fragment\n");
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compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, frag);
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glBindAttribLocation(gl_prog,0,"vertex_position");
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for (n=0;n<6;n++) {
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sprintf(vname,"vertex_texcoord%1d",n);
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glBindAttribLocation(gl_prog,n+1,vname);
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}
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link_shader(gl_prog);
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gl_colormatrix = glGetUniformLocation(gl_prog,"colormatrix");
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Debug(3,"get uniform colormatrix %d \n",gl_colormatrix);
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if (gl_colormatrix != -1)
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glProgramUniformMatrix3fv(gl_prog,gl_colormatrix,1,0,m);
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GlxCheck();
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//glProgramUniform3fv(gl_prog,gl_colormatrix,3,&yuv_bt709.m[0][0]);
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gl_colormatrix_c = glGetUniformLocation(gl_prog,"colormatrix_c");
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Debug(3,"get uniform colormatrix_c %d %f\n",gl_colormatrix_c,*c);
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if (gl_colormatrix_c != -1)
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glProgramUniform3fv(gl_prog,gl_colormatrix_c,1,c);
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GlxCheck();
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if (colorspace == AVCOL_SPC_BT2020_NCL) {
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cmsLoc = glGetUniformLocation(gl_prog,"cms_matrix");
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if (cmsLoc != -1)
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glProgramUniformMatrix3fv(gl_prog,cmsLoc,1,0,cms);
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GlxCheck();
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}
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return gl_prog;
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}
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static void render_pass_quad(int flip, float xcrop, float ycrop)
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{
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struct vertex va[4];
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int n;
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const struct gl_vao_entry *e;
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// uhhhh what a hack
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if (!flip ) {
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va[0].position.x = (float) -1.0;
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va[0].position.y = (float) 1.0;
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va[1].position.x = (float) -1.0;
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va[1].position.y = (float) -1.0;
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va[2].position.x = (float) 1.0;
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va[2].position.y = (float) 1.0;
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va[3].position.x = (float) 1.0;
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va[3].position.y = (float) -1.0;
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} else {
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va[0].position.x = (float) -1.0;
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va[0].position.y = (float) -1.0;
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va[1].position.x = (float) -1.0;
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va[1].position.y = (float) 1.0;
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va[2].position.x = (float) 1.0;
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va[2].position.y = (float) -1.0;
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va[3].position.x = (float) 1.0;
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va[3].position.y = (float) 1.0;
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}
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va[0].texcoord[0].x = (float) 0.0 + xcrop;
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va[0].texcoord[0].y = (float) 0.0 + ycrop; // abgeschnitten von links oben
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va[0].texcoord[1].x = (float) 0.0 + xcrop;
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va[0].texcoord[1].y = (float) 0.0 + ycrop; // abgeschnitten von links oben
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va[1].texcoord[0].x = (float) 0.0 + xcrop;
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va[1].texcoord[0].y = (float) 1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
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va[1].texcoord[1].x = (float) 0.0 + xcrop;
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va[1].texcoord[1].y = (float) 1.0 - ycrop; // abgeschnitten links unten 1.0 - Wert
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va[2].texcoord[0].x = (float) 1.0 - xcrop;
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va[2].texcoord[0].y = (float) 0.0 + ycrop; // abgeschnitten von rechts oben
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va[2].texcoord[1].x = (float) 1.0 - xcrop;
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va[2].texcoord[1].y = (float) 0.0 + ycrop; // abgeschnitten von rechts oben
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va[3].texcoord[0].x = (float) 1.0 - xcrop;
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va[3].texcoord[0].y = (float) 1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
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va[3].texcoord[1].x = (float) 1.0 - xcrop;
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va[3].texcoord[1].y = (float) 1.0 - ycrop; // abgeschnitten von rechts unten 1.0 - wert
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glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(struct vertex), va, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// enable attribs
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glBindBuffer(GL_ARRAY_BUFFER, vao_buffer);
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for ( n = 0; vertex_vao[n].name; n++) {
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e = &vertex_vao[n];
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glEnableVertexAttribArray(n);
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glVertexAttribPointer(n, e->num_elems, e->type, e->normalized,
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sizeof(struct vertex), (void *)(intptr_t)e->offset);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// draw quad
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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for ( n = 0; vertex_vao[n].name; n++)
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glDisableVertexAttribArray(n);
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}
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