mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2023-10-10 13:37:41 +02:00
177e44de98
- reindent all sources to common code style - fix include sort errors from clang-format - update AGPL 3.0 license file
453 lines
16 KiB
C
453 lines
16 KiB
C
// shader
|
|
#define SHADER_LENGTH 10000
|
|
|
|
#ifdef CUVID
|
|
const char *gl_version = "#version 330";
|
|
#else
|
|
#ifdef RASPI
|
|
const char *gl_version = "#version 300 es";
|
|
#else
|
|
const char *gl_version = "#version 300 es ";
|
|
#endif
|
|
#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}};
|
|
|
|
// Common constants for SMPTE ST.2084 (PQ)
|
|
static const float PQ_M1 = 2610. / 4096 * 1. / 4, PQ_M2 = 2523. / 4096 * 128, PQ_C1 = 3424. / 4096,
|
|
PQ_C2 = 2413. / 4096 * 32, PQ_C3 = 2392. / 4096 * 32;
|
|
|
|
// Common constants for ARIB STD-B67 (HLG)
|
|
static const float HLG_A = 0.17883277, HLG_B = 0.28466892, HLG_C = 0.55991073;
|
|
|
|
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}};
|
|
|
|
#define GLSL(...) pl_shader_append(__VA_ARGS__)
|
|
#define GLSLV(...) pl_shader_append_v(__VA_ARGS__)
|
|
|
|
char sh[SHADER_LENGTH];
|
|
char shv[SHADER_LENGTH];
|
|
|
|
void GL_init() { sh[0] = 0; }
|
|
|
|
void GLV_init() { shv[0] = 0; }
|
|
|
|
void pl_shader_append(const char *fmt, ...) {
|
|
char temp[1000];
|
|
va_list ap;
|
|
|
|
va_start(ap, fmt);
|
|
vsprintf(temp, fmt, ap);
|
|
va_end(ap);
|
|
|
|
if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
|
|
Fatal(_("Shaderlenght fault\n"));
|
|
strcat(sh, temp);
|
|
}
|
|
|
|
void pl_shader_append_v(const char *fmt, ...) {
|
|
char temp[1000];
|
|
va_list ap;
|
|
|
|
va_start(ap, fmt);
|
|
vsprintf(temp, fmt, ap);
|
|
va_end(ap);
|
|
|
|
if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
|
|
Fatal(_("Shaderlenght fault\n"));
|
|
strcat(shv, temp);
|
|
}
|
|
|
|
static void compile_attach_shader(GLuint program, GLenum type, const char *source) {
|
|
GLuint shader;
|
|
GLint status = 1234, log_length;
|
|
char log[4000];
|
|
GLsizei len;
|
|
|
|
shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, 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();
|
|
|
|
GL_init();
|
|
GLSL("%s\n", gl_version);
|
|
GLSL("in vec2 vertex_position;\n");
|
|
GLSL("in vec2 vertex_texcoord0;\n");
|
|
GLSL("out vec2 texcoord0;\n");
|
|
GLSL("void main() {\n");
|
|
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
|
|
GLSL("texcoord0 = vertex_texcoord0;\n");
|
|
GLSL("}\n");
|
|
|
|
Debug(3, "vor compile vertex osd\n");
|
|
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
|
|
GL_init();
|
|
GLSL("%s\n", gl_version);
|
|
GLSL("#define texture1D texture\n");
|
|
GLSL("precision mediump float; \n");
|
|
GLSL("layout(location = 0) out vec4 out_color;\n");
|
|
GLSL("in vec2 texcoord0;\n");
|
|
GLSL("uniform sampler2D texture0;\n");
|
|
GLSL("void main() {\n");
|
|
GLSL("vec4 color; \n");
|
|
GLSL("color = vec4(texture(texture0, texcoord0));\n");
|
|
#ifdef GAMMA
|
|
GLSL("// delinearize gamma \n");
|
|
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
|
|
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
|
|
#endif
|
|
GLSL("out_color = color;\n");
|
|
GLSL("}\n");
|
|
Debug(3, "vor compile fragment osd \n");
|
|
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); // 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;
|
|
|
|
GL_init();
|
|
GLSL("%s\n", gl_version);
|
|
GLSL("in vec2 vertex_position; \n");
|
|
GLSL("in vec2 vertex_texcoord0; \n");
|
|
GLSL("out vec2 texcoord0; \n");
|
|
GLSL("in vec2 vertex_texcoord1; \n");
|
|
GLSL("out vec2 texcoord1; \n");
|
|
if (Planes == 3) {
|
|
GLSL("in vec2 vertex_texcoord2; \n");
|
|
GLSL("out vec2 texcoord2; \n");
|
|
}
|
|
GLSL("void main() { \n");
|
|
GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
|
|
GLSL("texcoord0 = vertex_texcoord0; \n");
|
|
GLSL("texcoord1 = vertex_texcoord1; \n");
|
|
if (Planes == 3) {
|
|
GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
|
|
}
|
|
GLSL("} \n");
|
|
|
|
Debug(3, "vor create\n");
|
|
gl_prog = glCreateProgram();
|
|
Debug(3, "vor compile vertex\n");
|
|
// printf("%s",sh);
|
|
compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh);
|
|
|
|
switch (colorspace) {
|
|
case AVCOL_SPC_RGB:
|
|
case AVCOL_SPC_BT470BG:
|
|
m = &yuv_bt601.m[0][0];
|
|
c = &yuv_bt601.c[0];
|
|
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];
|
|
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];
|
|
Debug(3, "BT2020NCL Colorspace used\n");
|
|
break;
|
|
default: // fallback
|
|
m = &yuv_bt709.m[0][0];
|
|
c = &yuv_bt709.c[0];
|
|
Debug(3, "default BT709 Colorspace used %d\n", colorspace);
|
|
break;
|
|
}
|
|
|
|
GL_init();
|
|
|
|
GLSL("%s\n", gl_version);
|
|
GLSL("precision mediump float; \n");
|
|
GLSL("layout(location = 0) out vec4 out_color;\n");
|
|
GLSL("in vec2 texcoord0; \n");
|
|
GLSL("in vec2 texcoord1; \n");
|
|
if (Planes == 3)
|
|
GLSL("in vec2 texcoord2; \n");
|
|
GLSL("uniform mat3 colormatrix; \n");
|
|
GLSL("uniform vec3 colormatrix_c; \n");
|
|
if (colorspace == AVCOL_SPC_BT2020_NCL)
|
|
GLSL("uniform mat3 cms_matrix;\n");
|
|
GLSL("uniform sampler2D texture0; \n");
|
|
GLSL("uniform sampler2D texture1; \n");
|
|
if (Planes == 3)
|
|
GLSL("uniform sampler2D texture2; \n");
|
|
GLSL("void main() { \n");
|
|
GLSL("vec4 color; \n");
|
|
|
|
if (colorspace == AVCOL_SPC_BT2020_NCL) {
|
|
GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
|
|
if (Planes == 3) {
|
|
GLSL("color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r; \n");
|
|
GLSL("color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r; \n");
|
|
} else {
|
|
GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
|
|
}
|
|
GLSL("// color conversion\n");
|
|
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; "
|
|
"\n");
|
|
GLSL("color.a = 1.0; \n");
|
|
|
|
GLSL("// pl_shader_linearize \n");
|
|
GLSL("color.rgb = max(color.rgb, 0.0); \n");
|
|
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
|
|
// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
|
|
// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb -
|
|
// vec3(%f)) * vec3(1.0/%f)) + vec3(%f) ,
|
|
// bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
|
|
GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - "
|
|
"vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), "
|
|
"bvec3(lessThan(vec3(0.5), color.rgb)));\n");
|
|
GLSL("color.rgb *= vec3(1.0/3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
|
|
GLSL("// color mapping \n");
|
|
GLSL("color.rgb = cms_matrix * color.rgb; \n");
|
|
#ifndef GAMMA
|
|
GLSL("// pl_shader_delinearize \n");
|
|
GLSL("color.rgb = max(color.rgb, 0.0); \n");
|
|
// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
|
|
// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
|
|
GLSL("color.rgb *= vec3(3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
|
|
GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * "
|
|
"log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), "
|
|
"bvec3(lessThan(vec3(1.0), color.rgb))); \n");
|
|
|
|
#endif
|
|
GLSL("out_color = color; \n");
|
|
GLSL("} \n");
|
|
} else {
|
|
|
|
GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
|
|
if (Planes == 3) {
|
|
GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
|
|
GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
|
|
} else {
|
|
GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
|
|
}
|
|
GLSL("// color conversion \n");
|
|
GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
|
|
GLSL("color.a = 1.0; \n");
|
|
|
|
GLSL("// linearize gamma \n");
|
|
GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
|
|
GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
|
|
#ifndef GAMMA
|
|
GLSL("// delinearize gamma to sRGB \n");
|
|
GLSL("color.rgb = max(color.rgb, 0.0); \n");
|
|
GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * "
|
|
"pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), "
|
|
"bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
|
|
#endif
|
|
GLSL("// color mapping \n");
|
|
GLSL("out_color = color; \n");
|
|
GLSL("} \n");
|
|
}
|
|
// printf(">%s<",sh);
|
|
Debug(3, "vor compile fragment\n");
|
|
compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
|
|
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);
|
|
}
|