mirror of
https://github.com/jojo61/vdr-plugin-softhdcuvid.git
synced 2023-10-10 13:37:41 +02:00
449 lines
16 KiB
C
449 lines
16 KiB
C
// shader
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#define SHADER_LENGTH 10000
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#ifdef CUVID
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const char *gl_version = "#version 330";
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#else
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const char *gl_version = "#version 300 es ";
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#endif
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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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GLfloat m[3][3]; // colormatrix
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GLfloat c[3]; // colormatrix_c
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};
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struct mp_mat {
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GLfloat 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}, {0.00000, -0.391762, 2.017232}, {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}, {0.00000, -0.213249, 2.112402}, {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}, {0.00000, -0.187326, 2.141772}, {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}, {0.00000, 0.000000, 1.138393}, {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}, {-0.587657, 1.132895, -0.100597}, {-0.072840, -0.008348, 1.118751}};
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// Common constants for SMPTE ST.2084 (PQ)
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static const float PQ_M1 = 2610. / 4096 * 1. / 4, PQ_M2 = 2523. / 4096 * 128, PQ_C1 = 3424. / 4096,
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PQ_C2 = 2413. / 4096 * 32, PQ_C3 = 2392. / 4096 * 32;
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// Common constants for ARIB STD-B67 (HLG)
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static const float HLG_A = 0.17883277, HLG_B = 0.28466892, HLG_C = 0.55991073;
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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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{0}};
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#define GLSL(...) pl_shader_append(__VA_ARGS__)
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#define GLSLV(...) pl_shader_append_v(__VA_ARGS__)
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char sh[SHADER_LENGTH];
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char shv[SHADER_LENGTH];
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void GL_init() { sh[0] = 0; }
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void GLV_init() { shv[0] = 0; }
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void pl_shader_append(const char *fmt, ...) {
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char temp[1000];
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va_list ap;
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va_start(ap, fmt);
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vsprintf(temp, fmt, ap);
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va_end(ap);
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if (strlen(sh) + strlen(temp) > SHADER_LENGTH)
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Fatal(_("Shaderlenght fault\n"));
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strcat(sh, temp);
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}
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void pl_shader_append_v(const char *fmt, ...) {
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char temp[1000];
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va_list ap;
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va_start(ap, fmt);
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vsprintf(temp, fmt, ap);
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va_end(ap);
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if (strlen(shv) + strlen(temp) > SHADER_LENGTH)
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Fatal(_("Shaderlenght fault\n"));
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strcat(shv, temp);
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}
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static void compile_attach_shader(GLuint program, GLenum type, const char *source) {
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GLuint shader;
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GLint status = 1234, log_length;
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char log[4000];
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GLsizei len;
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shader = glCreateShader(type);
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glShaderSource(shader, 1, (const GLchar **)&source, NULL); // &buffer, 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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glGetShaderInfoLog(shader, 4000, &len, log);
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GlxCheck();
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Debug(3, "compile Status %d loglen %d >%s<\n", status, log_length, log);
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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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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_osd(GLuint gl_prog) {
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Debug(3, "vor create osd\n");
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gl_prog = glCreateProgram();
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GL_init();
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GLSL("%s\n", gl_version);
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GLSL("in vec2 vertex_position;\n");
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GLSL("in vec2 vertex_texcoord0;\n");
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GLSL("out vec2 texcoord0;\n");
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GLSL("void main() {\n");
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GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
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GLSL("texcoord0 = vertex_texcoord0;\n");
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GLSL("}\n");
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Debug(3, "vor compile vertex osd\n");
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh); // vertex_osd);
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GL_init();
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GLSL("%s\n", gl_version);
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GLSL("#define texture1D texture\n");
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GLSL("precision mediump float; \n");
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GLSL("layout(location = 0) out vec4 out_color;\n");
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GLSL("in vec2 texcoord0;\n");
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GLSL("uniform sampler2D texture0;\n");
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GLSL("void main() {\n");
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GLSL("vec4 color; \n");
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GLSL("color = vec4(texture(texture0, texcoord0));\n");
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#ifdef GAMMA
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GLSL("// delinearize gamma \n");
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GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // delinearize gamma
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GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
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#endif
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GLSL("out_color = color;\n");
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GLSL("}\n");
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Debug(3, "vor compile fragment osd \n");
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compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh); // fragment_osd);
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glBindAttribLocation(gl_prog, 0, "vertex_position");
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glBindAttribLocation(gl_prog, 1, "vertex_texcoord0");
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link_shader(gl_prog);
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return gl_prog;
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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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GL_init();
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GLSL("%s\n", gl_version);
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GLSL("in vec2 vertex_position; \n");
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GLSL("in vec2 vertex_texcoord0; \n");
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GLSL("out vec2 texcoord0; \n");
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GLSL("in vec2 vertex_texcoord1; \n");
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GLSL("out vec2 texcoord1; \n");
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if (Planes == 3) {
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GLSL("in vec2 vertex_texcoord2; \n");
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GLSL("out vec2 texcoord2; \n");
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}
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GLSL("void main() { \n");
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GLSL("gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
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GLSL("texcoord0 = vertex_texcoord0; \n");
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GLSL("texcoord1 = vertex_texcoord1; \n");
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if (Planes == 3) {
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GLSL("texcoord2 = vertex_texcoord1; \n"); // texcoord1 ist hier richtig
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}
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GLSL("} \n");
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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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// printf("%s",sh);
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compile_attach_shader(gl_prog, GL_VERTEX_SHADER, sh);
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switch (colorspace) {
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case AVCOL_SPC_RGB:
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case AVCOL_SPC_BT470BG:
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m = &yuv_bt601.m[0][0];
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c = &yuv_bt601.c[0];
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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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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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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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Debug(3, "default BT709 Colorspace used %d\n", colorspace);
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break;
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}
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GL_init();
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GLSL("%s\n", gl_version);
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GLSL("precision mediump float; \n");
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GLSL("layout(location = 0) out vec4 out_color;\n");
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GLSL("in vec2 texcoord0; \n");
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GLSL("in vec2 texcoord1; \n");
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if (Planes == 3)
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GLSL("in vec2 texcoord2; \n");
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GLSL("uniform mat3 colormatrix; \n");
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GLSL("uniform vec3 colormatrix_c; \n");
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if (colorspace == AVCOL_SPC_BT2020_NCL)
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GLSL("uniform mat3 cms_matrix;\n");
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GLSL("uniform sampler2D texture0; \n");
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GLSL("uniform sampler2D texture1; \n");
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if (Planes == 3)
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GLSL("uniform sampler2D texture2; \n");
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GLSL("void main() { \n");
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GLSL("vec4 color; \n");
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if (colorspace == AVCOL_SPC_BT2020_NCL) {
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GLSL("color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; \n");
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if (Planes == 3) {
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GLSL("color.g = 1.003906 * vec4(texture(texture1, texcoord1)).r; \n");
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GLSL("color.b = 1.003906 * vec4(texture(texture2, texcoord2)).r; \n");
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} else {
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GLSL("color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg;\n");
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}
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GLSL("// color conversion\n");
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GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; "
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"\n");
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GLSL("color.a = 1.0; \n");
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GLSL("// pl_shader_linearize \n");
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GLSL("color.rgb = max(color.rgb, 0.0); \n");
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// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
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// GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
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// GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb -
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// vec3(%f)) * vec3(1.0/%f)) + vec3(%f) ,
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// bvec3(lessThan(vec3(0.5), color.rgb)));\n",HLG_C, HLG_A, HLG_B);
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GLSL("color.rgb = mix(vec3(4.0) * color.rgb * color.rgb,exp((color.rgb - "
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"vec3(0.55991073)) * vec3(1.0/0.17883277)) + vec3(0.28466892), "
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"bvec3(lessThan(vec3(0.5), color.rgb)));\n");
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GLSL("color.rgb *= vec3(1.0/3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
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GLSL("// color mapping \n");
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GLSL("color.rgb = cms_matrix * color.rgb; \n");
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#ifndef GAMMA
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GLSL("// pl_shader_delinearize \n");
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GLSL("color.rgb = max(color.rgb, 0.0); \n");
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// GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n");
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// GLSL("color.rgb = pow(color.rgb, vec3(1.0/2.4)); \n");
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GLSL("color.rgb *= vec3(3.17955); \n"); // PL_COLOR_SDR_WHITE_HLG
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GLSL("color.rgb = mix(vec3(0.5) * sqrt(color.rgb), vec3(0.17883277) * "
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"log(color.rgb - vec3(0.28466892)) + vec3(0.55991073), "
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"bvec3(lessThan(vec3(1.0), color.rgb))); \n");
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#endif
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GLSL("out_color = color; \n");
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GLSL("} \n");
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} else {
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GLSL("color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; \n");
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if (Planes == 3) {
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GLSL("color.g = 1.000000 * vec4(texture(texture1, texcoord1)).r;\n");
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GLSL("color.b = 1.000000 * vec4(texture(texture2, texcoord2)).r;\n");
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} else {
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GLSL("color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; \n");
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}
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GLSL("// color conversion \n");
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GLSL("color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; \n");
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GLSL("color.a = 1.0; \n");
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GLSL("// linearize gamma \n");
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GLSL("color.rgb = clamp(color.rgb, 0.0, 1.0); \n"); // linearize gamma
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GLSL("color.rgb = pow(color.rgb, vec3(2.4)); \n");
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#ifndef GAMMA
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GLSL("// delinearize gamma to sRGB \n");
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GLSL("color.rgb = max(color.rgb, 0.0); \n");
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GLSL("color.rgb = mix(color.rgb * vec3(12.92), vec3(1.055) * "
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"pow(color.rgb, vec3(1.0/2.4)) - vec3(0.055), "
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"bvec3(lessThanEqual(vec3(0.0031308), color.rgb))); \n");
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#endif
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GLSL("// color mapping \n");
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GLSL("out_color = color; \n");
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GLSL("} \n");
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}
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// printf(">%s<",sh);
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Debug(3, "vor compile fragment\n");
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compile_attach_shader(gl_prog, GL_FRAGMENT_SHADER, sh);
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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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Debug(3, "nach set colormatrix\n");
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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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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;
|
|
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);
|
|
}
|