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authorpants <niklasjo2004@gmail.com>2026-09-21 14:16:59 -0700
committerpants <niklasjo2004@gmail.com>2026-09-21 14:16:59 -0700
commita091c00c00c1d5ae5e3da7ef31b98293c76d479f (patch)
tree62c4b3bc114faac9922873ae48672c46cc2cf7d4 /src/color_conversion.c
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r--src/color_conversion.c948
1 files changed, 948 insertions, 0 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
new file mode 100644
index 0000000..22a1378
--- /dev/null
+++ b/src/color_conversion.c
@@ -0,0 +1,948 @@
+#include "../include/color_conversion.h"
+#include "../include/egl.h"
+#include <stdio.h>
+#include <string.h>
+#include <assert.h>
+
+#define GRAPHICS_SHADER_INDEX_Y 0
+#define GRAPHICS_SHADER_INDEX_UV 1
+#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL 2
+#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL 3
+#define GRAPHICS_SHADER_INDEX_RGB 4
+#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL 5
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_Y 6
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_UV 7
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL 8
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL 9
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_RGB 10
+#define GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL 11
+
+/* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */
+
+/* ITU-R BT2020, full */
+/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2020-2-201510-I!!PDF-E.pdf */
+#define RGB_TO_P010_FULL "const mat4 RGBtoYUV = mat4(0.262700, -0.139630, 0.500000, 0.000000,\n" \
+ " 0.678000, -0.360370, -0.459786, 0.000000,\n" \
+ " 0.059300, 0.500000, -0.040214, 0.000000,\n" \
+ " 0.000000, 0.500000, 0.500000, 1.000000);\n"
+
+/* ITU-R BT2020, limited (full multiplied by (235-16)/255, adding 16/255 to luma) */
+#define RGB_TO_P010_LIMITED "const mat4 RGBtoYUV = mat4(0.225613, -0.119918, 0.429412, 0.000000,\n" \
+ " 0.582282, -0.309494, -0.394875, 0.000000,\n" \
+ " 0.050928, 0.429412, -0.034537, 0.000000,\n" \
+ " 0.062745, 0.500000, 0.500000, 1.000000);\n"
+
+/* ITU-R BT709, full, custom values: 0.2110 0.7110 0.0710 */
+/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf */
+#define RGB_TO_NV12_FULL "const mat4 RGBtoYUV = mat4(0.211000, -0.113563, 0.500000, 0.000000,\n" \
+ " 0.711000, -0.382670, -0.450570, 0.000000,\n" \
+ " 0.071000, 0.500000, -0.044994, 0.000000,\n" \
+ " 0.000000, 0.500000, 0.500000, 1.000000);\n"
+
+/* ITU-R BT709, limited, custom values: 0.2100 0.7100 0.0700 (full multiplied by (235-16)/255, adding 16/255 to luma) */
+#define RGB_TO_NV12_LIMITED "const mat4 RGBtoYUV = mat4(0.180353, -0.096964, 0.429412, 0.000000,\n" \
+ " 0.609765, -0.327830, -0.385927, 0.000000,\n" \
+ " 0.060118, 0.429412, -0.038049, 0.000000,\n" \
+ " 0.062745, 0.500000, 0.500000, 1.000000);\n"
+
+static const char* color_format_range_get_transform_matrix(gsr_destination_color color_format, gsr_color_range color_range) {
+ switch(color_format) {
+ case GSR_DESTINATION_COLOR_NV12: {
+ switch(color_range) {
+ case GSR_COLOR_RANGE_LIMITED:
+ return RGB_TO_NV12_LIMITED;
+ case GSR_COLOR_RANGE_FULL:
+ return RGB_TO_NV12_FULL;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_P010: {
+ switch(color_range) {
+ case GSR_COLOR_RANGE_LIMITED:
+ return RGB_TO_P010_LIMITED;
+ case GSR_COLOR_RANGE_FULL:
+ return RGB_TO_P010_FULL;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8:
+ return "";
+ default:
+ return NULL;
+ }
+ return NULL;
+}
+
+static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
+ " FragColor.w = pixel.a; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
+ " FragColor.w = pixel.a; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor = pixel; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static int load_graphics_shader_yuyv_to_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.x = pixel.r; \n"
+ " FragColor.w = 1.0; \n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_yuyv_to_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec2 resolution = vec2(textureSize(tex1, 0));\n"
+ " ivec2 uv = ivec2(texcoords_out * resolution);\n"
+ " float u = 0.0;\n"
+ " float v = 0.0;\n"
+ " vec4 this_color = texelFetch(tex1, uv, 0);\n"
+ " if((uv.x & 1) == 0) {\n"
+ " vec2 next_color = texelFetch(tex1, uv + ivec2(1, 0), 0).rg;\n"
+ " u = this_color.g;\n"
+ " v = next_color.g;\n"
+ " } else {\n"
+ " vec2 prev_color = texelFetch(tex1, uv - ivec2(1, 0), 0).rg;\n"
+ " u = prev_color.g;\n"
+ " v = this_color.g;\n"
+ " }\n"
+ " FragColor.rg = vec2(u, v);\n"
+ " FragColor.w = 1.0;\n";
+
+ char fragment_shader[2048];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_yuyv_to_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ char vertex_shader[2048];
+ snprintf(vertex_shader, sizeof(vertex_shader),
+ "#version 300 es \n"
+ "in vec2 pos; \n"
+ "in vec2 texcoords; \n"
+ "out vec2 texcoords_out; \n"
+ "uniform vec2 offset; \n"
+ "uniform float rotation; \n"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5); \n"
+ " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n"
+ "} \n");
+
+ const char *main_code =
+ " vec2 resolution = vec2(textureSize(tex1, 0));\n"
+ " ivec2 uv = ivec2(texcoords_out * resolution);\n"
+ " float y = 0.0;\n"
+ " float u = 0.0;\n"
+ " float v = 0.0;\n"
+ " vec4 this_color = texelFetch(tex1, uv, 0);\n"
+ " if((uv.x & 1) == 0) {\n"
+ " vec2 next_color = texelFetch(tex1, uv + ivec2(1, 0), 0).rg;\n"
+ " y = this_color.r;\n"
+ " u = this_color.g;\n"
+ " v = next_color.g;\n"
+ " } else {\n"
+ " vec2 prev_color = texelFetch(tex1, uv - ivec2(1, 0), 0).rg;\n"
+ " y = this_color.r;\n"
+ " u = prev_color.g;\n"
+ " v = this_color.g;\n"
+ " }\n"
+ " FragColor = vec4(\n"
+ " y + 1.4065 * (v - 0.5),\n"
+ " y - 0.3455 * (u - 0.5) - 0.7169 * (v - 0.5),\n"
+ " y + 1.1790 * (u - 0.5),\n"
+ " 1.0);\n";
+
+ char fragment_shader[4096];
+ if(external_texture) {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "#extension GL_OES_EGL_image_external : enable \n"
+ "#extension GL_OES_EGL_image_external_essl3 : require \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
+ return -1;
+
+ gsr_shader_bind_attribute_location(shader, "pos", 0);
+ gsr_shader_bind_attribute_location(shader, "texcoords", 1);
+ uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static int load_framebuffers(gsr_color_conversion *self) {
+ /* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */
+ const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0;
+ self->params.egl->glGenFramebuffers(GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS, self->framebuffers);
+
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[0], 0);
+ self->params.egl->glDrawBuffers(1, &draw_buffer);
+ if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n");
+ goto err;
+ }
+
+ if(self->params.num_destination_textures > 1) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[1], 0);
+ self->params.egl->glDrawBuffers(1, &draw_buffer);
+ if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n");
+ goto err;
+ }
+ }
+
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ return 0;
+
+ err:
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ return -1;
+}
+
+static int create_vertices(gsr_color_conversion *self) {
+ self->params.egl->glGenVertexArrays(1, &self->vertex_array_object_id);
+ self->params.egl->glBindVertexArray(self->vertex_array_object_id);
+
+ self->params.egl->glGenBuffers(1, &self->vertex_buffer_object_id);
+ self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
+ self->params.egl->glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), NULL, GL_DYNAMIC_DRAW);
+
+ self->params.egl->glEnableVertexAttribArray(0);
+ self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+
+ self->params.egl->glEnableVertexAttribArray(1);
+ self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+
+ self->params.egl->glBindVertexArray(0);
+ return 0;
+}
+
+static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_Y], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to Y graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_UV], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to UV graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load RGB graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to RGB graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader (external)\n");
+ return false;
+ }
+
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader (external)\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to Y graphics shader (external)\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to UV graphics shader (external)\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load RGB graphics shader (external)\n");
+ return false;
+ }
+
+ if(load_graphics_shader_yuyv_to_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to RGB graphics shader (external)\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) {
+ assert(params);
+ assert(params->egl);
+ memset(self, 0, sizeof(*self));
+ self->params.egl = params->egl;
+ self->params = *params;
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(self->params.num_destination_textures != 2) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures);
+ goto err;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(self->params.num_destination_textures != 1) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
+ goto err;
+ }
+ break;
+ }
+ }
+
+ if(!gsr_color_conversion_load_graphics_shaders(self))
+ goto err;
+
+ if(self->params.load_external_image_shader) {
+ if(!gsr_color_conversion_load_external_graphics_shaders(self))
+ goto err;
+ }
+
+ if(load_framebuffers(self) != 0)
+ goto err;
+
+ if(create_vertices(self) != 0)
+ goto err;
+
+ return 0;
+
+ err:
+ gsr_color_conversion_deinit(self);
+ return -1;
+}
+
+void gsr_color_conversion_deinit(gsr_color_conversion *self) {
+ if(!self->params.egl)
+ return;
+
+ if(self->vertex_buffer_object_id) {
+ self->params.egl->glDeleteBuffers(1, &self->vertex_buffer_object_id);
+ self->vertex_buffer_object_id = 0;
+ }
+
+ if(self->vertex_array_object_id) {
+ self->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id);
+ self->vertex_array_object_id = 0;
+ }
+
+ self->params.egl->glDeleteFramebuffers(GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS, self->framebuffers);
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS; ++i) {
+ self->framebuffers[i] = 0;
+ }
+
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) {
+ gsr_shader_deinit(&self->graphics_shaders[i]);
+ }
+
+ self->params.egl = NULL;
+}
+
+static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) {
+ /*
+ rotation_matrix[0][0] = cos(angle);
+ rotation_matrix[0][1] = -sin(angle);
+ rotation_matrix[1][0] = sin(angle);
+ rotation_matrix[1][1] = cos(angle);
+ The manual matrix code below is the same as this code above, but without floating-point errors.
+ This is done to remove any blurring caused by these floating-point errors.
+ */
+ switch(rotation) {
+ case GSR_ROT_0:
+ rotation_matrix[0][0] = 1.0f;
+ rotation_matrix[0][1] = 0.0f;
+ rotation_matrix[1][0] = 0.0f;
+ rotation_matrix[1][1] = 1.0f;
+ break;
+ case GSR_ROT_90:
+ rotation_matrix[0][0] = 0.0f;
+ rotation_matrix[0][1] = -1.0f;
+ rotation_matrix[1][0] = 1.0f;
+ rotation_matrix[1][1] = 0.0f;
+ break;
+ case GSR_ROT_180:
+ rotation_matrix[0][0] = -1.0f;
+ rotation_matrix[0][1] = 0.0f;
+ rotation_matrix[1][0] = 0.0f;
+ rotation_matrix[1][1] = -1.0f;
+ break;
+ case GSR_ROT_270:
+ rotation_matrix[0][0] = 0.0f;
+ rotation_matrix[0][1] = 1.0f;
+ rotation_matrix[1][0] = -1.0f;
+ rotation_matrix[1][1] = 0.0f;
+ break;
+ }
+}
+
+static void gsr_color_conversion_swizzle_texture_source(gsr_color_conversion *self, unsigned int texture_target, gsr_source_color source_color) {
+ if(source_color == GSR_SOURCE_COLOR_BGR) {
+ const int swizzle_mask[] = { GL_BLUE, GL_GREEN, GL_RED, 1 };
+ self->params.egl->glTexParameteriv(texture_target, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
+ }
+}
+
+static void gsr_color_conversion_swizzle_reset(gsr_color_conversion *self, unsigned int texture_target, gsr_source_color source_color) {
+ if(source_color == GSR_SOURCE_COLOR_BGR) {
+ const int swizzle_mask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
+ self->params.egl->glTexParameteriv(texture_target, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
+ }
+}
+
+static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, gsr_rotation rotation, gsr_flip flip, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) {
+ if(source_size.x == 0 || source_size.y == 0)
+ return;
+
+ const vec2i dest_texture_size = self->params.destination_textures_size[0];
+ const unsigned int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
+
+ if(rotation == GSR_ROT_90 || rotation == GSR_ROT_270) {
+ const float tmp = texture_size.x;
+ texture_size.x = texture_size.y;
+ texture_size.y = tmp;
+ }
+
+ self->params.egl->glBindTexture(texture_target, texture_id);
+ gsr_color_conversion_swizzle_texture_source(self, texture_target, source_color);
+
+ const vec2f pos_norm = {
+ ((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
+ ((float)destination_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
+ };
+
+ const vec2f size_norm = {
+ ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f * scale.x,
+ ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y,
+ };
+
+ const vec2f texture_pos_norm = {
+ (float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
+ };
+
+ const vec2f texture_size_norm = {
+ (float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
+ };
+
+ float vertices[] = {
+ -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+
+ -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
+ -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y
+ };
+
+ if(flip & GSR_FLIP_HORIZONTAL) {
+ for(int i = 0; i < 6; ++i) {
+ const float prev_x = vertices[i*4 + 2];
+ vertices[i*4 + 2] = texture_pos_norm.x + texture_size_norm.x - prev_x;
+ }
+ }
+
+ if(flip & GSR_FLIP_VERTICAL) {
+ for(int i = 0; i < 6; ++i) {
+ const float prev_y = vertices[i*4 + 3];
+ vertices[i*4 + 3] = texture_pos_norm.y + texture_size_norm.y - prev_y;
+ }
+ }
+
+ self->params.egl->glBindVertexArray(self->vertex_array_object_id);
+ self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y);
+
+ /* TODO: this, also cleanup */
+ self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
+ self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices);
+
+ // TODO:
+ switch(source_color) {
+ case GSR_SOURCE_COLOR_RGB:
+ case GSR_SOURCE_COLOR_BGR: {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ if(self->params.num_destination_textures > 1) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);
+
+ shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ break;
+ }
+ }
+ break;
+ }
+ case GSR_SOURCE_COLOR_YUYV: {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_Y;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ if(self->params.num_destination_textures > 1) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);
+
+ shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_UV;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)
+
+ const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_RGB;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ break;
+ }
+ }
+ break;
+ }
+ }
+
+ self->params.egl->glBindVertexArray(0);
+ self->params.egl->glUseProgram(0);
+ gsr_color_conversion_swizzle_reset(self, texture_target, source_color);
+ self->params.egl->glBindTexture(texture_target, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_flip flip, gsr_source_color source_color, bool external_texture) {
+ assert(!external_texture || self->params.load_external_image_shader);
+ if(external_texture && !self->params.load_external_image_shader) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n");
+ return;
+ }
+
+ vec2f scale = {0.0f, 0.0f};
+ if(source_size.x > 0 && source_size.y > 0)
+ scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y };
+
+ vec2i source_position = {0, 0};
+ float rotation_matrix[2][2] = {{0, 0}, {0, 0}};
+ gsr_color_conversion_apply_rotation(rotation, rotation_matrix);
+
+ const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
+ self->params.egl->glBindTexture(texture_target, texture_id);
+
+ source_position.x += source_pos.x;
+ source_position.y += source_pos.y;
+ gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation, flip, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);
+
+ self->params.egl->glFlush();
+ // TODO: Use the minimal barrier required
+ self->params.egl->glMemoryBarrier(GL_ALL_BARRIER_BITS); // GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
+ self->params.egl->glUseProgram(0);
+
+ self->params.egl->glBindTexture(texture_target, 0);
+}
+
+void gsr_color_conversion_clear(gsr_color_conversion *self) {
+ float color1[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ float color2[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ color2[0] = 0.5f;
+ color2[1] = 0.5f;
+ color2[2] = 0.0f;
+ color2[3] = 1.0f;
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ color2[0] = 0.0f;
+ color2[1] = 0.0f;
+ color2[2] = 0.0f;
+ color2[3] = 1.0f;
+ break;
+ }
+ }
+
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
+ self->params.egl->glClearColor(color1[0], color1[1], color1[2], color1[3]);
+ self->params.egl->glClear(GL_COLOR_BUFFER_BIT);
+
+ if(self->params.num_destination_textures > 1) {
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
+ self->params.egl->glClearColor(color2[0], color2[1], color2[2], color2[3]);
+ self->params.egl->glClear(GL_COLOR_BUFFER_BIT);
+ }
+
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void gsr_color_conversion_read_destination_texture(gsr_color_conversion *self, int destination_texture_index, int x, int y, int width, int height, unsigned int color_format, unsigned int data_format, void *pixels) {
+ assert(destination_texture_index >= 0 && destination_texture_index < self->params.num_destination_textures);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[destination_texture_index]);
+ self->params.egl->glReadPixels(x, y, width, height, color_format, data_format, pixels);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+gsr_rotation gsr_monitor_rotation_to_rotation(gsr_monitor_rotation monitor_rotation) {
+ return (gsr_rotation)monitor_rotation;
+}