diff options
Diffstat (limited to 'src/color_conversion.c')
| -rw-r--r-- | src/color_conversion.c | 948 |
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; +} |
