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/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019,2021 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* GLSL version 1.00 ES, defined in gl-shaders.c */
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/* For annotating shader compile-time constant arguments */
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#define compile_const const
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/*
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* Enumeration of shader variants, must match enum gl_shader_texture_variant.
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*/
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#define SHADER_VARIANT_RGBX 1
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#define SHADER_VARIANT_RGBA 2
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#define SHADER_VARIANT_Y_U_V 3
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#define SHADER_VARIANT_Y_UV 4
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#define SHADER_VARIANT_Y_XUXV 5
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#define SHADER_VARIANT_XYUV 6
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#define SHADER_VARIANT_SOLID 7
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#define SHADER_VARIANT_EXTERNAL 8
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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precision mediump float;
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/*
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* These undeclared identifiers will be #defined by a runtime generated code
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* snippet.
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*/
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compile_const int c_variant = DEF_VARIANT;
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compile_const bool c_green_tint = DEF_GREEN_TINT;
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vec4
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yuva2rgba(vec4 yuva)
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{
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vec4 color_out;
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float Y, su, sv;
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gl-renderer: doc YCbCr-RGB conversion
I have verified that the conversion here follows ITU-R BT.601 except for
the offsets 16/256 and 128/256 which should be 16/255 and 128/255
respectively.
I used to following octave script to verify this:
rf = 0.299;
gf = 0.587;
bf = 0.114;
crdiv = 1.402;
cbdiv = 1.772;
M = [ rf, gf, bf ;
-rf / cbdiv, -gf / cbdiv, (1 - bf) / cbdiv;
(1 - rf) / crdiv, -gf / crdiv, -bf / crdiv ];
YCbCr = [ 'Y'; 'Cb'; 'Cr' ];
RGB = [ 'R'; 'G'; 'B' ];
eq = [ ' '; '='; ' ' ];
l = [ ' [ '; ' [ '; ' [ ' ];
r = [ ' ] '; ' ] '; ' ] ' ];
mat = [
sprintf('%9f %9f %9f', M(1,:));
sprintf('%9f %9f %9f', M(2,:));
sprintf('%9f %9f %9f', M(3,:));
];
[ l YCbCr r eq l mat r l RGB r ]
R = inv(M);
mat = [
sprintf('%9f %9f %9f', R(1,:));
sprintf('%9f %9f %9f', R(2,:));
sprintf('%9f %9f %9f', R(3,:));
];
[ l RGB r eq l mat r l YCbCr r ]
[ R(:,1), R(:,2:3) .* (255/224) ]
The final matrix printed is what the shader uses down to +/- one digit,
so at least 7 correct decimals.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
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/* ITU-R BT.601 & BT.709 quantization (limited range) */
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/* Y = 255/219 * (x - 16/256) */
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Y = 1.16438356 * (yuva.x - 0.0625);
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gl-renderer: doc YCbCr-RGB conversion
I have verified that the conversion here follows ITU-R BT.601 except for
the offsets 16/256 and 128/256 which should be 16/255 and 128/255
respectively.
I used to following octave script to verify this:
rf = 0.299;
gf = 0.587;
bf = 0.114;
crdiv = 1.402;
cbdiv = 1.772;
M = [ rf, gf, bf ;
-rf / cbdiv, -gf / cbdiv, (1 - bf) / cbdiv;
(1 - rf) / crdiv, -gf / crdiv, -bf / crdiv ];
YCbCr = [ 'Y'; 'Cb'; 'Cr' ];
RGB = [ 'R'; 'G'; 'B' ];
eq = [ ' '; '='; ' ' ];
l = [ ' [ '; ' [ '; ' [ ' ];
r = [ ' ] '; ' ] '; ' ] ' ];
mat = [
sprintf('%9f %9f %9f', M(1,:));
sprintf('%9f %9f %9f', M(2,:));
sprintf('%9f %9f %9f', M(3,:));
];
[ l YCbCr r eq l mat r l RGB r ]
R = inv(M);
mat = [
sprintf('%9f %9f %9f', R(1,:));
sprintf('%9f %9f %9f', R(2,:));
sprintf('%9f %9f %9f', R(3,:));
];
[ l RGB r eq l mat r l YCbCr r ]
[ R(:,1), R(:,2:3) .* (255/224) ]
The final matrix printed is what the shader uses down to +/- one digit,
so at least 7 correct decimals.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
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/* Remove offset 128/256, but the 255/224 multiplier comes later */
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su = yuva.y - 0.5;
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sv = yuva.z - 0.5;
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gl-renderer: doc YCbCr-RGB conversion
I have verified that the conversion here follows ITU-R BT.601 except for
the offsets 16/256 and 128/256 which should be 16/255 and 128/255
respectively.
I used to following octave script to verify this:
rf = 0.299;
gf = 0.587;
bf = 0.114;
crdiv = 1.402;
cbdiv = 1.772;
M = [ rf, gf, bf ;
-rf / cbdiv, -gf / cbdiv, (1 - bf) / cbdiv;
(1 - rf) / crdiv, -gf / crdiv, -bf / crdiv ];
YCbCr = [ 'Y'; 'Cb'; 'Cr' ];
RGB = [ 'R'; 'G'; 'B' ];
eq = [ ' '; '='; ' ' ];
l = [ ' [ '; ' [ '; ' [ ' ];
r = [ ' ] '; ' ] '; ' ] ' ];
mat = [
sprintf('%9f %9f %9f', M(1,:));
sprintf('%9f %9f %9f', M(2,:));
sprintf('%9f %9f %9f', M(3,:));
];
[ l YCbCr r eq l mat r l RGB r ]
R = inv(M);
mat = [
sprintf('%9f %9f %9f', R(1,:));
sprintf('%9f %9f %9f', R(2,:));
sprintf('%9f %9f %9f', R(3,:));
];
[ l RGB r eq l mat r l YCbCr r ]
[ R(:,1), R(:,2:3) .* (255/224) ]
The final matrix printed is what the shader uses down to +/- one digit,
so at least 7 correct decimals.
Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
4 years ago
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/*
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* ITU-R BT.601 encoding coefficients (inverse), with the
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* 255/224 limited range multiplier already included in the
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* factors for su (Cb) and sv (Cr).
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*/
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color_out.r = Y + 1.59602678 * sv;
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color_out.g = Y - 0.39176229 * su - 0.81296764 * sv;
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color_out.b = Y + 2.01723214 * su;
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color_out.rgb *= yuva.w;
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color_out.a = yuva.w;
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return color_out;
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}
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#if DEF_VARIANT == SHADER_VARIANT_EXTERNAL
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uniform samplerExternalOES tex;
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#else
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uniform sampler2D tex;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform float alpha;
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uniform vec4 unicolor;
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vec4
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sample_input_texture()
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{
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vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
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/* Producing RGBA directly */
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if (c_variant == SHADER_VARIANT_SOLID)
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return unicolor;
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if (c_variant == SHADER_VARIANT_RGBA ||
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c_variant == SHADER_VARIANT_EXTERNAL) {
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return texture2D(tex, v_texcoord);
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}
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if (c_variant == SHADER_VARIANT_RGBX)
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return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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/* Requires conversion to RGBA */
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if (c_variant == SHADER_VARIANT_Y_U_V) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.y = texture2D(tex1, v_texcoord).x;
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yuva.z = texture2D(tex2, v_texcoord).x;
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} else if (c_variant == SHADER_VARIANT_Y_UV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).rg;
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} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
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yuva.x = texture2D(tex, v_texcoord).x;
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yuva.yz = texture2D(tex1, v_texcoord).ga;
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} else if (c_variant == SHADER_VARIANT_XYUV) {
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yuva.xyz = texture2D(tex, v_texcoord).bgr;
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} else {
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/* Never reached, bad variant value. */
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return vec4(1.0, 0.3, 1.0, 1.0);
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}
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return yuva2rgba(yuva);
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}
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void
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main()
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{
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vec4 color;
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/* Electrical (non-linear) RGBA values, pre-multiplied */
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color = sample_input_texture();
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/* View alpha (opacity) */
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color *= alpha;
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if (c_green_tint)
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color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;
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gl_FragColor = color;
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}
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