compositor: add YUV shaders.

Add shaders for NV12 (2 planes), YUV (3 planes) and YUYV (sampled as 2 planes)

Signed-off-by: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
dev
Gwenole Beauchesne 13 years ago committed by Kristian Høgsberg
parent 6d0304904c
commit faf91854a8
  1. 61
      src/compositor.c
  2. 3
      src/compositor.h

@ -2778,6 +2778,12 @@ static const char vertex_shader[] =
" gl_FragColor.a = 1.0;\n" \ " gl_FragColor.a = 1.0;\n" \
" gl_FragColor = alpha * gl_FragColor;\n" " gl_FragColor = alpha * gl_FragColor;\n"
#define FRAGMENT_CONVERT_YUV \
" gl_FragColor.r = y + 1.59602678 * v;\n" \
" gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
" gl_FragColor.b = y + 2.01723214 * u;\n" \
" gl_FragColor.a = 1.0;\n"
static const char texture_fragment_shader_rgba[] = static const char texture_fragment_shader_rgba[] =
"precision mediump float;\n" "precision mediump float;\n"
"varying vec2 v_texcoord;\n" "varying vec2 v_texcoord;\n"
@ -2790,6 +2796,52 @@ static const char texture_fragment_shader_rgba[] =
FRAGMENT_SHADER_EXIT FRAGMENT_SHADER_EXIT
"}\n"; "}\n";
static const char texture_fragment_shader_y_uv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
FRAGMENT_SHADER_UNIFORMS
"void main() {\n"
FRAGMENT_SHADER_INIT
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
FRAGMENT_CONVERT_YUV
FRAGMENT_SHADER_EXIT
"}\n";
static const char texture_fragment_shader_y_u_v[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"uniform sampler2D tex2;\n"
"varying vec2 v_texcoord;\n"
FRAGMENT_SHADER_UNIFORMS
"void main() {\n"
FRAGMENT_SHADER_INIT
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
" float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
FRAGMENT_CONVERT_YUV
FRAGMENT_SHADER_EXIT
"}\n";
static const char texture_fragment_shader_y_xuxv[] =
"precision mediump float;\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex1;\n"
"varying vec2 v_texcoord;\n"
FRAGMENT_SHADER_UNIFORMS
"void main() {\n"
FRAGMENT_SHADER_INIT
" float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
" float u = texture2D(tex1, v_texcoord).g - 0.5;\n"
" float v = texture2D(tex1, v_texcoord).a - 0.5;\n"
FRAGMENT_CONVERT_YUV
FRAGMENT_SHADER_EXIT
"}\n";
static const char solid_fragment_shader[] = static const char solid_fragment_shader[] =
"precision mediump float;\n" "precision mediump float;\n"
"uniform vec4 color;\n" "uniform vec4 color;\n"
@ -3149,6 +3201,15 @@ weston_compositor_init_gl(struct weston_compositor *ec)
if (weston_shader_init(&ec->texture_shader_rgba, if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0) vertex_shader, texture_fragment_shader_rgba) < 0)
return -1; return -1;
if (weston_shader_init(&ec->texture_shader_y_uv,
vertex_shader, texture_fragment_shader_y_uv) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_u_v,
vertex_shader, texture_fragment_shader_y_u_v) < 0)
return -1;
if (weston_shader_init(&ec->texture_shader_y_xuxv,
vertex_shader, texture_fragment_shader_y_xuxv) < 0)
return -1;
if (weston_shader_init(&ec->solid_shader, if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0) vertex_shader, solid_fragment_shader) < 0)
return -1; return -1;

@ -271,6 +271,9 @@ struct weston_compositor {
EGLConfig egl_config; EGLConfig egl_config;
GLuint fbo; GLuint fbo;
struct weston_shader texture_shader_rgba; struct weston_shader texture_shader_rgba;
struct weston_shader texture_shader_y_uv;
struct weston_shader texture_shader_y_u_v;
struct weston_shader texture_shader_y_xuxv;
struct weston_shader solid_shader; struct weston_shader solid_shader;
struct weston_shader *current_shader; struct weston_shader *current_shader;
struct wl_display *wl_display; struct wl_display *wl_display;

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