summaryrefslogtreecommitdiffstats
path: root/sys/glsink/regcomb_yuvrgb.c
diff options
context:
space:
mode:
authorGernot Ziegler <gz@lysator.liu.se>2003-10-28 18:54:20 +0000
committerGernot Ziegler <gz@lysator.liu.se>2003-10-28 18:54:20 +0000
commit8d8a2b7939502b86a22e0ec00eecbc2298dcfac0 (patch)
tree5adc5672ce819f149c3635fd727179c8e723df42 /sys/glsink/regcomb_yuvrgb.c
parent61a739d5fed74d9ab041ee6aafc83f2075585db3 (diff)
downloadgst-plugins-bad-8d8a2b7939502b86a22e0ec00eecbc2298dcfac0.tar.gz
gst-plugins-bad-8d8a2b7939502b86a22e0ec00eecbc2298dcfac0.tar.bz2
gst-plugins-bad-8d8a2b7939502b86a22e0ec00eecbc2298dcfac0.zip
welcome to glsink for 0.7.x :)
Original commit message from CVS: welcome to glsink for 0.7.x :)
Diffstat (limited to 'sys/glsink/regcomb_yuvrgb.c')
-rw-r--r--sys/glsink/regcomb_yuvrgb.c349
1 files changed, 349 insertions, 0 deletions
diff --git a/sys/glsink/regcomb_yuvrgb.c b/sys/glsink/regcomb_yuvrgb.c
new file mode 100644
index 00000000..0c953c6f
--- /dev/null
+++ b/sys/glsink/regcomb_yuvrgb.c
@@ -0,0 +1,349 @@
+// these includes don't do a lot in Linux, they are more needed in Win32 (for the OpenGL function call pointers)
+// but they are used at least for checking if the necessary extensions are present
+#include "ARB_multitexture.h"
+#include "NV_register_combiners.h"
+#include "EXT_paletted_texture.h"
+
+/***********************************************************************************************
+ INTERESTING PART: *
+ handles initialization of the Nvidia register combiners for YUV->RGB conversion.
+ This code was created by Jens Schneider <schneider@glhint.de>
+ ***********************************************************************************************/
+
+GLuint Yhandle;
+GLuint Uhandle;
+GLuint Vhandle;
+unsigned char *YPlane;
+unsigned char *UPlane;
+unsigned char *VPlane;
+
+// YUV 4:2:2 example
+unsigned int Ywidth=512, Yheight=512;
+unsigned int UVwidth=256, UVheight=512;
+
+int tex_xsize, tex_ysize;
+
+void GenerateRGBTables(unsigned char *Ytable, // Y-palette
+ unsigned char *Utable, // U-palette
+ unsigned char *Vtable, // V-palette
+ float *bias, // bias (fourth vector to be added)
+ float *Uscale, // scaling color for U
+ float *Vscale) // scaling color for V
+{
+ int i;
+ const float mat[9]= { // the modified YUV->RGB matrix
+ +1.130469478f,-0.058755723f,+1.596026304f,
+ +1.130469478f,-0.450515935f,-0.812967512f,
+ +1.130469478f,+1.958477882f, 0.0f
+ };
+ #define COMPRESS(a)(0.5f*(a)+128.0f) // counter-piece to EXPAND_NORMAL
+ #define fCOMPRESS(a) (0.5f*(a)+0.5f);
+ #define XCLAMP(a) ((a)<0.0f ? 0.0f : ((a)>255.0f ? 255.0f : (a))) // should not be necessary, but what do you know.
+ bias[0]=fCOMPRESS(-0.842580964f);
+ bias[1]=fCOMPRESS(+0.563287723f);
+ bias[2]=fCOMPRESS(-1.0f);
+ bias[3]=0.0f;
+ Uscale[0]=8.0f/255.0f;
+ Uscale[1]=60.0f/255.0f;
+ Uscale[2]=250.0f/255.0f;
+ Uscale[3]=0.0f;
+ Vscale[0]=204.0f/255.0f;
+ Vscale[1]=105.0f/255.0f;
+ Vscale[2]=0.5f;
+ Vscale[3]=0.0f;
+ for (i=0; i<256; i++) {
+ // Y-table holds unsigned values
+ Ytable[3*i ]=(unsigned char)XCLAMP(mat[0]*(float)i); // R
+ Ytable[3*i+1]=(unsigned char)XCLAMP(mat[3]*(float)i); // G
+ Ytable[3*i+2]=(unsigned char)XCLAMP(mat[6]*(float)i); // B
+ // U-table holds signed values
+ Utable[3*i ]=(unsigned char)XCLAMP(COMPRESS(255.0f/ 16.0f*mat[1]*(float)i)); // R
+ Utable[3*i+1]=(unsigned char)XCLAMP(COMPRESS(255.0f/120.0f*mat[4]*(float)i)); // G
+ Utable[3*i+2]=(unsigned char)XCLAMP(COMPRESS(255.0f/500.0f*mat[7]*(float)i)); // B
+ // V-table holds signed values
+ Vtable[3*i ]=(unsigned char)XCLAMP(COMPRESS(255.0f/408.0f*mat[2]*(float)i)); // R
+ Vtable[3*i+1]=(unsigned char)XCLAMP(COMPRESS(255.0f/210.0f*mat[5]*(float)i)); // G
+ Vtable[3*i+2]=(unsigned char)(128.0f-14.0f); // G constant
+ }
+ #undef fCOMPRESS
+ #undef COMPRESS
+ #undef XCLAMP
+}
+
+
+// Sets the constants. Call once prior to rendering.
+void SetConsts(float *bias, float *Uscale, float *Vscale) {
+ glEnable(GL_REGISTER_COMBINERS_NV);
+ glColor3fv(bias);
+ //printf("%f %f %f\n",bias[0],bias[1],bias[2]);
+ glCombinerParameterfvNV(GL_CONSTANT_COLOR0_NV,Uscale);
+ glCombinerParameterfvNV(GL_CONSTANT_COLOR1_NV,Vscale);
+}
+
+/*
+ * SOFTWARE PATH
+ */
+
+inline void map_EXPAND_NORMAL(float *v) {
+ v[0]=2.0f*v[0]-1.0f;
+ v[1]=2.0f*v[1]-1.0f;
+ v[2]=2.0f*v[2]-1.0f;
+}
+
+inline void map_UNSIGNED_INVERT(float *v) {
+ v[0]=1.0f-v[0];
+ v[1]=1.0f-v[1];
+ v[2]=1.0f-v[2];
+}
+
+inline void map_UNSIGNED_IDENTITY(float *v) {
+ v[0]=(v[0]<0.0f ? 0.0f : v[0]);
+ v[1]=(v[1]<0.0f ? 0.0f : v[1]);
+ v[2]=(v[2]<0.0f ? 0.0f : v[2]);
+}
+
+inline void map_SIGNED_IDENTITY(float *v) {
+}
+
+inline void omap_SCALE_BY_TWO(float *v) {
+ v[0]*=2.0f;
+ v[1]*=2.0f;
+ v[2]*=2.0f;
+}
+
+inline void omap_SCALE_BY_ONE_HALF(float *v) {
+ v[0]*=0.5f;
+ v[1]*=0.5f;
+ v[2]*=0.5f;
+}
+
+inline void omap_RANGE(float *v) {
+ v[0]=(v[0]<-1.0f ? -1.0f : (v[0]>1.0f ? 1.0f : v[0]));
+ v[1]=(v[1]<-1.0f ? -1.0f : (v[1]>1.0f ? 1.0f : v[1]));
+ v[2]=(v[2]<-1.0f ? -1.0f : (v[2]>1.0f ? 1.0f : v[2]));
+}
+
+
+inline void omap_CLAMP_01(float *v) {
+ v[0]=(v[0]<0.0f ? 0.0f : (v[0]>1.0f ? 1.0f : v[0]));
+ v[1]=(v[1]<0.0f ? 0.0f : (v[1]>1.0f ? 1.0f : v[1]));
+ v[2]=(v[2]<0.0f ? 0.0f : (v[2]>1.0f ? 1.0f : v[2]));
+}
+
+void PerformSWCombiner(unsigned char *Result,
+ unsigned char *tex0,
+ unsigned char *tex1,
+ unsigned char *tex2,
+ float *COLOR0,
+ float *CONST0,
+ float *CONST1
+ )
+{
+ float SPARE0[3];
+ float SPARE1[3];
+ float A[3],B[3],C[3],D[3];
+ float TEX0[3],TEX1[3],TEX2[3];
+ float ZERO[3]={0.0f,0.0f,0.0f};
+
+ TEX0[0]=(float)tex0[0]/255.0f;
+ TEX0[1]=(float)tex0[1]/255.0f;
+ TEX0[2]=(float)tex0[2]/255.0f;
+
+ TEX1[0]=(float)tex1[0]/255.0f;
+ TEX1[1]=(float)tex1[1]/255.0f;
+ TEX1[2]=(float)tex1[2]/255.0f;
+
+ TEX2[0]=(float)tex2[0]/255.0f;
+ TEX2[1]=(float)tex2[1]/255.0f;
+ TEX2[2]=(float)tex2[2]/255.0f;
+
+ // Combiner Stage 0:
+ memcpy(A,TEX0,3*sizeof(float)); map_UNSIGNED_IDENTITY(A);
+ memcpy(B,ZERO,3*sizeof(float)); map_UNSIGNED_INVERT(B);
+ memcpy(C,COLOR0,3*sizeof(float)); map_EXPAND_NORMAL(C);
+ memcpy(D,ZERO,3*sizeof(float)); map_UNSIGNED_INVERT(D);
+ SPARE0[0]=A[0]*B[0]+C[0]*D[0];
+ SPARE0[1]=A[1]*B[1]+C[1]*D[1];
+ SPARE0[2]=A[2]*B[2]+C[2]*D[2];
+ omap_SCALE_BY_ONE_HALF(SPARE0);
+ omap_RANGE(SPARE0);
+
+ // Combiner Stage 1:
+ memcpy(A,TEX1,3*sizeof(float)); map_EXPAND_NORMAL(A);
+ memcpy(B,CONST0,3*sizeof(float)); map_UNSIGNED_IDENTITY(B);
+ memcpy(C,TEX2,3*sizeof(float)); map_EXPAND_NORMAL(C);
+ memcpy(D,CONST1,3*sizeof(float)); map_UNSIGNED_IDENTITY(D);
+ SPARE1[0]=A[0]*B[0]+C[0]*D[0];
+ SPARE1[1]=A[1]*B[1]+C[1]*D[1];
+ SPARE1[2]=A[2]*B[2]+C[2]*D[2];
+ omap_RANGE(SPARE1);
+
+ // Combiner Stage 2:
+ memcpy(A,SPARE0,3*sizeof(float)); map_SIGNED_IDENTITY(A);
+ memcpy(B,ZERO,3*sizeof(float)); map_UNSIGNED_INVERT(B);
+ memcpy(C,SPARE1,3*sizeof(float)); map_SIGNED_IDENTITY(C);
+ memcpy(D,ZERO,3*sizeof(float)); map_UNSIGNED_INVERT(D);
+ SPARE0[0]=A[0]*B[0]+C[0]*D[0];
+ SPARE0[1]=A[1]*B[1]+C[1]*D[1];
+ SPARE0[2]=A[2]*B[2]+C[2]*D[2];
+ omap_SCALE_BY_TWO(SPARE0);
+ omap_RANGE(SPARE0);
+
+ // Final Combiner Stage:
+ memcpy(A,ZERO,3*sizeof(float)); map_UNSIGNED_INVERT(A);
+ memcpy(B,SPARE0,3*sizeof(float)); map_UNSIGNED_IDENTITY(B);
+ memcpy(C,ZERO,3*sizeof(float)); map_UNSIGNED_IDENTITY(C);
+ memcpy(D,ZERO,3*sizeof(float)); map_UNSIGNED_IDENTITY(D);
+ SPARE0[0]=A[0]*B[0]+(1.0f-A[0])*C[0]+D[0];
+ SPARE0[1]=A[1]*B[1]+(1.0f-A[1])*C[1]+D[1];
+ SPARE0[2]=A[2]*B[2]+(1.0f-A[2])*C[2]+D[2];
+ omap_CLAMP_01(SPARE0);
+ Result[0]=(unsigned char)(SPARE0[0]*255.0f);
+ Result[1]=(unsigned char)(SPARE0[1]*255.0f);
+ Result[2]=(unsigned char)(SPARE0[2]*255.0f);
+}
+
+// Sets up the register combiners. Call once prior to rendering
+void SetupCombiners(void)
+{
+ glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV,3);
+ // Combiner Stage 0: th. OK
+ glCombinerInputNV (GL_COMBINER0_NV,GL_RGB,GL_VARIABLE_A_NV,GL_TEXTURE0_ARB, GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glCombinerInputNV (GL_COMBINER0_NV,GL_RGB,GL_VARIABLE_B_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER0_NV,GL_RGB,GL_VARIABLE_C_NV,GL_PRIMARY_COLOR_NV,GL_EXPAND_NORMAL_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER0_NV,GL_RGB,GL_VARIABLE_D_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
+ glCombinerOutputNV(GL_COMBINER0_NV,GL_RGB,GL_DISCARD_NV,GL_DISCARD_NV,GL_SPARE0_NV,GL_SCALE_BY_ONE_HALF_NV,GL_NONE,GL_FALSE,GL_FALSE,GL_FALSE);
+ // Combiner Stage 1: th. OK
+ glCombinerInputNV (GL_COMBINER1_NV,GL_RGB,GL_VARIABLE_A_NV,GL_TEXTURE1_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER1_NV,GL_RGB,GL_VARIABLE_B_NV,GL_CONSTANT_COLOR0_NV,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glCombinerInputNV (GL_COMBINER1_NV,GL_RGB,GL_VARIABLE_C_NV,GL_TEXTURE2_ARB, GL_EXPAND_NORMAL_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER1_NV,GL_RGB,GL_VARIABLE_D_NV,GL_CONSTANT_COLOR1_NV,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glCombinerOutputNV(GL_COMBINER1_NV,GL_RGB,GL_DISCARD_NV,GL_DISCARD_NV,GL_SPARE1_NV,GL_NONE,GL_NONE,GL_FALSE,GL_FALSE,GL_FALSE);
+ // Combiner Stage 2: th. OK
+ glCombinerInputNV (GL_COMBINER2_NV,GL_RGB,GL_VARIABLE_A_NV,GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER2_NV,GL_RGB,GL_VARIABLE_B_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER2_NV,GL_RGB,GL_VARIABLE_C_NV,GL_SPARE1_NV, GL_SIGNED_IDENTITY_NV, GL_RGB);
+ glCombinerInputNV (GL_COMBINER2_NV,GL_RGB,GL_VARIABLE_D_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
+ glCombinerOutputNV(GL_COMBINER2_NV,GL_RGB,GL_DISCARD_NV,GL_DISCARD_NV,GL_SPARE0_NV,GL_SCALE_BY_TWO_NV,GL_NONE,GL_FALSE,GL_FALSE,GL_FALSE);
+ // Final Sage: th. OK
+ glFinalCombinerInputNV(GL_VARIABLE_A_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB);
+ glFinalCombinerInputNV(GL_VARIABLE_B_NV,GL_SPARE0_NV,GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glFinalCombinerInputNV(GL_VARIABLE_C_NV,GL_ZERO, GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glFinalCombinerInputNV(GL_VARIABLE_D_NV,GL_ZERO, GL_UNSIGNED_IDENTITY_NV,GL_RGB);
+ glFinalCombinerInputNV(GL_VARIABLE_G_NV,GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_ALPHA);
+}
+
+
+unsigned int PowerOfTwo(unsigned int i) {
+ unsigned int bitsum=0;
+ unsigned int shifts=0;
+ unsigned int j=(unsigned int)i;
+ // Check wether i is a power of two - may contain at most one set bit
+ do {
+ bitsum+=j&1;
+ j=j>>1;
+ ++shifts;
+ } while (j>0);
+ if (bitsum==1) return i;
+ else return (1<<shifts);
+}
+
+
+// Initializes textures. Call once prior to rendering
+void InitYUVPlanes(GLuint *Yhandle, GLuint *Uhandle, GLuint *Vhandle,
+ unsigned int Ywidth, unsigned int Yheight,
+ unsigned int UVwidth, unsigned int UVheight,
+ GLenum filter, // filter should be either GL_NEAREST or GL_LINEAR. Test this!
+ unsigned char* Ypal, unsigned char *Upal, unsigned char *Vpal)
+{
+ glGenTextures(1,Yhandle);
+ glGenTextures(1,Uhandle);
+ glGenTextures(1,Vhandle);
+ glBindTexture(GL_TEXTURE_2D,(*Yhandle));
+#ifdef _WIN32
+ glColorTableEXT(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Ypal);
+#else // Hopefully Linux
+ glColorTable(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Ypal);
+#endif
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
+ tex_xsize = PowerOfTwo(Ywidth);
+ tex_ysize = PowerOfTwo(Yheight);
+ glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX8_EXT,PowerOfTwo(Ywidth),PowerOfTwo(Yheight),0,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,NULL);
+
+ glBindTexture(GL_TEXTURE_2D,(*Uhandle));
+#ifdef _WIN32
+ glColorTableEXT(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Upal);
+#else // Hopefully Linux
+ glColorTable(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Upal);
+#endif
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
+ glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX8_EXT,PowerOfTwo(UVwidth),PowerOfTwo(UVheight),0,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,NULL);
+
+ glBindTexture(GL_TEXTURE_2D,(*Vhandle));
+#ifdef _WIN32
+ glColorTableEXT(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Vpal);
+#else // Hopefully Linux
+ glColorTable(GL_TEXTURE_2D,GL_RGB8,256,GL_RGB,GL_UNSIGNED_BYTE,Vpal);
+#endif
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,filter);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
+ glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX8_EXT,PowerOfTwo(UVwidth),PowerOfTwo(UVheight),0,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,NULL);
+}
+
+void LoadYUVPlanes(GLuint Yhandle, GLuint Uhandle, GLuint Vhandle,
+ unsigned int Ywidth, unsigned int Yheight,
+ unsigned int UVwidth, unsigned int UVheight,
+ unsigned char *Ydata,
+ unsigned char *Udata,
+ unsigned char *Vdata)
+{
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ glBindTexture(GL_TEXTURE_2D,Yhandle);
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,Ywidth,Yheight,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,Ydata);
+ glEnable(GL_TEXTURE_2D);
+
+ glActiveTextureARB(GL_TEXTURE1_ARB);
+ glBindTexture(GL_TEXTURE_2D,Uhandle);
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,UVwidth,UVheight,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,Udata);
+ glEnable(GL_TEXTURE_2D);
+
+ glActiveTextureARB(GL_TEXTURE2_ARB);
+ glBindTexture(GL_TEXTURE_2D,Vhandle);
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,UVwidth,UVheight,GL_COLOR_INDEX,GL_UNSIGNED_BYTE,Vdata);
+ glEnable(GL_TEXTURE_2D);
+}
+
+
+void Initialize_Backend(unsigned int Ywidth, unsigned int Yheight, unsigned int UVwidth, unsigned int UVheight, GLenum filter)
+{
+ printf("Reinitializing register combiner backend with res %d x %d!\n", Ywidth, Yheight);
+ if (!GL_ARB_multitexture_Init()) exit(0);
+ if (!GL_EXT_paletted_texture_Init()) exit(0);
+ if (!GL_NV_register_combiners_Init()) exit(0);
+ unsigned char Ypal[768];
+ unsigned char Upal[768];
+ unsigned char Vpal[768];
+ float bias[4];
+ float Uscale[4];
+ float Vscale[4];
+ GenerateRGBTables(Ypal,Upal,Vpal,bias,Uscale,Vscale);
+ InitYUVPlanes(&Yhandle,&Uhandle,&Vhandle,Ywidth,Yheight,UVwidth,UVheight,filter,Ypal,Upal,Vpal);
+ SetupCombiners();
+ SetConsts(bias,Uscale,Vscale);
+}
+
+
+void initialize(GLenum filter) {
+ glShadeModel(GL_SMOOTH);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
+ glClearColor(0.0f,0.0f,0.2f,1.0f);
+ Initialize_Backend(Ywidth,Yheight,UVwidth,UVheight,filter);
+}