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authorMatthew Waters <matthew@centricular.com>2016-02-02 15:14:25 +1100
committerMatthew Waters <matthew@centricular.com>2016-02-02 15:29:03 +1100
commit10e85bfdc01ecdd3cfaa038b92e4e0d091d0dd78 (patch)
tree8d7214b77c791a4df647d2ebbbc5128afd6be4e0 /gst-libs
parentcb08d13e458e1c5a2b0d5ef96326f7e11effd5c7 (diff)
glcolorconvert: fix RGB,rectangle->planar YUV conversion
Converting to GRAY is no fun. Another case of normalized vs unnormalized texture coordinates.
Diffstat (limited to 'gst-libs')
-rw-r--r--gst-libs/gst/gl/gstglcolorconvert.c13
1 files changed, 8 insertions, 5 deletions
diff --git a/gst-libs/gst/gl/gstglcolorconvert.c b/gst-libs/gst/gl/gstglcolorconvert.c
index b6d706a68..b03b17c57 100644
--- a/gst-libs/gst/gl/gstglcolorconvert.c
+++ b/gst-libs/gst/gl/gstglcolorconvert.c
@@ -248,10 +248,14 @@ static const struct shader_templ templ_RGB_to_PLANAR_YUV =
* @chroma_sampling. The result is the average of all the values in the
* block computed with a rolling average.
*/
- "vec2 size = vec2(width, height);\n"
- "vec2 pos = texcoord * size;\n"
+ "vec2 unnormalization;\n"
+ "if (texcoord.x == v_texcoord.x) {\n"
+ " unnormalization = vec2(width, height);\n"
+ "} else {\n"
+ " unnormalization = vec2 (1.0);\n"
+ "}\n"
/* scale for chroma size */
- "vec2 chroma_pos = texcoord * chroma_sampling * size;\n"
+ "vec2 chroma_pos = texcoord * chroma_sampling * unnormalization;\n"
/* offset chroma to the center of the first texel in the block */
"chroma_pos -= clamp(chroma_sampling * 0.5 - 0.5, vec2(0.0), chroma_sampling);\n"
"if (chroma_pos.x < width && chroma_pos.y < height) {\n"
@@ -260,13 +264,12 @@ static const struct shader_templ templ_RGB_to_PLANAR_YUV =
" for (int j = 0; j < int(chroma_sampling.y); j++) {\n"
" int n = (i+1)*(j+1);\n"
" delta.y = float(j);\n"
- " vec4 sample = texture2D(tex, (chroma_pos + delta) / size).%c%c%c%c;\n"
+ " vec4 sample = texture2D(tex, (chroma_pos + delta) / unnormalization).%c%c%c%c;\n"
/* rolling average */
" uv_texel = (float(n-1) * uv_texel + sample) / float(n);\n"
" }\n"
" }\n"
"}\n"
-
"yuv.x = rgb_to_yuv (texel.rgb, offset, coeff1, coeff2, coeff3).x;\n"
"yuv.yz = rgb_to_yuv (uv_texel.rgb, offset, coeff1, coeff2, coeff3).yz;\n"
"gl_FragData[0] = vec4(yuv.x, 0.0, 0.0, 1.0);\n"