From aa16c8505a8b393f34a1026e78f02ab0b86acdab Mon Sep 17 00:00:00 2001 From: Gwenole Beauchesne Date: Fri, 20 Apr 2012 11:22:16 +0200 Subject: compositor: add YUV shaders. Add shaders for NV12 (2 planes) and YUV (3 planes). Signed-off-by: Gwenole Beauchesne --- src/compositor.c | 43 +++++++++++++++++++++++++++++++++++++++++++ src/compositor.h | 2 ++ 2 files changed, 45 insertions(+) diff --git a/src/compositor.c b/src/compositor.c index 22a4468..08e8d55 100644 --- a/src/compositor.c +++ b/src/compositor.c @@ -2274,6 +2274,12 @@ static const char vertex_shader[] = " gl_FragColor = vec4(vec3(bright, bright, bright) * gl_FragColor.rgb, gl_FragColor.a);\n" \ " gl_FragColor = alpha * gl_FragColor;\n" +#define FRAGMENT_CONVERT_YUV8 \ + " 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[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" @@ -2286,6 +2292,37 @@ static const char texture_fragment_shader_rgba[] = FRAGMENT_SHADER_EXIT "}\n"; +static const char texture_fragment_shader_nv12[] = + "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_YUV8 + FRAGMENT_SHADER_EXIT + "}\n"; + +static const char texture_fragment_shader_yuv8[] = + "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_YUV8 + FRAGMENT_SHADER_EXIT + "}\n"; + static const char solid_fragment_shader[] = "precision mediump float;\n" "uniform vec4 color;\n" @@ -2573,6 +2610,12 @@ weston_compositor_init(struct weston_compositor *ec, struct wl_display *display) if (weston_shader_init(&ec->texture_shader_rgba, vertex_shader, texture_fragment_shader_rgba) < 0) return -1; + if (weston_shader_init(&ec->texture_shader_nv12, + vertex_shader, texture_fragment_shader_nv12) < 0) + return -1; + if (weston_shader_init(&ec->texture_shader_yuv8, + vertex_shader, texture_fragment_shader_yuv8) < 0) + return -1; if (weston_shader_init(&ec->solid_shader, vertex_shader, solid_fragment_shader) < 0) return -1; diff --git a/src/compositor.h b/src/compositor.h index d83a6dc..ada5743 100644 --- a/src/compositor.h +++ b/src/compositor.h @@ -201,6 +201,8 @@ struct weston_compositor { EGLConfig config; GLuint fbo; struct weston_shader texture_shader_rgba; + struct weston_shader texture_shader_nv12; + struct weston_shader texture_shader_yuv8; struct weston_shader solid_shader; struct weston_shader *current_shader; struct wl_display *wl_display; -- cgit v1.2.3