diff options
Diffstat (limited to 'src/color_conversion.c')
-rw-r--r-- | src/color_conversion.c | 469 |
1 files changed, 469 insertions, 0 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c new file mode 100644 index 0000000..cd0397e --- /dev/null +++ b/src/color_conversion.c @@ -0,0 +1,469 @@ +#include "../include/color_conversion.h" +#include "../include/egl.h" +#include <stdio.h> +#include <string.h> +#include <math.h> +#include <assert.h> + +/* TODO: highp instead of mediump? */ + +#define MAX_SHADERS 4 +#define MAX_FRAMEBUFFERS 2 + +static float abs_f(float v) { + return v >= 0.0f ? v : -v; +} + +#define ROTATE_Z "mat4 rotate_z(in float angle) {\n" \ + " return mat4(cos(angle), -sin(angle), 0.0, 0.0,\n" \ + " sin(angle), cos(angle), 0.0, 0.0,\n" \ + " 0.0, 0.0, 1.0, 0.0,\n" \ + " 0.0, 0.0, 0.0, 1.0);\n" \ + "}\n" + +/* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */ + +/* ITU-R BT2020, full */ +/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2020-2-201510-I!!PDF-E.pdf */ +#define RGB_TO_P010_FULL "const mat4 RGBtoYUV = mat4(0.262700, -0.139630, 0.500000, 0.000000,\n" \ + " 0.678000, -0.360370, -0.459786, 0.000000,\n" \ + " 0.059300, 0.500000, -0.040214, 0.000000,\n" \ + " 0.000000, 0.500000, 0.500000, 1.000000);" + +/* ITU-R BT2020, limited (full multiplied by (235-16)/255, adding 16/255 to luma) */ +#define RGB_TO_P010_LIMITED "const mat4 RGBtoYUV = mat4(0.225613, -0.119918, 0.429412, 0.000000,\n" \ + " 0.582282, -0.309494, -0.394875, 0.000000,\n" \ + " 0.050928, 0.429412, -0.034537, 0.000000,\n" \ + " 0.062745, 0.500000, 0.500000, 1.000000);" + +/* ITU-R BT709, full, custom values: 0.2110 0.7110 0.0710 */ +/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf */ +#define RGB_TO_NV12_FULL "const mat4 RGBtoYUV = mat4(0.211000, -0.113563, 0.500000, 0.000000,\n" \ + " 0.711000, -0.382670, -0.450570, 0.000000,\n" \ + " 0.071000, 0.500000, -0.044994, 0.000000,\n" \ + " 0.000000, 0.500000, 0.500000, 1.000000);" + +/* ITU-R BT709, limited, custom values: 0.2100 0.7100 0.0700 (full multiplied by (235-16)/255, adding 16/255 to luma) */ +#define RGB_TO_NV12_LIMITED "const mat4 RGBtoYUV = mat4(0.180353, -0.096964, 0.429412, 0.000000,\n" \ + " 0.609765, -0.327830, -0.385927, 0.000000,\n" \ + " 0.060118, 0.429412, -0.038049, 0.000000,\n" \ + " 0.062745, 0.500000, 0.500000, 1.000000);" + +static const char* color_format_range_get_transform_matrix(gsr_destination_color color_format, gsr_color_range color_range) { + switch(color_format) { + case GSR_DESTINATION_COLOR_NV12: { + switch(color_range) { + case GSR_COLOR_RANGE_LIMITED: + return RGB_TO_NV12_LIMITED; + case GSR_COLOR_RANGE_FULL: + return RGB_TO_NV12_FULL; + } + break; + } + case GSR_DESTINATION_COLOR_P010: { + switch(color_range) { + case GSR_COLOR_RANGE_LIMITED: + return RGB_TO_P010_LIMITED; + case GSR_COLOR_RANGE_FULL: + return RGB_TO_P010_FULL; + } + break; + } + default: + return NULL; + } + return NULL; +} + +static int load_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { + const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); + + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + "uniform vec2 offset; \n" + "uniform float rotation; \n" + ROTATE_Z + "void main() \n" + "{ \n" + " texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n" + " gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0); \n" + "} \n"); + + char fragment_shader[2048]; + if(external_texture) { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "#extension GL_OES_EGL_image_external : enable \n" + "#extension GL_OES_EGL_image_external_essl3 : require \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform samplerExternalOES tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" + " FragColor.w = pixel.a; \n" + "} \n", color_transform_matrix); + } else { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n" + " FragColor.w = pixel.a; \n" + "} \n", color_transform_matrix); + } + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); + uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation"); + return 0; +} + +static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) { + const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range); + + char vertex_shader[2048]; + snprintf(vertex_shader, sizeof(vertex_shader), + "#version 300 es \n" + "in vec2 pos; \n" + "in vec2 texcoords; \n" + "out vec2 texcoords_out; \n" + "uniform vec2 offset; \n" + "uniform float rotation; \n" + ROTATE_Z + "void main() \n" + "{ \n" + " texcoords_out = (vec4(texcoords.x - 0.5, texcoords.y - 0.5, 0.0, 0.0) * rotate_z(rotation)).xy + vec2(0.5, 0.5); \n" + " gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" + "} \n"); + + char fragment_shader[2048]; + if(external_texture) { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "#extension GL_OES_EGL_image_external : enable \n" + "#extension GL_OES_EGL_image_external_essl3 : require \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform samplerExternalOES tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n" + " FragColor.w = pixel.a; \n" + "} \n", color_transform_matrix); + } else { + snprintf(fragment_shader, sizeof(fragment_shader), + "#version 300 es \n" + "precision mediump float; \n" + "in vec2 texcoords_out; \n" + "uniform sampler2D tex1; \n" + "out vec4 FragColor; \n" + "%s" + "void main() \n" + "{ \n" + " vec4 pixel = texture(tex1, texcoords_out); \n" + " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n" + " FragColor.w = pixel.a; \n" + "} \n", color_transform_matrix); + } + + if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) + return -1; + + gsr_shader_bind_attribute_location(shader, "pos", 0); + gsr_shader_bind_attribute_location(shader, "texcoords", 1); + uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset"); + uniforms->rotation = egl->glGetUniformLocation(shader->program_id, "rotation"); + return 0; +} + +static int load_framebuffers(gsr_color_conversion *self) { + /* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */ + const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0; + self->params.egl->glGenFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[0], 0); + self->params.egl->glDrawBuffers(1, &draw_buffer); + if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n"); + goto err; + } + + if(self->params.num_destination_textures > 1) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[1], 0); + self->params.egl->glDrawBuffers(1, &draw_buffer); + if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n"); + goto err; + } + } + + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + return 0; + + err: + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + return -1; +} + +static int create_vertices(gsr_color_conversion *self) { + self->params.egl->glGenVertexArrays(1, &self->vertex_array_object_id); + self->params.egl->glBindVertexArray(self->vertex_array_object_id); + + self->params.egl->glGenBuffers(1, &self->vertex_buffer_object_id); + self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->params.egl->glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), NULL, GL_STREAM_DRAW); + + self->params.egl->glEnableVertexAttribArray(0); + self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); + + self->params.egl->glEnableVertexAttribArray(1); + self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); + + self->params.egl->glBindVertexArray(0); + return 0; +} + +int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) { + assert(params); + assert(params->egl); + memset(self, 0, sizeof(*self)); + self->params.egl = params->egl; + self->params = *params; + + switch(params->destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + if(self->params.num_destination_textures != 2) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures); + return -1; + } + + if(load_shader_y(&self->shaders[0], self->params.egl, &self->uniforms[0], params->destination_color, params->color_range, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n"); + goto err; + } + + if(load_shader_uv(&self->shaders[1], self->params.egl, &self->uniforms[1], params->destination_color, params->color_range, false) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n"); + goto err; + } + + if(self->params.load_external_image_shader) { + if(load_shader_y(&self->shaders[2], self->params.egl, &self->uniforms[2], params->destination_color, params->color_range, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y shader\n"); + goto err; + } + + if(load_shader_uv(&self->shaders[3], self->params.egl, &self->uniforms[3], params->destination_color, params->color_range, true) != 0) { + fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV shader\n"); + goto err; + } + } + break; + } + } + + if(load_framebuffers(self) != 0) + goto err; + + if(create_vertices(self) != 0) + goto err; + + return 0; + + err: + gsr_color_conversion_deinit(self); + return -1; +} + +void gsr_color_conversion_deinit(gsr_color_conversion *self) { + if(!self->params.egl) + return; + + if(self->vertex_buffer_object_id) { + self->params.egl->glDeleteBuffers(1, &self->vertex_buffer_object_id); + self->vertex_buffer_object_id = 0; + } + + if(self->vertex_array_object_id) { + self->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id); + self->vertex_array_object_id = 0; + } + + self->params.egl->glDeleteFramebuffers(MAX_FRAMEBUFFERS, self->framebuffers); + for(int i = 0; i < MAX_FRAMEBUFFERS; ++i) { + self->framebuffers[i] = 0; + } + + for(int i = 0; i < MAX_SHADERS; ++i) { + gsr_shader_deinit(&self->shaders[i]); + } + + self->params.egl = NULL; +} + +static void gsr_color_conversion_swizzle_texture_source(gsr_color_conversion *self) { + if(self->params.source_color == GSR_SOURCE_COLOR_BGR) { + const int swizzle_mask[] = { GL_BLUE, GL_GREEN, GL_RED, 1 }; + self->params.egl->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask); + } +} + +static void gsr_color_conversion_swizzle_reset(gsr_color_conversion *self) { + if(self->params.source_color == GSR_SOURCE_COLOR_BGR) { + const int swizzle_mask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }; + self->params.egl->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask); + } +} + +/* |source_pos| is in pixel coordinates and |source_size| */ +void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i source_pos, vec2i source_size, vec2i texture_pos, vec2i texture_size, float rotation, bool external_texture) { + // TODO: Remove this crap + rotation = M_PI*2.0f - rotation; + + /* TODO: Do not call this every frame? */ + vec2i dest_texture_size = {0, 0}; + self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[0]); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &dest_texture_size.x); + self->params.egl->glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &dest_texture_size.y); + self->params.egl->glBindTexture(GL_TEXTURE_2D, 0); + + const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; + + self->params.egl->glBindTexture(texture_target, texture_id); + + vec2i source_texture_size = {0, 0}; + if(external_texture) { + source_texture_size = source_size; + } else { + /* TODO: Do not call this every frame? */ + self->params.egl->glGetTexLevelParameteriv(texture_target, 0, GL_TEXTURE_WIDTH, &source_texture_size.x); + self->params.egl->glGetTexLevelParameteriv(texture_target, 0, GL_TEXTURE_HEIGHT, &source_texture_size.y); + } + + // TODO: Remove this crap + if(abs_f(M_PI * 0.5f - rotation) <= 0.001f || abs_f(M_PI * 1.5f - rotation) <= 0.001f) { + float tmp = source_texture_size.x; + source_texture_size.x = source_texture_size.y; + source_texture_size.y = tmp; + } + + const vec2f pos_norm = { + ((float)source_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f, + ((float)source_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f, + }; + + const vec2f size_norm = { + ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f, + ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f, + }; + + const vec2f texture_pos_norm = { + (float)texture_pos.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x), + (float)texture_pos.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y), + }; + + const vec2f texture_size_norm = { + (float)texture_size.x / (source_texture_size.x == 0 ? 1.0f : (float)source_texture_size.x), + (float)texture_size.y / (source_texture_size.y == 0 ? 1.0f : (float)source_texture_size.y), + }; + + const float vertices[] = { + -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + 0.0f, -1.0f + 0.0f, texture_pos_norm.x, texture_pos_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + + -1.0f + 0.0f, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x, texture_pos_norm.y + texture_size_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y, + -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y + }; + + gsr_color_conversion_swizzle_texture_source(self); + + self->params.egl->glBindVertexArray(self->vertex_array_object_id); + self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y); + + /* TODO: this, also cleanup */ + //self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id); + self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices); + + { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example) + + const int shader_index = external_texture ? 2 : 0; + gsr_shader_use(&self->shaders[shader_index]); + self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation); + self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); + } + + if(self->params.num_destination_textures > 1) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); + + const int shader_index = external_texture ? 3 : 1; + gsr_shader_use(&self->shaders[shader_index]); + self->params.egl->glUniform1f(self->uniforms[shader_index].rotation, rotation); + self->params.egl->glUniform2f(self->uniforms[shader_index].offset, pos_norm.x, pos_norm.y); + self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6); + } + + self->params.egl->glBindVertexArray(0); + gsr_shader_use_none(&self->shaders[0]); + self->params.egl->glBindTexture(texture_target, 0); + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); + + gsr_color_conversion_swizzle_reset(self); +} + +void gsr_color_conversion_clear(gsr_color_conversion *self) { + float color1[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + float color2[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + + switch(self->params.destination_color) { + case GSR_DESTINATION_COLOR_NV12: + case GSR_DESTINATION_COLOR_P010: { + color2[0] = 0.5f; + color2[1] = 0.5f; + color2[2] = 0.0f; + color2[3] = 1.0f; + break; + } + } + + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]); + self->params.egl->glClearColor(color1[0], color1[1], color1[2], color1[3]); + self->params.egl->glClear(GL_COLOR_BUFFER_BIT); + + if(self->params.num_destination_textures > 1) { + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]); + self->params.egl->glClearColor(color2[0], color2[1], color2[2], color2[3]); + self->params.egl->glClear(GL_COLOR_BUFFER_BIT); + } + + self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0); +} |