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-rw-r--r--src/color_conversion.c469
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);
+}