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-rw-r--r--src/color_conversion.c1034
1 files changed, 1034 insertions, 0 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c
new file mode 100644
index 0000000..23b166e
--- /dev/null
+++ b/src/color_conversion.c
@@ -0,0 +1,1034 @@
+#include "../include/color_conversion.h"
+#include "../include/egl.h"
+#include <stdio.h>
+#include <math.h>
+#include <string.h>
+#include <assert.h>
+
+#define COMPUTE_SHADER_INDEX_Y 0
+#define COMPUTE_SHADER_INDEX_UV 1
+#define COMPUTE_SHADER_INDEX_Y_EXTERNAL 2
+#define COMPUTE_SHADER_INDEX_UV_EXTERNAL 3
+#define COMPUTE_SHADER_INDEX_RGB 4
+#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL 5
+#define COMPUTE_SHADER_INDEX_Y_BLEND 6
+#define COMPUTE_SHADER_INDEX_UV_BLEND 7
+#define COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND 8
+#define COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND 9
+#define COMPUTE_SHADER_INDEX_RGB_BLEND 10
+#define COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND 11
+
+#define GRAPHICS_SHADER_INDEX_Y 0
+#define GRAPHICS_SHADER_INDEX_UV 1
+#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL 2
+#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL 3
+#define GRAPHICS_SHADER_INDEX_RGB 4
+#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL 5
+
+/* 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);\n"
+
+/* 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);\n"
+
+/* 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);\n"
+
+/* 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);\n"
+
+static int max_int(int a, int b) {
+ return a > b ? a : b;
+}
+
+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;
+ }
+ case GSR_DESTINATION_COLOR_RGB8:
+ return "";
+ default:
+ return NULL;
+ }
+ return NULL;
+}
+
+static void get_compute_shader_header(char *header, size_t header_size, bool external_texture) {
+ if(external_texture) {
+ snprintf(header, header_size,
+ "#version 310 es\n"
+ "#extension GL_OES_EGL_image_external : enable\n"
+ "#extension GL_OES_EGL_image_external_essl3 : require\n"
+ "layout(binding = 0) uniform highp samplerExternalOES img_input;\n"
+ "layout(binding = 1) uniform highp sampler2D img_background;\n");
+ } else {
+ snprintf(header, header_size,
+ "#version 310 es\n"
+ "layout(binding = 0) uniform highp sampler2D img_input;\n"
+ "layout(binding = 1) uniform highp sampler2D img_background;\n");
+ }
+}
+
+static int load_compute_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char header[512];
+ get_compute_shader_header(header, sizeof(header), external_texture);
+
+ char compute_shader[4096];
+ snprintf(compute_shader, sizeof(compute_shader),
+ "%s"
+ "layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
+ "precision highp float;\n"
+ "uniform ivec2 source_position;\n"
+ "uniform ivec2 target_position;\n"
+ "uniform vec2 scale;\n"
+ "uniform mat2 rotation_matrix;\n"
+ "layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
+ "%s"
+ "void main() {\n"
+ " ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
+ " ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
+ " ivec2 size_shift = size >> 1;\n" // size/2
+ " ivec2 output_size = textureSize(img_background, 0);\n"
+ " vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
+ " vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
+ " vec2 source_color_coords = rotated_texel_coord/vec2(size);\n"
+ " vec4 source_color = texture(img_input, source_color_coords);\n"
+ " if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
+ " source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
+ " vec4 source_color_yuv = RGBtoYUV * vec4(source_color.rgb, 1.0);\n"
+ " vec4 output_color_yuv = %s;\n"
+ " float y_color = mix(output_color_yuv.r, source_color_yuv.r, source_color.a);\n"
+ " imageStore(img_output, texel_coord + target_position, vec4(y_color, 1.0, 1.0, 1.0));\n"
+ "}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
+ alpha_blending ? "0.0" : "1.0",
+ alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color_yuv");
+
+ if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
+ return -1;
+
+ uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
+ uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
+ return 0;
+}
+
+static int load_compute_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture, bool alpha_blending) {
+ const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);
+
+ char header[512];
+ get_compute_shader_header(header, sizeof(header), external_texture);
+
+ char compute_shader[4096];
+ snprintf(compute_shader, sizeof(compute_shader),
+ "%s"
+ "layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
+ "precision highp float;\n"
+ "uniform ivec2 source_position;\n"
+ "uniform ivec2 target_position;\n"
+ "uniform vec2 scale;\n"
+ "uniform mat2 rotation_matrix;\n"
+ "layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
+ "%s"
+ "void main() {\n"
+ " ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
+ " ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
+ " ivec2 size_shift = size >> 2;\n" // size/4
+ " ivec2 output_size = textureSize(img_background, 0);\n"
+ " vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
+ " vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
+ " vec2 source_color_coords = rotated_texel_coord/vec2(size>>1);\n"
+ " vec4 source_color = texture(img_input, source_color_coords);\n" // size/2
+ " if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
+ " source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
+ " vec4 source_color_yuv = RGBtoYUV * vec4(source_color.rgb, 1.0);\n"
+ " vec4 output_color_yuv = %s;\n"
+ " vec2 uv_color = mix(output_color_yuv.rg, source_color_yuv.gb, source_color.a);\n"
+ " imageStore(img_output, texel_coord + target_position, vec4(uv_color, 1.0, 1.0));\n"
+ "}\n", header, max_local_size_dim, max_local_size_dim, color_transform_matrix,
+ alpha_blending ? "0.0" : "1.0",
+ alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color_yuv");
+
+ if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
+ return -1;
+
+ uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
+ uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
+ return 0;
+}
+
+static int load_compute_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_compute_uniforms *uniforms, int max_local_size_dim, bool external_texture, bool alpha_blending) {
+ char header[512];
+ get_compute_shader_header(header, sizeof(header), external_texture);
+
+ char compute_shader[4096];
+ snprintf(compute_shader, sizeof(compute_shader),
+ "%s"
+ "layout (local_size_x = %d, local_size_y = %d, local_size_z = 1) in;\n"
+ "precision highp float;\n"
+ "uniform ivec2 source_position;\n"
+ "uniform ivec2 target_position;\n"
+ "uniform vec2 scale;\n"
+ "uniform mat2 rotation_matrix;\n"
+ "layout(rgba8, binding = 0) writeonly uniform highp image2D img_output;\n"
+ "void main() {\n"
+ " ivec2 texel_coord = ivec2(gl_GlobalInvocationID.xy);\n"
+ " ivec2 size = ivec2(vec2(textureSize(img_input, 0)) * scale + 0.5);\n"
+ " ivec2 size_shift = size >> 1;\n" // size/2
+ " ivec2 output_size = textureSize(img_background, 0);\n"
+ " vec2 rotated_texel_coord = vec2(texel_coord - source_position - size_shift) * rotation_matrix + vec2(size_shift) + 0.5;\n"
+ " vec2 output_texel_coord = vec2(texel_coord - source_position + target_position) + 0.5;\n"
+ " vec2 source_color_coords = rotated_texel_coord/vec2(size);\n"
+ " vec4 source_color = texture(img_input, source_color_coords);\n"
+ " if(source_color_coords.x > 1.0 || source_color_coords.y > 1.0)\n"
+ " source_color.rgba = vec4(0.0, 0.0, 0.0, %s);\n"
+ " vec4 output_color = %s;\n"
+ " vec3 color = mix(output_color.rgb, source_color.rgb, source_color.a);\n"
+ " imageStore(img_output, texel_coord + target_position, vec4(color, 1.0));\n"
+ "}\n", header, max_local_size_dim, max_local_size_dim,
+ alpha_blending ? "0.0" : "1.0",
+ alpha_blending ? "texture(img_background, output_texel_coord/vec2(output_size))" : "source_color");
+
+ if(gsr_shader_init(shader, egl, NULL, NULL, compute_shader) != 0)
+ return -1;
+
+ uniforms->source_position = egl->glGetUniformLocation(shader->program_id, "source_position");
+ uniforms->target_position = egl->glGetUniformLocation(shader->program_id, "target_position");
+ uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ uniforms->scale = egl->glGetUniformLocation(shader->program_id, "scale");
+ return 0;
+}
+
+static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_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"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + 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");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x; \n"
+ " FragColor.w = pixel.a; \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 highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 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_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_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"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + 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");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz; \n"
+ " FragColor.w = pixel.a; \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 highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "%s"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", color_transform_matrix, main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 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_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ return 0;
+}
+
+static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
+ 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"
+ "uniform mat2 rotation_matrix; \n"
+ "void main() \n"
+ "{ \n"
+ " texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + 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");
+
+ const char *main_code =
+ main_code =
+ " vec4 pixel = texture(tex1, texcoords_out); \n"
+ " FragColor = pixel; \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 highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform samplerExternalOES tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ } else {
+ snprintf(fragment_shader, sizeof(fragment_shader),
+ "#version 300 es \n"
+ "precision highp float; \n"
+ "in vec2 texcoords_out; \n"
+ "uniform sampler2D tex1; \n"
+ "out vec4 FragColor; \n"
+ "void main() \n"
+ "{ \n"
+ "%s"
+ "} \n", main_code);
+ }
+
+ if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader, NULL) != 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_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
+ 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(GSR_COLOR_CONVERSION_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_DYNAMIC_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;
+}
+
+static bool gsr_color_conversion_load_compute_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, false, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB], self->max_local_size_dim, false, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_BLEND], self->max_local_size_dim, false, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_external_compute_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_y(&self->compute_shaders[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_uv(&self->compute_shaders[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND], self->max_local_size_dim, self->params.destination_color, self->params.color_range, true, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV compute shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL], self->max_local_size_dim, true, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+
+ if(load_compute_shader_rgb(&self->compute_shaders[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->params.egl, &self->compute_uniforms[COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND], self->max_local_size_dim, true, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y compute shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) {
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+
+ if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
+ return false;
+ }
+ break;
+ }
+ }
+ return true;
+}
+
+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;
+
+ int max_compute_work_group_invocations = 256;
+ self->params.egl->glGetIntegerv(GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS, &max_compute_work_group_invocations);
+ self->max_local_size_dim = sqrt(max_compute_work_group_invocations);
+
+ switch(self->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);
+ goto err;
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ if(self->params.num_destination_textures != 1) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
+ goto err;
+ }
+ break;
+ }
+ }
+
+ if(self->params.force_graphics_shader) {
+ self->compute_shaders_failed_to_load = true;
+ self->external_compute_shaders_failed_to_load = true;
+
+ if(!gsr_color_conversion_load_graphics_shaders(self))
+ goto err;
+
+ if(self->params.load_external_image_shader) {
+ if(!gsr_color_conversion_load_external_graphics_shaders(self))
+ goto err;
+ }
+ } else {
+ if(!gsr_color_conversion_load_compute_shaders(self)) {
+ self->compute_shaders_failed_to_load = true;
+ fprintf(stderr, "gsr info: failed to load one or more compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
+ if(!gsr_color_conversion_load_graphics_shaders(self))
+ goto err;
+ }
+
+ if(self->params.load_external_image_shader) {
+ if(!gsr_color_conversion_load_external_compute_shaders(self)) {
+ self->external_compute_shaders_failed_to_load = true;
+ fprintf(stderr, "gsr info: failed to load one or more external compute shaders, run gpu-screen-recorder with the '-gl-debug yes' option to see why. Falling back to slower graphics shader instead\n");
+ if(!gsr_color_conversion_load_external_graphics_shaders(self))
+ goto err;
+ }
+ }
+ }
+
+ 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(GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS, self->framebuffers);
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS; ++i) {
+ self->framebuffers[i] = 0;
+ }
+
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_COMPUTE_SHADERS; ++i) {
+ gsr_shader_deinit(&self->compute_shaders[i]);
+ }
+
+ for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) {
+ gsr_shader_deinit(&self->graphics_shaders[i]);
+ }
+
+ self->params.egl = NULL;
+}
+
+static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) {
+ /*
+ rotation_matrix[0][0] = cos(angle);
+ rotation_matrix[0][1] = -sin(angle);
+ rotation_matrix[1][0] = sin(angle);
+ rotation_matrix[1][1] = cos(angle);
+ The manual matrix code below is the same as this code above, but without floating-point errors.
+ This is done to remove any blurring caused by these floating-point errors.
+ */
+ switch(rotation) {
+ case GSR_ROT_0:
+ rotation_matrix[0][0] = 1.0f;
+ rotation_matrix[0][1] = 0.0f;
+ rotation_matrix[1][0] = 0.0f;
+ rotation_matrix[1][1] = 1.0f;
+ break;
+ case GSR_ROT_90:
+ rotation_matrix[0][0] = 0.0f;
+ rotation_matrix[0][1] = -1.0f;
+ rotation_matrix[1][0] = 1.0f;
+ rotation_matrix[1][1] = 0.0f;
+ break;
+ case GSR_ROT_180:
+ rotation_matrix[0][0] = -1.0f;
+ rotation_matrix[0][1] = 0.0f;
+ rotation_matrix[1][0] = 0.0f;
+ rotation_matrix[1][1] = -1.0f;
+ break;
+ case GSR_ROT_270:
+ rotation_matrix[0][0] = 0.0f;
+ rotation_matrix[0][1] = 1.0f;
+ rotation_matrix[1][0] = -1.0f;
+ rotation_matrix[1][1] = 0.0f;
+ break;
+ }
+}
+
+static void gsr_color_conversion_swizzle_texture_source(gsr_color_conversion *self, gsr_source_color source_color) {
+ if(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, gsr_source_color source_color) {
+ if(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);
+ }
+}
+
+typedef enum {
+ GSR_COLOR_COMP_Y,
+ GSR_COLOR_COMP_UV,
+ GSR_COLOR_COMP_RGB
+} gsr_color_component;
+
+static int color_component_get_destination_texture_index(gsr_color_component color_component) {
+ switch(color_component) {
+ case GSR_COLOR_COMP_Y: return 0;
+ case GSR_COLOR_COMP_UV: return 1;
+ case GSR_COLOR_COMP_RGB: return 0;
+ }
+ assert(false);
+ return 0;
+}
+
+static unsigned int color_component_get_color_format(gsr_color_component color_component, bool use_16bit_colors) {
+ switch(color_component) {
+ case GSR_COLOR_COMP_Y: return use_16bit_colors ? GL_R16 : GL_R8;
+ case GSR_COLOR_COMP_UV: return use_16bit_colors ? GL_RG16 : GL_RG8;
+ case GSR_COLOR_COMP_RGB: return GL_RGBA8; // TODO: 16-bit color support
+ }
+ assert(false);
+ return GL_RGBA8;
+}
+
+static int color_component_get_COMPUTE_SHADER_INDEX(gsr_color_component color_component, bool external_texture, bool alpha_blending) {
+ switch(color_component) {
+ case GSR_COLOR_COMP_Y: {
+ if(external_texture)
+ return alpha_blending ? COMPUTE_SHADER_INDEX_Y_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_Y_EXTERNAL;
+ else
+ return alpha_blending ? COMPUTE_SHADER_INDEX_Y_BLEND : COMPUTE_SHADER_INDEX_Y;
+ }
+ case GSR_COLOR_COMP_UV: {
+ if(external_texture)
+ return alpha_blending ? COMPUTE_SHADER_INDEX_UV_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_UV_EXTERNAL;
+ else
+ return alpha_blending ? COMPUTE_SHADER_INDEX_UV_BLEND : COMPUTE_SHADER_INDEX_UV;
+ }
+ case GSR_COLOR_COMP_RGB: {
+ if(external_texture)
+ return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_EXTERNAL_BLEND : COMPUTE_SHADER_INDEX_RGB_EXTERNAL;
+ else
+ return alpha_blending ? COMPUTE_SHADER_INDEX_RGB_BLEND : COMPUTE_SHADER_INDEX_RGB;
+ }
+ }
+ assert(false);
+ return COMPUTE_SHADER_INDEX_RGB;
+}
+
+static void gsr_color_conversion_dispatch_compute_shader(gsr_color_conversion *self, bool external_texture, bool alpha_blending, float rotation_matrix[2][2], vec2i source_position, vec2i destination_pos, vec2i destination_size, vec2f scale, bool use_16bit_colors, gsr_color_component color_component) {
+ const int compute_shader_index = color_component_get_COMPUTE_SHADER_INDEX(color_component, external_texture, alpha_blending);
+ const int destination_texture_index = color_component_get_destination_texture_index(color_component);
+ const unsigned int color_format = color_component_get_color_format(color_component, use_16bit_colors);
+
+ self->params.egl->glActiveTexture(GL_TEXTURE1);
+ self->params.egl->glBindTexture(GL_TEXTURE_2D, self->params.destination_textures[destination_texture_index]);
+ self->params.egl->glActiveTexture(GL_TEXTURE0);
+
+ gsr_color_compute_uniforms *uniform = &self->compute_uniforms[compute_shader_index];
+ gsr_shader_use(&self->compute_shaders[compute_shader_index]);
+ self->params.egl->glUniformMatrix2fv(uniform->rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2i(uniform->source_position, source_position.x, source_position.y);
+ self->params.egl->glUniform2i(uniform->target_position, destination_pos.x, destination_pos.y);
+ self->params.egl->glUniform2f(uniform->scale, scale.x, scale.y);
+ self->params.egl->glBindImageTexture(0, self->params.destination_textures[destination_texture_index], 0, GL_FALSE, 0, GL_WRITE_ONLY, color_format);
+ const double num_groups_x = ceil((double)destination_size.x/(double)self->max_local_size_dim);
+ const double num_groups_y = ceil((double)destination_size.y/(double)self->max_local_size_dim);
+ self->params.egl->glDispatchCompute(max_int(1, num_groups_x), max_int(1, num_groups_y), 1);
+}
+
+static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) {
+ /* 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);
+ gsr_color_conversion_swizzle_texture_source(self, source_color);
+
+ const vec2f pos_norm = {
+ ((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
+ ((float)destination_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 * scale.x,
+ ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y,
+ };
+
+ const vec2f texture_pos_norm = {
+ (float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
+ };
+
+ const vec2f texture_size_norm = {
+ (float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
+ (float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)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
+ };
+
+ 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);
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ 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)
+
+ int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_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);
+
+ shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ }
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ 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 ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB;
+ gsr_shader_use(&self->graphics_shaders[shader_index]);
+ self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
+ self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
+ self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
+ break;
+ }
+ }
+
+ self->params.egl->glBindVertexArray(0);
+ self->params.egl->glUseProgram(0);
+ gsr_color_conversion_swizzle_reset(self, source_color);
+ self->params.egl->glBindTexture(texture_target, 0);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_source_color source_color, bool external_texture, bool alpha_blending) {
+ assert(!external_texture || self->params.load_external_image_shader);
+ if(external_texture && !self->params.load_external_image_shader) {
+ fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n");
+ return;
+ }
+
+ vec2f scale = {0.0f, 0.0f};
+ if(source_size.x > 0 && source_size.y > 0)
+ scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y };
+
+ vec2i source_position = {0, 0};
+ float rotation_matrix[2][2] = {{0, 0}, {0, 0}};
+ gsr_color_conversion_apply_rotation(rotation, rotation_matrix);
+
+ const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
+ self->params.egl->glBindTexture(texture_target, texture_id);
+ gsr_color_conversion_swizzle_texture_source(self, source_color);
+
+ const bool use_graphics_shader = external_texture ? self->external_compute_shaders_failed_to_load : self->compute_shaders_failed_to_load;
+ if(use_graphics_shader) {
+ source_position.x += source_pos.x;
+ source_position.y += source_pos.y;
+ gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);
+ } else {
+ switch(rotation) {
+ case GSR_ROT_0:
+ break;
+ case GSR_ROT_90:
+ source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
+ source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
+ break;
+ case GSR_ROT_180:
+ break;
+ case GSR_ROT_270:
+ source_position.x += (((double)texture_size.x*0.5 - (double)texture_size.y*0.5) * scale.x);
+ source_position.y += (((double)texture_size.y*0.5 - (double)texture_size.x*0.5) * scale.y);
+ break;
+ }
+ source_position.x -= (source_pos.x * scale.x + 0.5);
+ source_position.y -= (source_pos.y * scale.y + 0.5);
+
+ switch(self->params.destination_color) {
+ case GSR_DESTINATION_COLOR_NV12:
+ case GSR_DESTINATION_COLOR_P010: {
+ const bool use_16bit_colors = self->params.destination_color == GSR_DESTINATION_COLOR_P010;
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, use_16bit_colors, GSR_COLOR_COMP_Y);
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, (vec2i){source_position.x/2, source_position.y/2},
+ (vec2i){destination_pos.x/2, destination_pos.y/2}, (vec2i){destination_size.x/2, destination_size.y/2}, scale, use_16bit_colors, GSR_COLOR_COMP_UV);
+ break;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ gsr_color_conversion_dispatch_compute_shader(self, external_texture, alpha_blending, rotation_matrix, source_position, destination_pos, destination_size, scale, false, GSR_COLOR_COMP_RGB);
+ break;
+ }
+ }
+ }
+
+ self->params.egl->glFlush();
+ // TODO: Use the minimal barrier required
+ self->params.egl->glMemoryBarrier(GL_ALL_BARRIER_BITS); // GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
+ self->params.egl->glUseProgram(0);
+
+ gsr_color_conversion_swizzle_reset(self, source_color);
+ self->params.egl->glBindTexture(texture_target, 0);
+}
+
+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;
+ }
+ case GSR_DESTINATION_COLOR_RGB8: {
+ color2[0] = 0.0f;
+ color2[1] = 0.0f;
+ 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);
+}
+
+void gsr_color_conversion_read_destination_texture(gsr_color_conversion *self, int destination_texture_index, int x, int y, int width, int height, unsigned int color_format, unsigned int data_format, void *pixels) {
+ assert(destination_texture_index >= 0 && destination_texture_index < self->params.num_destination_textures);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[destination_texture_index]);
+ self->params.egl->glReadPixels(x, y, width, height, color_format, data_format, pixels);
+ self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+gsr_rotation gsr_monitor_rotation_to_rotation(gsr_monitor_rotation monitor_rotation) {
+ return (gsr_rotation)monitor_rotation;
+}