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#ifndef GSR_COLOR_CONVERSION_H
#define GSR_COLOR_CONVERSION_H
#include "shader.h"
#include "vec2.h"
typedef enum {
GSR_COLOR_RANGE_LIMITED,
GSR_COLOR_RANGE_FULL
} gsr_color_range;
typedef enum {
GSR_SOURCE_COLOR_RGB
} gsr_source_color;
typedef enum {
GSR_DESTINATION_COLOR_BGR,
GSR_DESTINATION_COLOR_NV12, /* YUV420, BT709, 8-bit */
GSR_DESTINATION_COLOR_P010 /* YUV420, BT2020, 10-bit */
} gsr_destination_color;
typedef struct {
int offset;
int rotation;
} gsr_color_uniforms;
typedef struct {
gsr_egl *egl;
gsr_source_color source_color;
gsr_destination_color destination_color;
unsigned int destination_textures[2];
int num_destination_textures;
gsr_color_range color_range;
} gsr_color_conversion_params;
typedef struct {
gsr_color_conversion_params params;
gsr_color_uniforms uniforms[2];
gsr_shader shaders[2];
unsigned int framebuffers[2];
unsigned int vertex_array_object_id;
unsigned int vertex_buffer_object_id;
} gsr_color_conversion;
int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params);
void gsr_color_conversion_deinit(gsr_color_conversion *self);
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);
void gsr_color_conversion_clear(gsr_color_conversion *self);
#endif /* GSR_COLOR_CONVERSION_H */
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