Support rectangular texture in fragment programs

git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@16587 b3059339-0415-0410-9bf9-f77b7e298cf2
This commit is contained in:
reimar 2005-09-25 16:07:54 +00:00
parent bbd3dc0511
commit d16d2c3e32
4 changed files with 27 additions and 19 deletions

View File

@ -468,23 +468,25 @@ static void glSetupYUVCombiners(float uvcos, float uvsin) {
static const char *yuv_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], 2D;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, {%.4f, %.4f, %.4f}, {%.4f, %.4f, %.4f};"
"TEX u, fragment.texcoord[1], texture[1], 2D;"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, {%.4f, %.4f, %.4f}, res;"
"TEX v, fragment.texcoord[2], texture[2], 2D;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD result.color, v, {%.4f, %.4f, %.4f}, res;"
"END";
static const char *yuv_pow_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], 2D;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, {%.4f, %.4f, %.4f}, {%.4f, %.4f, %.4f};"
"TEX u, fragment.texcoord[1], texture[1], 2D;"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, {%.4f, %.4f, %.4f}, res;"
"TEX v, fragment.texcoord[2], texture[2], 2D;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD_SAT res, v, {%.4f, %.4f, %.4f}, res;"
"POW result.color.r, res.r, %.4f.r;"
"POW result.color.g, res.g, %.4f.g;"
@ -493,14 +495,14 @@ static const char *yuv_pow_prog_template =
static const char *yuv_lookup_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], 2D;"
"MAD res, y, {%.4f, %.4f, %.4f, 0}, {%.4f, %.4f, %.4f, 0};"
"TEX u, fragment.texcoord[1], texture[1], 2D;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, {%.4f, %.4f, %.4f, 0}, {%.4f, %.4f, %.4f, 0.125};"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, {%.4f, %.4f, %.4f, 0}, res;"
"TEX v, fragment.texcoord[2], texture[2], 2D;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD res, v, {%.4f, %.4f, %.4f, 0}, res;"
"ADD res.a, res.a, 0.125;"
"TEX result.color.r, res.raaa, texture[3], 2D;"
"ADD res.a, res.a, 0.25;"
"TEX result.color.g, res.gaaa, texture[3], 2D;"
@ -519,9 +521,10 @@ static const char *yuv_lookup_prog_template =
*/
static void glSetupYUVFragprog(float brightness, float contrast,
float uvcos, float uvsin, float rgamma,
float ggamma, float bgamma, int type) {
float ggamma, float bgamma, int type, int rect) {
char yuv_prog[1000];
const char *prog_template = yuv_prog_template;
char *tex_type = rect ? "RECT" : "2D";
int lookup = 0;
GLint i;
// this is the conversion matrix, with y, u, v factors
@ -564,8 +567,8 @@ static void glSetupYUVFragprog(float brightness, float contrast,
rgamma = 1.0 / rgamma;
ggamma = 1.0 / ggamma;
bgamma = 1.0 / bgamma;
snprintf(yuv_prog, 1000, prog_template, ry, gy, by, rc, gc, bc, ru, gu, bu,
rv, gv, bv, rgamma, bgamma, bgamma);
snprintf(yuv_prog, 1000, prog_template, tex_type, ry, gy, by, rc, gc, bc,
tex_type, ru, gu, bu, tex_type, rv, gv, bv, rgamma, bgamma, bgamma);
ProgramString(GL_FRAGMENT_PROGRAM, GL_PROGRAM_FORMAT_ASCII,
strlen(yuv_prog), yuv_prog);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION, &i);
@ -598,6 +601,7 @@ static void gen_gamma_map(unsigned char *map, int size, float gamma) {
/**
* \brief setup YUV->RGB conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param brightness brightness adjustment offset
* \param contrast contrast adjustment factor
* \param hue hue adjustment angle
@ -607,7 +611,8 @@ static void gen_gamma_map(unsigned char *map, int size, float gamma) {
* \param bgamma gamma value for blue channel
* \param type YUV conversion type
*/
void glSetupYUVConversion(int type, float brightness, float contrast,
void glSetupYUVConversion(GLenum target, int type,
float brightness, float contrast,
float hue, float saturation,
float rgamma, float ggamma, float bgamma) {
float uvcos = saturation * cos(hue);
@ -632,7 +637,8 @@ void glSetupYUVConversion(int type, float brightness, float contrast,
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
glSetupYUVFragprog(brightness, contrast, uvcos, uvsin,
rgamma, ggamma, bgamma, type);
rgamma, ggamma, bgamma, type,
target == GL_TEXTURE_RECTANGLE);
break;
}
}

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@ -158,7 +158,8 @@ void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
#define YUV_CONVERSION_FRAGMENT_POW 3
//! use a fragment program with additional table lookup for YUV conversion
#define YUV_CONVERSION_FRAGMENT_LOOKUP 4
void glSetupYUVConversion(int type, float brightness, float contrast,
void glSetupYUVConversion(GLenum target, int type,
float brightness, float contrast,
float hue, float saturation,
float rgamma, float ggamma, float bgamma);
void inline glEnableYUVConversion(GLenum target, int type);

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@ -151,7 +151,8 @@ static void update_yuvconv() {
float rgamma = exp(log(8.0) * eq_rgamma / 100.0);
float ggamma = exp(log(8.0) * eq_ggamma / 100.0);
float bgamma = exp(log(8.0) * eq_bgamma / 100.0);
glSetupYUVConversion(use_yuv, bri, cont, hue, sat, rgamma, ggamma, bgamma);
glSetupYUVConversion(gl_target, use_yuv, bri, cont, hue, sat,
rgamma, ggamma, bgamma);
if (custom_prog) {
FILE *f = fopen(custom_prog, "r");
if (!f)

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@ -763,7 +763,7 @@ static int initGl(uint32_t d_width, uint32_t d_height)
BindProgram(GL_FRAGMENT_PROGRAM, fragprog);
break;
}
glSetupYUVConversion(use_yuv, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0);
glSetupYUVConversion(GL_TEXTURE_2D, use_yuv, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0);
}
gl_set_antialias(0);