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https://github.com/mpv-player/mpv
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vo_opengl: rename use_full_range to use_normalized_range
As suggested by haasn. The term "full range" makes it sound like it has to do with TV vs. PC range, which is not the case at all.
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@ -211,7 +211,7 @@ struct gl_video {
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struct src_tex pass_tex[TEXUNIT_VIDEO_NUM];
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bool use_indirect;
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bool use_linear;
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bool use_full_range;
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bool use_normalized_range;
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float user_gamma;
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struct fbotex copy_fbos[4];
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@ -1426,12 +1426,12 @@ static void pass_read_video(struct gl_video *p)
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int in_bits = p->image_desc.component_bits,
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tx_bits = (in_bits + 7) & ~7;
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float cmul = ((1 << tx_bits) - 1.0) / ((1 << in_bits) - 1.0);
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// Custom source shaders are required to output at the full range
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p->use_full_range = shader != NULL;
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// Custom source shaders are required to output at range [0.0, 1.0]
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p->use_normalized_range = shader != NULL;
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if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
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cmul = 1.0;
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p->use_full_range = true;
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p->use_normalized_range = true;
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}
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// Special case for non-planar content
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@ -1469,7 +1469,7 @@ static void pass_read_video(struct gl_video *p)
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// We also pull up here in this case to avoid the issues described
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// above.
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GLSLF("color.rg *= %f;\n", cmul);
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p->use_full_range = true;
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p->use_normalized_range = true;
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merged = true;
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assert(c_w == p->pass_tex[2].src.x1 - p->pass_tex[2].src.x0);
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assert(c_h == p->pass_tex[2].src.y1 - p->pass_tex[2].src.y0);
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@ -1518,14 +1518,14 @@ static void pass_read_video(struct gl_video *p)
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p->use_indirect = true;
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} else {
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GLSL(float luma = texture(texture0, texcoord0).r;)
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if (p->use_full_range)
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if (p->use_normalized_range)
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GLSLF("luma *= %f;\n", cmul);
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}
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GLSL(color = vec4(luma, chroma, 1.0);)
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if (p->has_alpha && p->plane_count >= 4) {
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GLSL(color.a = texture(texture3, texcoord3).r;)
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if (p->use_full_range)
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if (p->use_normalized_range)
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GLSLF("color.a *= %f;\n", cmul);
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}
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}
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@ -1558,7 +1558,7 @@ static void pass_convert_yuv(struct gl_video *p)
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}
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// Something already took care of expansion
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if (p->use_full_range)
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if (p->use_normalized_range)
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cparams.input_bits = cparams.texture_bits;
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// Conversion from Y'CbCr or other linear spaces to RGB
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