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Support for ATI specific YUV->RGB conversion.

git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@16626 b3059339-0415-0410-9bf9-f77b7e298cf2
This commit is contained in:
reimar 2005-10-01 12:49:28 +00:00
parent ebd7dadd88
commit d28ad7d31d
2 changed files with 154 additions and 17 deletions

View File

@ -35,6 +35,15 @@ void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum, GLenum, GLboolean, GLboolean,
GLboolean);
void (APIENTRY *BeginFragmentShader)(void);
void (APIENTRY *EndFragmentShader)(void);
void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);
void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint);
void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint);
void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
void (APIENTRY *ActiveTexture)(GLenum);
void (APIENTRY *BindTexture)(GLenum, GLuint);
void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);
@ -274,6 +283,12 @@ static void getFunctions(void *(*getProcAddress)(const GLubyte *)) {
CombinerOutput = getProcAddress("glCombinerOutput");
if (!CombinerOutput)
CombinerOutput = getProcAddress("glCombinerOutputNV");
BeginFragmentShader = getProcAddress("glBeginFragmentShaderATI");
EndFragmentShader = getProcAddress("glEndFragmentShaderATI");
SampleMap = getProcAddress("glSampleMapATI");
ColorFragmentOp2 = getProcAddress("glColorFragmentOp2ATI");
ColorFragmentOp3 = getProcAddress("glColorFragmentOp3ATI");
SetFragmentShaderConstant = getProcAddress("glSetFragmentShaderConstantATI");
ActiveTexture = getProcAddress("glActiveTexture");
if (!ActiveTexture)
ActiveTexture = getProcAddress("glActiveTextureARB");
@ -480,6 +495,28 @@ void glUploadTex(GLenum target, GLenum format, GLenum type,
glTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
}
static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef,
float uvcos, float uvsin) {
int i;
ucoef[0] = 0 * uvcos + 1.403 * uvsin;
vcoef[0] = 0 * uvsin + 1.403 * uvcos;
ucoef[1] = -0.344 * uvcos + -0.714 * uvsin;
vcoef[1] = -0.344 * uvsin + -0.714 * uvcos;
ucoef[2] = 1.770 * uvcos + 0 * uvsin;
vcoef[2] = 1.770 * uvsin + 0 * uvcos;
ucoef[3] = 0;
vcoef[3] = 0;
// Coefficients (probably) must be in [0, 1] range, whereas they originally
// are in [-2, 2] range, so here comes the trick:
// First put them in the [-0.5, 0.5] range, then add 0.5.
// This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments
// for CombinerInput and CombinerOutput (or the respective ATI variants)
for (i = 0; i < 4; i++) {
ucoef[i] = ucoef[i] * 0.25 + 0.5;
vcoef[i] = vcoef[i] * 0.25 + 0.5;
}
}
/**
* \brief Setup register combiners for YUV to RGB conversion.
* \param uvcos used for saturation and hue adjustment
@ -502,23 +539,7 @@ static void glSetupYUVCombiners(float uvcos, float uvsin) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n");
return;
}
ucoef[0] = 0 * uvcos + 1.403 * uvsin;
vcoef[0] = 0 * uvsin + 1.403 * uvcos;
ucoef[1] = -0.344 * uvcos + -0.714 * uvsin;
vcoef[1] = -0.344 * uvsin + -0.714 * uvcos;
ucoef[2] = 1.770 * uvcos + 0 * uvsin;
vcoef[2] = 1.770 * uvsin + 0 * uvcos;
ucoef[3] = 0;
vcoef[3] = 0;
// Coefficients (probably) must be in [0, 1] range, whereas they originally
// are in [-2, 2] range, so here comes the trick:
// First put them in the [-0.5, 0.5] range, then add 0.5.
// This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments
// for CombinerInput and CombinerOutput
for (i = 0; i < 4; i++) {
ucoef[i] = ucoef[i] * 0.25 + 0.5;
vcoef[i] = vcoef[i] * 0.25 + 0.5;
}
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef);
CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef);
@ -552,6 +573,53 @@ static void glSetupYUVCombiners(float uvcos, float uvsin) {
CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2);
}
/**
* \brief Setup ATI version of register combiners for YUV to RGB conversion.
* \param uvcos used for saturation and hue adjustment
* \param uvsin used for saturation and hue adjustment
*
* ATI called this fragment shader, but the name is confusing in the
* light of a very different OpenGL 2.0 extension with the same name
*/
static void glSetupYUVCombinersATI(float uvcos, float uvsin) {
GLfloat ucoef[4];
GLfloat vcoef[4];
GLint i;
glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i);
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i);
if (!BeginFragmentShader || !EndFragmentShader ||
!SetFragmentShaderConstant || !SampleMap ||
!ColorFragmentOp2 || !ColorFragmentOp3) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
return;
}
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
BeginFragmentShader();
SetFragmentShaderConstant(GL_CON_0_ATI, ucoef);
SetFragmentShaderConstant(GL_CON_1_ATI, vcoef);
SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
// UV first, like this green component cannot overflow
ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI);
ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI,
GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE);
ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_2_ATI, GL_NONE, GL_NONE);
EndFragmentShader();
}
static const char *yuv_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
@ -713,6 +781,9 @@ void glSetupYUVConversion(GLenum target, int type,
case YUV_CONVERSION_COMBINERS:
glSetupYUVCombiners(uvcos, uvsin);
break;
case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVCombinersATI(uvcos, uvsin);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
{
unsigned char lookup_data[4 * LOOKUP_RES];
@ -752,6 +823,14 @@ void inline glEnableYUVConversion(GLenum target, int type) {
ActiveTexture(GL_TEXTURE0);
glEnable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
ActiveTexture(GL_TEXTURE1);
glEnable(target);
ActiveTexture(GL_TEXTURE2);
glEnable(target);
ActiveTexture(GL_TEXTURE0);
glEnable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
@ -777,6 +856,14 @@ void inline glDisableYUVConversion(GLenum target, int type) {
ActiveTexture(GL_TEXTURE0);
glDisable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
ActiveTexture(GL_TEXTURE1);
glDisable(target);
ActiveTexture(GL_TEXTURE2);
glDisable(target);
ActiveTexture(GL_TEXTURE0);
glDisable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:

View File

@ -76,6 +76,45 @@
#ifndef GL_SPARE0_NV
#define GL_SPARE0_NV 0x852E
#endif
#ifndef GL_FRAGMENT_SHADER_ATI
#define GL_FRAGMENT_SHADER_ATI 0x8920
#endif
#ifndef GL_NUM_FRAGMENT_REGISTERS_ATI
#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
#endif
#ifndef GL_REG_0_ATI
#define GL_REG_0_ATI 0x8921
#endif
#ifndef GL_REG_1_ATI
#define GL_REG_1_ATI 0x8922
#endif
#ifndef GL_REG_2_ATI
#define GL_REG_2_ATI 0x8923
#endif
#ifndef GL_CON_0_ATI
#define GL_CON_0_ATI 0x8941
#endif
#ifndef GL_CON_1_ATI
#define GL_CON_1_ATI 0x8942
#endif
#ifndef GL_ADD_ATI
#define GL_ADD_ATI 0x8963
#endif
#ifndef GL_MUL_ATI
#define GL_MUL_ATI 0x8964
#endif
#ifndef GL_MAD_ATI
#define GL_MAD_ATI 0x8968
#endif
#ifndef GL_SWIZZLE_STR_ATI
#define GL_SWIZZLE_STR_ATI 0x8976
#endif
#ifndef GL_4X_BIT_ATI
#define GL_4X_BIT_ATI 2
#endif
#ifndef GL_BIAS_BIT_ATI
#define GL_BIAS_BIT_ATI 8
#endif
#ifndef GL_MAX_TEXTURE_UNITS
#define GL_MAX_TEXTURE_UNITS 0x84E2
#endif
@ -171,6 +210,8 @@ 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
//! use ATI specific register combiners ("fragment program")
#define YUV_CONVERSION_COMBINERS_ATI 5
/** \} */
void glSetupYUVConversion(GLenum target, int type,
float brightness, float contrast,
@ -210,6 +251,15 @@ extern void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
extern void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum, GLenum, GLboolean, GLboolean,
GLboolean);
extern void (APIENTRY *BeginFragmentShader)(void);
extern void (APIENTRY *EndFragmentShader)(void);
extern void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);
extern void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint);
extern void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint);
extern void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
extern void (APIENTRY *ActiveTexture)(GLenum);
extern void (APIENTRY *BindTexture)(GLenum, GLuint);
extern void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);