[PATCH 3/4] compositor: add YUV shaders.
Gwenole Beauchesne
gb.devel at gmail.com
Fri Apr 20 08:17:29 PDT 2012
Add shaders for NV12 (2 planes) and YUV (3 planes).
Signed-off-by: Gwenole Beauchesne <gwenole.beauchesne at intel.com>
---
src/compositor.c | 43 +++++++++++++++++++++++++++++++++++++++++++
src/compositor.h | 2 ++
2 files changed, 45 insertions(+), 0 deletions(-)
diff --git a/src/compositor.c b/src/compositor.c
index 53140a2..74aee25 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -2240,6 +2240,12 @@ static const char vertex_shader[] =
" gl_FragColor = vec4(vec3(bright, bright, bright) * gl_FragColor.rgb, gl_FragColor.a);\n" \
" gl_FragColor = alpha * gl_FragColor;\n"
+#define FRAGMENT_CONVERT_YUV8 \
+ " gl_FragColor.r = y + 1.59602678 * v;\n" \
+ " gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v;\n" \
+ " gl_FragColor.b = y + 2.01723214 * u;\n" \
+ " gl_FragColor.a = 1.0;\n"
+
static const char texture_fragment_shader_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
@@ -2252,6 +2258,37 @@ static const char texture_fragment_shader_rgba[] =
FRAGMENT_SHADER_EXIT
"}\n";
+static const char texture_fragment_shader_nv12[] =
+ "precision mediump float;\n"
+ "uniform sampler2D tex;\n"
+ "uniform sampler2D tex1;\n"
+ "varying vec2 v_texcoord;\n"
+ FRAGMENT_SHADER_UNIFORMS
+ "void main() {\n"
+ FRAGMENT_SHADER_INIT
+ " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+ " float u = texture2D(tex1, v_texcoord).r - 0.5;\n"
+ " float v = texture2D(tex1, v_texcoord).g - 0.5;\n"
+ FRAGMENT_CONVERT_YUV8
+ FRAGMENT_SHADER_EXIT
+ "}\n";
+
+static const char texture_fragment_shader_yuv8[] =
+ "precision mediump float;\n"
+ "uniform sampler2D tex;\n"
+ "uniform sampler2D tex1;\n"
+ "uniform sampler2D tex2;\n"
+ "varying vec2 v_texcoord;\n"
+ FRAGMENT_SHADER_UNIFORMS
+ "void main() {\n"
+ FRAGMENT_SHADER_INIT
+ " float y = 1.16438356 * (texture2D(tex, v_texcoord).x - 0.0625);\n"
+ " float u = texture2D(tex1, v_texcoord).x - 0.5;\n"
+ " float v = texture2D(tex2, v_texcoord).x - 0.5;\n"
+ FRAGMENT_CONVERT_YUV8
+ FRAGMENT_SHADER_EXIT
+ "}\n";
+
static const char solid_fragment_shader[] =
"precision mediump float;\n"
"uniform vec4 color;\n"
@@ -2517,6 +2554,12 @@ weston_compositor_init(struct weston_compositor *ec, struct wl_display *display)
if (weston_shader_init(&ec->texture_shader_rgba,
vertex_shader, texture_fragment_shader_rgba) < 0)
return -1;
+ if (weston_shader_init(&ec->texture_shader_nv12,
+ vertex_shader, texture_fragment_shader_nv12) < 0)
+ return -1;
+ if (weston_shader_init(&ec->texture_shader_yuv8,
+ vertex_shader, texture_fragment_shader_yuv8) < 0)
+ return -1;
if (weston_shader_init(&ec->solid_shader,
vertex_shader, solid_fragment_shader) < 0)
return -1;
diff --git a/src/compositor.h b/src/compositor.h
index ac07a79..e45c377 100644
--- a/src/compositor.h
+++ b/src/compositor.h
@@ -179,6 +179,8 @@ struct weston_compositor {
EGLConfig config;
GLuint fbo;
struct weston_shader texture_shader_rgba;
+ struct weston_shader texture_shader_nv12;
+ struct weston_shader texture_shader_yuv8;
struct weston_shader solid_shader;
struct weston_shader *current_shader;
struct wl_display *wl_display;
--
1.7.5.4
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