annotate DOCS/tech/colorspaces.txt @ 36920:40ad45360c8a

Replace old item 'potmeter' by new item 'pimage'. Recent versions of the X11/GTK GUI didn't allow to control a potmeter, because that didn't seem to make any sense. In order to get rid of the confusing potmeter that doesn't distinguish from a hpotmeter and in order to allow the more useful behaviour recent versions of the X11/GTK GUI have been utilized (and because we're still supporting item 'potmeter' for reasons of compatibility with old skins), introduce new item 'pimage' that reuses most of the current potmeter code. Additionally, remove remaining code and documentation of 'potmeter'.
author ib
date Mon, 17 Mar 2014 12:29:46 +0000
parents 0ad2da052b2e
children
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1 In general
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2 ==========
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3
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4 There are planar and packed modes.
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5 - Planar mode means: You have 3 separate images, one for each component,
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6 each image 8 bits/pixel. To get the real colored pixel, you have to
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7 mix the components from all planes. The resolution of planes may differ!
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8 - Packed mode means: you have all components mixed/interleaved together,
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9 so you have small "packs" of components in a single, big image.
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10
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11 There are RGB and YUV colorspaces.
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12 - RGB: Red, Green and Blue components. Used by analog VGA monitors.
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13 - YUV: Luminance (Y) and Chrominance (U,V) components. Used by some
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14 video systems, like PAL. Also most M(J)PEG/DCT based codecs use this.
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15
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16 With YUV, they used to reduce the resolution of U,V planes:
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17 The most common YUV formats:
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18 FOURCC: bpp: IEEE: plane sizes: (w=width h=height of original image)
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19 444P 24 YUV 4:4:4 Y: w * h U,V: w * h
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20 YUY2,UYVY 16 YUV 4:2:2 Y: w * h U,V: (w/2) * h [MJPEG]
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21 YV12,I420 12 YUV 4:2:0 Y: w * h U,V: (w/2) * (h/2) [MPEG, H.263]
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22 411P 12 YUV 4:1:1 Y: w * h U,V: (w/4) * h [DV-NTSC, CYUV]
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23 YVU9,IF09 9 YUV 4:1:0 Y: w * h U,V: (w/4) * (h/4) [Sorenson, Indeo]
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24
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25 The YUV a:b:c naming style means: for <a> samples of Y there are <b> samples
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26 of UV in odd lines and <c> samples of UV in even lines.
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27
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28 conversion: (some cut'n'paste from www and maillist)
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29
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30 RGB to YUV Conversion:
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31 Y = (0.257 * R) + (0.504 * G) + (0.098 * B) + 16
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32 Cr = V = (0.439 * R) - (0.368 * G) - (0.071 * B) + 128
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33 Cb = U = -(0.148 * R) - (0.291 * G) + (0.439 * B) + 128
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34 YUV to RGB Conversion:
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35 B = 1.164(Y - 16) + 2.018(U - 128)
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36 G = 1.164(Y - 16) - 0.813(V - 128) - 0.391(U - 128)
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37 R = 1.164(Y - 16) + 1.596(V - 128)
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38
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39 In both these cases, you have to clamp the output values to keep them in
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40 the [0-255] range. Rumour has it that the valid range is actually a subset
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41 of [0-255] (I've seen an RGB range of [16-235] mentioned) but clamping the
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42 values into [0-255] seems to produce acceptable results to me.
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43
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44 Julien (sorry, I can't recall his surname) suggests that there are
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45 problems with the above formula and proposes the following instead:
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46 Y = 0.299R + 0.587G + 0.114B
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47 Cb = U'= (B-Y)*0.565
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48 Cr = V'= (R-Y)*0.713
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49 with reciprocal versions:
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50 R = Y + 1.403V'
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51 G = Y - 0.344U' - 0.714V'
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52 B = Y + 1.770U'
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53 Note: This formula doesn't contain the +128 offsets of U,V values!
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54
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55 Conclusion:
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56 Y = luminance, the weighted average of R G B components. (0=black 255=white)
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57 U = Cb = blue component (0=green 128=grey 255=blue)
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58 V = Cr = red component (0=green 128=grey 255=red)
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59
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60
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61 Huh. The planar YUV modes.
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62 ==========================
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63
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64 The most misunderstood thingie...
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65
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66 In MPlayer, we usually have 3 pointers to the Y, U and V planes, so it
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67 doesn't matter what the order of the planes in the memory is:
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68 for mp_image_t and libvo's draw_slice():
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69 planes[0] = Y = luminance
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70 planes[1] = U = Cb = blue
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71 planes[2] = V = Cr = red
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72 Note: planes[1] is ALWAYS U, and planes[2] is V, the FOURCC
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73 (YV12 vs. I420) doesn't matter here! So, every codec using 3 pointers
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74 (not only the first one) normally supports YV12 and I420 (=IYUV), too!
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75
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76 But there are some codecs (VfW, dshow) and vo drivers (xv) ignoring the 2nd
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77 and 3rd pointer that use only a single pointer to the planar YUV image. In
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78 this case we must know the right order and alignment of planes in the memory!
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79
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80 from the webartz fourcc list:
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81 YV12: 12 bpp, full sized Y plane followed by 2x2 subsampled V and U planes
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82 I420: 12 bpp, full sized Y plane followed by 2x2 subsampled U and V planes
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83 IYUV: the same as I420
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84 YVU9: 9 bpp, full sized Y plane followed by 4x4 subsampled V and U planes
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85
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86 Huh 2. RGB vs. BGR ?
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87 ====================
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88
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89 The 2nd most misunderstood thingie...
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90
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91 You know, there are Intel and Motorola, and they use different byteorder.
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92 There are also others, like MIPS or Alpha, but all follow either Intel
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93 or Motorola byteorder.
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94 Unfortunately, the packed colorspaces depend on CPU byteorder. So, RGB
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95 on Intel and Motorola means different order of bytes.
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96
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97 In MPlayer, we have constants IMGFMT_RGBxx and IMGFMT_BGRxx.
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98 Unfortunately, some codecs and vo drivers follow Intel, some follow Motorola
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99 byteorder, so they are incompatible. We had to find a stable base, so long
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100 time ago I've chosen OpenGL, as it's a wide-spreaded standard, and it well
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101 defines what RGB is and what BGR is. So, MPlayer's RGB is compatible with
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102 OpenGL's GL_RGB on all platforms, and the same goes for BGR - GL_BGR.
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103 Unfortunately, most of the x86 codecs call our BGR RGB, so it sometimes
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104 confuses developers.
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105
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106 memory order: name
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107 lowest address .. highest address
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108 RGBA IMGFMT_RGBA
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109 ARGB IMGFMT_ARGB
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110 BGRA IMGFMT_BGRA
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111 ABGR IMGFMT_ABGR
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112 RGB IMGFMT_RGB24
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113 BGR IMGFMT_BGR24
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114
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115 order in an int name
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116 most significant .. least significant bit
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117 8A8R8G8B IMGFMT_BGR32
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118 8A8B8G8R IMGFMT_RGB32
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119 5R6G5B IMGFMT_BGR16
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120 5B6G5R IMGFMT_RGB16
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121 1A5R5G5B IMGFMT_BGR15
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122 1A5B5G5R IMGFMT_RGB15
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123
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124 The following are palettized formats, the palette is in the second plane.
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125 When they come out of the swscaler (this can be different when they
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126 come from a codec!), their palette is organized in such a way
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127 that you actually get:
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128
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129 3R3G2B IMGFMT_BGR8
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130 2B3G3R IMGFMT_RGB8
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131 1R2G1B IMGFMT_BGR4_CHAR
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132 1B2G1R IMGFMT_RGB4_CHAR
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133 1R2G1B1R2G1B IMGFMT_BGR4
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134 1B2G1R1B2G1R IMGFMT_RGB4
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135
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136 Depending upon the CPU being little- or big-endian, different 'in memory' and
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137 'in register' formats will be equal (LE -> BGRA == BGR32 / BE -> ARGB == BGR32)
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138
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139 Practical coding guide:
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140
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141 The 4, 8, 15, and 16 bit formats are defined so that the portable way to
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142 access them is to load the pixel into an integer and use bitmasks.
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143
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144 The 24 bit formats are defined so that the portable way to access them is
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145 to address the 3 components as separate bytes, as in ((uint8_t *)pixel)[0],
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146 ((uint8_t *)pixel)[1], ((uint8_t *)pixel)[2].
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147
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148 When a 32-bit format is identified by the four characters A, R, G, and B in
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149 some order, the portable way to access it is by addressing the 4 components
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150 as separate bytes.
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151
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152 When a 32-bit format is identified by the 3 characters R, G, and B in some
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153 order followed by the number 32, the portable way to access it is to load
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154 the pixel into an integer and use bitmasks.
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155
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156 When the above portable access methods are not used, you will need to write
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157 2 versions of your code, and use #if HAVE_BIGENDIAN to choose the correct
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158 one.