view libvo/csputils.c @ 36114:2c96438ef2ad

Avoid 3D texture with border. It doesn't really improve quality and it is badly supported, for example with ATI HD5000 cards it will be very slow (software fallback?) if using the fglrx driver or it is ignored if using Mesa (which results in e.g. very bright parts becoming black).
author reimar
date Thu, 02 May 2013 19:44:29 +0000
parents c6215f816368
children 9bcec2bb02b3
line wrap: on
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/*
 * Common code related to colorspaces and conversion
 *
 * Copyleft (C) 2009 Reimar Döffinger <Reimar.Doeffinger@gmx.de>
 *
 * This file is part of MPlayer.
 *
 * MPlayer is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * MPlayer is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with MPlayer; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * You can alternatively redistribute this file and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 */

#include <stdint.h>
#include <math.h>
#include "libavutil/common.h"
#include "csputils.h"

/**
 * \brief little helper function to create a lookup table for gamma
 * \param map buffer to create map into
 * \param size size of buffer
 * \param gamma gamma value
 */
void mp_gen_gamma_map(uint8_t *map, int size, float gamma) {
  int i;
  if (gamma == 1.0) {
    for (i = 0; i < size; i++)
      map[i] = 255 * i / (size - 1);
    return;
  }
  gamma = 1.0 / gamma;
  for (i = 0; i < size; i++) {
    float tmp = (float)i / (size - 1.0);
    tmp = pow(tmp, gamma);
    if (tmp > 1.0) tmp = 1.0;
    if (tmp < 0.0) tmp = 0.0;
    map[i] = 255 * tmp;
  }
}

/**
 * \brief get the coefficients of the yuv -> rgb conversion matrix
 * \param params struct specifying the properties of the conversion like brightness, ...
 * \param yuv2rgb array to store coefficients into
 *
 * Note: contrast, hue and saturation will only work as expected with YUV formats,
 * not with e.g. MP_CSP_XYZ
 */
void mp_get_yuv2rgb_coeffs(struct mp_csp_params *params, float yuv2rgb[3][4]) {
  float depth_multiplier = params->input_shift >= 0 ?
                           (1 << params->input_shift) :
                           (1.0 / (1 << -params->input_shift));
  float uvcos = params->saturation * cos(params->hue);
  float uvsin = params->saturation * sin(params->hue);
  int format = params->format;
  int levelconv = params->levelconv;
  int i;
  const float (*uv_coeffs)[3];
  const float *level_adjust;
  static const float yuv_level_adjust[MP_CSP_LEVELCONV_COUNT][4] = {
    {-16 / 255.0, -128 / 255.0, -128 / 255.0, 1.164},
    { 16 / 255.0 * 1.164, -128 / 255.0, -128 / 255.0, 1.0/1.164},
    { 0, -128 / 255.0, -128 / 255.0, 1},
  };
  static const float xyz_level_adjust[4] = {0, 0, 0, 1};
  static const float uv_coeffs_table[MP_CSP_COUNT][3][3] = {
    [MP_CSP_DEFAULT] = {
      {1,  0.000,  1.596},
      {1, -0.391, -0.813},
      {1,  2.018,  0.000}
    },
    [MP_CSP_BT_601] = {
      {1,  0.000,  1.403},
      {1, -0.344, -0.714},
      {1,  1.773,  0.000}
    },
    [MP_CSP_BT_709] = {
      {1,  0.0000,  1.5701},
      {1, -0.1870, -0.4664},
      {1,  1.8556,  0.0000}
    },
    [MP_CSP_SMPTE_240M] = {
      {1,  0.0000,  1.5756},
      {1, -0.2253, -0.5000},
      {1,  1.8270,  0.0000}
    },
    [MP_CSP_EBU] = {
      {1,  0.000,  1.140},
      {1, -0.396, -0.581},
      {1,  2.029,  0.000}
    },
    [MP_CSP_XYZ] = {
      { 3.2404542, -1.5371385, -0.4985314},
      {-0.9692660,  1.8760108,  0.0415560},
      { 0.0556434, -0.2040259,  1.0572252}
    },
  };

  if (format < 0 || format >= MP_CSP_COUNT)
    format = MP_CSP_DEFAULT;
  uv_coeffs = uv_coeffs_table[format];
  if (levelconv < 0 || levelconv >= MP_CSP_LEVELCONV_COUNT)
    levelconv = MP_CSP_LEVELCONV_TV_TO_PC;
  level_adjust = yuv_level_adjust[levelconv];
  if (format == MP_CSP_XYZ)
    level_adjust = xyz_level_adjust;

  for (i = 0; i < 3; i++) {
    yuv2rgb[i][COL_C]  = params->brightness;
    yuv2rgb[i][COL_Y]  = uv_coeffs[i][COL_Y] * level_adjust[COL_C] * params->contrast;
    yuv2rgb[i][COL_C] += level_adjust[COL_Y] * yuv2rgb[i][COL_Y];
    yuv2rgb[i][COL_U]  = uv_coeffs[i][COL_U] * uvcos + uv_coeffs[i][COL_V] * uvsin;
    yuv2rgb[i][COL_C] += level_adjust[COL_U] * yuv2rgb[i][COL_U];
    yuv2rgb[i][COL_V]  = uv_coeffs[i][COL_U] * uvsin + uv_coeffs[i][COL_V] * uvcos;
    yuv2rgb[i][COL_C] += level_adjust[COL_V] * yuv2rgb[i][COL_V];
    // this "centers" contrast control so that e.g. a contrast of 0
    // leads to a grey image, not a black one
    yuv2rgb[i][COL_C] += 0.5 - params->contrast / 2.0;
    yuv2rgb[i][COL_Y] *= depth_multiplier;
    yuv2rgb[i][COL_U] *= depth_multiplier;
    yuv2rgb[i][COL_V] *= depth_multiplier;
  }
}

static float int2pos(int i, int size) {
  if (i == 0) return 0;
  if (i == size - 1) return 1;
  return (i + 0.5) / size;
}

//! size of gamma map use to avoid slow exp function in gen_yuv2rgb_map
#define GMAP_SIZE (1024)
/**
 * \brief generate a 3D YUV -> RGB map
 * \param params struct containing parameters like brightness, gamma, ...
 * \param map where to store map. Must provide space for size^3 elements
 * \param size size of the map
 */
void mp_gen_yuv2rgb_map(struct mp_csp_params *params, unsigned char *map, int size) {
  int i, j, k, l;
  float yuv2rgb[3][4];
  unsigned char gmaps[3][GMAP_SIZE];
  mp_gen_gamma_map(gmaps[0], GMAP_SIZE, params->rgamma);
  mp_gen_gamma_map(gmaps[1], GMAP_SIZE, params->ggamma);
  mp_gen_gamma_map(gmaps[2], GMAP_SIZE, params->bgamma);
  mp_get_yuv2rgb_coeffs(params, yuv2rgb);
  for (i = 0; i < 3; i++)
    for (j = 0; j < 4; j++)
      yuv2rgb[i][j] *= GMAP_SIZE - 1;
  for (i = 0; i < size; i++) {
    float v = int2pos(i, size);
    for (j = 0; j < size; j++) {
      float u = int2pos(j, size);
      for (k = 0; k < size; k++) {
        float y = int2pos(k, size);
        for (l = 0; l < 3; l++) {
          float rgb = yuv2rgb[l][COL_Y] * y + yuv2rgb[l][COL_U] * u + yuv2rgb[l][COL_V] * v + yuv2rgb[l][COL_C];
          *map++ = gmaps[l][av_clip(rgb, 0, GMAP_SIZE - 1)];
        }
      }
    }
  }
}