Mercurial > mplayer.hg
changeset 16625:6b0dc40bf961
Support for ATI specific YUV->RGB conversion.
author | reimar |
---|---|
date | Sat, 01 Oct 2005 12:49:28 +0000 |
parents | e59617a9aea1 |
children | b36b5bb95a9b |
files | libvo/gl_common.c libvo/gl_common.h |
diffstat | 2 files changed, 154 insertions(+), 17 deletions(-) [+] |
line wrap: on
line diff
--- a/libvo/gl_common.c Sat Oct 01 12:35:18 2005 +0000 +++ b/libvo/gl_common.c Sat Oct 01 12:49:28 2005 +0000 @@ -35,6 +35,15 @@ 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 @@ 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 @@ 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 @@ 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 @@ 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 @@ 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 @@ 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 @@ 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:
--- a/libvo/gl_common.h Sat Oct 01 12:35:18 2005 +0000 +++ b/libvo/gl_common.h Sat Oct 01 12:49:28 2005 +0000 @@ -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 @@ #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 *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);