Added a hint for alternate OpenGL NV12 data format

This commit is contained in:
Sam Lantinga 2021-10-21 20:48:05 -07:00
parent 6c134cf148
commit b360965d0d
3 changed files with 106 additions and 55 deletions

View file

@ -149,7 +149,7 @@ struct GL_ShaderContext
"uniform sampler2D tex1; // U/V \n" \
"\n" \
#define NV12_SHADER_BODY \
#define NV12_RA_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
@ -174,6 +174,31 @@ struct GL_ShaderContext
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
"}" \
#define NV12_RG_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
" vec2 tcoord;\n" \
" vec3 yuv, rgb;\n" \
"\n" \
" // Get the Y value \n" \
" tcoord = v_texCoord;\n" \
" yuv.x = texture2D(tex0, tcoord).r;\n" \
"\n" \
" // Get the U and V values \n" \
" tcoord *= UVCoordScale;\n" \
" yuv.yz = texture2D(tex1, tcoord).rg;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb.r = dot(yuv, Rcoeff);\n" \
" rgb.g = dot(yuv, Gcoeff);\n" \
" rgb.b = dot(yuv, Bcoeff);\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
"}" \
#define NV21_SHADER_PROLOGUE \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
@ -294,25 +319,43 @@ static const char *shader_source[NUM_SHADERS][2] =
/* fragment shader */
NV12_SHADER_PROLOGUE
JPEG_SHADER_CONSTANTS
NV12_SHADER_BODY
NV12_RA_SHADER_BODY
},
/* SHADER_NV12_BT601 */
/* SHADER_NV12_RA_BT601 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT601_SHADER_CONSTANTS
NV12_SHADER_BODY
NV12_RA_SHADER_BODY
},
/* SHADER_NV12_BT709 */
/* SHADER_NV12_RG_BT601 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT601_SHADER_CONSTANTS
NV12_RG_SHADER_BODY
},
/* SHADER_NV12_RA_BT709 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT709_SHADER_CONSTANTS
NV12_SHADER_BODY
NV12_RA_SHADER_BODY
},
/* SHADER_NV12_RG_BT709 */
{
/* vertex shader */
TEXTURE_VERTEX_SHADER,
/* fragment shader */
NV12_SHADER_PROLOGUE
BT709_SHADER_CONSTANTS
NV12_RG_SHADER_BODY
},
/* SHADER_NV21_JPEG */
{