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mirror of https://github.com/mpv-player/mpv synced 2024-10-22 08:51:57 +02:00

Implement OpenGL-based YUV to RGB version for Radeon 9200 class

cards on OS X.


git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@30993 b3059339-0415-0410-9bf9-f77b7e298cf2
This commit is contained in:
reimar 2010-04-03 19:58:06 +00:00
parent c7cdd996f5
commit 269b96d75e
2 changed files with 55 additions and 0 deletions

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@ -808,6 +808,37 @@ static void glSetupYUVCombinersATI(float uvcos, float uvsin) {
mpglEndFragmentShader(); mpglEndFragmentShader();
} }
/**
* \brief Variant of glYUVSetupCombinersATI using the API
* implemented by Apple.
*/
static void glSetupYUVTextFragment(float uvcos, float uvsin) {
static const char template[] =
"!!ATIfs1.0\n"
"StartConstants;\n"
" CONSTANT c0 = {%f, %f, %f};\n"
" CONSTANT c1 = {%f, %f, %f};\n"
"EndConstants;\n"
"StartOutputPass;\n"
" SampleMap r0, t0.str;\n"
" SampleMap r1, t1.str;\n"
" SampleMap r2, t2.str;\n"
" MUL r1, r1.bias, c0.bias;\n"
" MAD r2.4x, r2.bias, c1.bias, r1;\n"
" ADD r0, r0, r2;\n"
"EndPass;\n";
GLfloat ucoef[4];
GLfloat vcoef[4];
char buffer[512];
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
snprintf(buffer, sizeof(buffer), template,
ucoef[0], ucoef[1], ucoef[2],
vcoef[0], vcoef[1], vcoef[2]);
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", buffer);
loadGPUProgram(GL_TEXT_FRAGMENT_SHADER_ATI, buffer);
}
/** /**
* \brief helper function for gen_spline_lookup_tex * \brief helper function for gen_spline_lookup_tex
* \param x subpixel-position ((0,1) range) to calculate weights for * \param x subpixel-position ((0,1) range) to calculate weights for
@ -1346,6 +1377,9 @@ void glSetupYUVConversion(gl_conversion_params_t *params) {
case YUV_CONVERSION_COMBINERS_ATI: case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVCombinersATI(uvcos, uvsin); glSetupYUVCombinersATI(uvcos, uvsin);
break; break;
case YUV_CONVERSION_TEXT_FRAGMENT:
glSetupYUVTextFragment(uvcos, uvsin);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT:
@ -1383,6 +1417,14 @@ void glEnableYUVConversion(GLenum target, int type) {
mpglActiveTexture(GL_TEXTURE0); mpglActiveTexture(GL_TEXTURE0);
mpglEnable(GL_FRAGMENT_SHADER_ATI); mpglEnable(GL_FRAGMENT_SHADER_ATI);
break; break;
case YUV_CONVERSION_TEXT_FRAGMENT:
mpglActiveTexture(GL_TEXTURE1);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglEnable(GL_TEXT_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT_POW:
@ -1417,6 +1459,14 @@ void glDisableYUVConversion(GLenum target, int type) {
mpglActiveTexture(GL_TEXTURE0); mpglActiveTexture(GL_TEXTURE0);
mpglDisable(GL_FRAGMENT_SHADER_ATI); mpglDisable(GL_FRAGMENT_SHADER_ATI);
break; break;
case YUV_CONVERSION_TEXT_FRAGMENT:
mpglActiveTexture(GL_TEXTURE1);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglDisable(GL_TEXT_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT_POW:

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@ -71,6 +71,9 @@
#ifndef GL_GENERATE_MIPMAP #ifndef GL_GENERATE_MIPMAP
#define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP 0x8191
#endif #endif
#ifndef GL_TEXT_FRAGMENT_SHADER_ATI
#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200
#endif
#ifndef GL_REGISTER_COMBINERS_NV #ifndef GL_REGISTER_COMBINERS_NV
#define GL_REGISTER_COMBINERS_NV 0x8522 #define GL_REGISTER_COMBINERS_NV 0x8522
#endif #endif
@ -303,6 +306,8 @@ int loadGPUProgram(GLenum target, char *prog);
#define YUV_CONVERSION_COMBINERS_ATI 5 #define YUV_CONVERSION_COMBINERS_ATI 5
//! use a fragment program with 3D table lookup for YUV conversion //! use a fragment program with 3D table lookup for YUV conversion
#define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6 #define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6
//! use ATI specific "text" register combiners ("fragment program")
#define YUV_CONVERSION_TEXT_FRAGMENT 7
//! use normal bilinear scaling for textures //! use normal bilinear scaling for textures
#define YUV_SCALER_BILIN 0 #define YUV_SCALER_BILIN 0
//! use higher quality bicubic scaling for textures //! use higher quality bicubic scaling for textures