mirror of https://github.com/FFmpeg/FFmpeg.git
* lukaszmluki/master: lavd: add opengl device lavd: add avdevice_dev_to_app_control_message API lavd: add avdevice_app_to_dev_control_message API Merged-by: Michael Niedermayer <michaelni@gmx.at>pull/55/merge
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/*
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* Copyright (c) 2014 Lukasz Marek |
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* |
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* This file is part of FFmpeg. |
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* |
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* FFmpeg is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU Lesser General Public |
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* License as published by the Free Software Foundation; either |
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* version 2.1 of the License, or (at your option) any later version. |
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* |
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* FFmpeg is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public |
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* License along with FFmpeg; if not, write to the Free Software |
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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*/ |
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#ifndef AVDEVICE_OPENGL_SHADERS_H |
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#define AVDEVICE_OPENGL_SHADERS_H |
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#include "libavutil/pixfmt.h" |
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const char *FF_OPENGL_VERTEX_SHADER = |
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"uniform mat4 u_projectionMatrix;" |
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"uniform mat4 u_modelViewMatrix;" |
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"attribute vec4 a_position;" |
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"attribute vec2 a_textureCoords;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);" |
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"texture_coordinate = a_textureCoords;" |
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"}"; |
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/**
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* Fragment shader for packet RGBA formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform mat4 u_colorMap;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;" |
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"}"; |
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/**
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* Fragment shader for packet RGB formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform mat4 u_colorMap;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);" |
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"}"; |
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/**
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* Fragment shader for planar RGBA formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform sampler2D u_texture1;" |
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"uniform sampler2D u_texture2;" |
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"uniform sampler2D u_texture3;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," |
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"texture2D(u_texture1, texture_coordinate).r," |
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"texture2D(u_texture2, texture_coordinate).r," |
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"texture2D(u_texture3, texture_coordinate).r);" |
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"}"; |
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/**
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* Fragment shader for planar RGB formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform sampler2D u_texture1;" |
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"uniform sampler2D u_texture2;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r," |
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"texture2D(u_texture1, texture_coordinate).r," |
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"texture2D(u_texture2, texture_coordinate).r," |
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"1.0);" |
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"}"; |
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/**
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* Fragment shader for planar YUV formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform sampler2D u_texture1;" |
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"uniform sampler2D u_texture2;" |
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"uniform float u_chroma_div_w;" |
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"uniform float u_chroma_div_h;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"vec3 yuv;" |
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" |
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," |
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"0.0, -0.39173, 2.0170," |
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"1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);" |
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"}"; |
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/**
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* Fragment shader for planar YUVA formats. |
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*/ |
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const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR = |
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#if defined(GL_ES_VERSION_2_0) |
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"precision mediump float;" |
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#endif |
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"uniform sampler2D u_texture0;" |
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"uniform sampler2D u_texture1;" |
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"uniform sampler2D u_texture2;" |
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"uniform sampler2D u_texture3;" |
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"uniform float u_chroma_div_w;" |
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"uniform float u_chroma_div_h;" |
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"varying vec2 texture_coordinate;" |
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"void main()" |
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"{" |
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"vec3 yuv;" |
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;" |
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;" |
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643," |
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"0.0, -0.39173, 2.0170," |
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"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);" |
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"}"; |
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#endif /* AVDEVICE_OPENGL_SHADERS_H */ |
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