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authorTomasz Olszak <olszak.tomasz@gmail.com>2017-06-13 11:24:47 +0200
committerVaL Doroshchuk <valentyn.doroshchuk@qt.io>2018-01-15 08:39:28 +0000
commitd58b6b908ea130e9422b08b5b3b460b48da7d337 (patch)
tree3c0edf6f46ea880a451dd975125649527ee8d288 /src/qtmultimediaquicktools/shaders
parentb9440a3047cfca9ae253e850db31b8e9b08538e7 (diff)
Improve quality of YUVY and UYVY rendering
Idea is to upload YUYV/UYVY data as 2 textures and use GL_LINEAR like in biplanar formats. Having proper interpolation of only one texture (using e.g. mix function) resulted in vertical and horizontal 1 pixel stripes depending on scale. The reason was float precision and unexpected value of fract function. Additionally branching in shader is expensive so this solution should be more performant. Task-number: QTBUG-62155 Change-Id: I7ceeb09b4a54eecd16640a626b499d638b52c127 Reviewed-by: Christian Stromme <christian.stromme@qt.io>
Diffstat (limited to 'src/qtmultimediaquicktools/shaders')
-rw-r--r--src/qtmultimediaquicktools/shaders/uyvyvideo.frag18
-rw-r--r--src/qtmultimediaquicktools/shaders/yuyvvideo.frag18
2 files changed, 8 insertions, 28 deletions
diff --git a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
index 905035703..5c62441c2 100644
--- a/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
+++ b/src/qtmultimediaquicktools/shaders/uyvyvideo.frag
@@ -1,22 +1,12 @@
-uniform sampler2D yuvTexture; // UYVY macropixel texture passed as RGBA format
-uniform mediump float imageWidth; // The UYVY texture appears to the shader with 1/2 the image width since we use the RGBA format to pass UYVY
+uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in uyvy Y = a
+uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = r, V = b
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
-
varying highp vec2 qt_TexCoord;
void main()
{
- // For U0 Y0 V0 Y1 macropixel, lookup Y0 or Y1 based on whether
- // the original texture x coord is even or odd.
- mediump float Y;
- if (fract(floor(qt_TexCoord.x * imageWidth + 0.5) / 2.0) > 0.0)
- Y = texture2D(yuvTexture, qt_TexCoord).a; // odd so choose Y1
- else
- Y = texture2D(yuvTexture, qt_TexCoord).g; // even so choose Y0
- mediump float Cb = texture2D(yuvTexture, qt_TexCoord).r;
- mediump float Cr = texture2D(yuvTexture, qt_TexCoord).b;
+ mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).a, texture2D(uvTexture, qt_TexCoord).rb);
- mediump vec4 color = vec4(Y, Cb, Cr, 1.0);
- gl_FragColor = colorMatrix * color * opacity;
+ gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity;
}
diff --git a/src/qtmultimediaquicktools/shaders/yuyvvideo.frag b/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
index 72732cd66..5ce8b7366 100644
--- a/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
+++ b/src/qtmultimediaquicktools/shaders/yuyvvideo.frag
@@ -1,22 +1,12 @@
-uniform sampler2D yuvTexture; // YUYV macropixel texture passed as RGBA format
-uniform mediump float imageWidth; // The YUYV texture appears to the shader with 1/2 the image width since we use the RGBA format to pass YUYV
+uniform sampler2D yTexture; // Y component passed as GL_LUMINANCE_ALPHA, in yuyv Y = r
+uniform sampler2D uvTexture; // UV component passed as RGBA macropixel, in uyvy U = g, V = a
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
-
varying highp vec2 qt_TexCoord;
void main()
{
- // For Y0 U0 Y1 V0 macropixel, lookup Y0 or Y1 based on whether
- // the original texture x coord is even or odd.
- mediump float Y;
- if (fract(floor(qt_TexCoord.x * imageWidth + 0.5) / 2.0) > 0.0)
- Y = texture2D(yuvTexture, qt_TexCoord).b; // odd so choose Y1
- else
- Y = texture2D(yuvTexture, qt_TexCoord).r; // even so choose Y0
- mediump float Cb = texture2D(yuvTexture, qt_TexCoord).g;
- mediump float Cr = texture2D(yuvTexture, qt_TexCoord).a;
+ mediump vec3 YUV = vec3(texture2D(yTexture, qt_TexCoord).r, texture2D(uvTexture, qt_TexCoord).ga);
- mediump vec4 color = vec4(Y, Cb, Cr, 1.0);
- gl_FragColor = colorMatrix * color * opacity;
+ gl_FragColor = colorMatrix * vec4(YUV, 1.0) * opacity;
}