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/* SPDX-License-Identifier: LGPL-2.1-or-later OR MPL-2.0
Copyright (c) 2024 DorotaC
*/
/*! YUYV → RGBA shader for UVC webcams.
*/
use cgmath::Matrix3;
use crate::egl::{ContextRef, CurrentContext, Texture};
use crate::raw;
use glium;
use glium::{program, uniform};
use std::error::Error;
use super::Shader;
/**
* FIXME: I don't know enough about UVC, but the
* USB Device Class Definition for Video Devices - FAQ
* in version 1.5, 2.19 Multiple Color Matching Descriptors and table 2.6
* states that there are 3 parameters to tweak: Color primary, transfer function, and luma matrix.
*
* Not exactly sure how they work. This here is best effort. Someone with more experience can fix this.
*
* So far, I've gathered:
*
* - the luma transfer function gives the matrix calculating yuv = M·rgb
* - the primaries matrix calculates rgb = P·xyz
* - the transfer function calculates gamma
*
* so the output should be srgb = gamma(M⁻¹·yuv).
*
* TODO in libvidi: read the descriptor values.
*/
pub enum ColorSpace {
/// ITU BT.470
BT470 = 2,
/// ITU BT.709, for HDTV
BT709 = 1,
/// Doesn't convert the color values
Identity = 0,
}
impl From<ColorSpace> for Matrix3<f32> {
fn from(value: ColorSpace) -> Self {
match value {
ColorSpace::BT470 => *<&Matrix3::<_>>::from(&[
1., 0., 1.13983,
1., -0.39465, -0.58060,
1., 2.03211, 0.,
]),
// from https://en.wikipedia.org/wiki/YUY2?useskin=vector#HDTV_with_BT.709
ColorSpace::BT709 => *<&Matrix3::<_>>::from(&[
1., 0., 1.28033,
1., -0.21482, -0.38059,
1., 2.12798, 0.,
]),
ColorSpace::Identity => *<&Matrix3::<_>>::from(&[
1., 0., 0.,
0., 1., 0.,
0., 0., 1.,
]),
}
}
}
pub enum Gamma {
Srgb = 1,
Identity = 0,
}
/// Converts a YUV-encoded texture into a RGB one.
pub struct YuyvToRgba;
impl YuyvToRgba {
/// Creates a shader
pub fn new(facade: &impl glium::backend::Facade, dims: (u32, u32))
-> Result<Shader<Self>, Box<dyn Error>>
{
Shader::<Self>::new_with_facade(
facade,
dims,
)
}
}
impl Shader<YuyvToRgba> {
/// The only thing that differs between the native R16 and RG88 versions is the fragment shader.
fn new_with_facade<F: glium::backend::Facade>(
facade: &F,
// Output dimensions
size: (u32, u32),
) -> Result<Self, Box<dyn Error>> {
let (vertices, indices) = super::covering_vertices(facade, size)?;
/*use glium::CapabilitiesSource;
dbg!(&facade.get_capabilities().supported_glsl_versions);*/
Ok(Self {
program: program!(
facade,
// The gbm backend supports this
120 => {
vertex: include_str!("yuv/vert.glsl"),
fragment: include_str!("yuv/frag.glsl"),
},
// The winit backend supports this
140 => {
vertex: include_str!("yuv/vert.glsl"),
fragment: include_str!("yuv/frag.glsl"),
},
)?,
vertices,
indices,
_data: Default::default(),
})
}
/// Converts image in GL texture in YUYV format `source_tex`
/// by writing a RGBA image to GL surface `target`.
///
/// TODO: the input texture should be an OpenGL texture, so that shader calls can be chained.
/// The output is an OpenGL surface to allow rendering directly to the screen.
pub fn convert<F: glium::backend::Facade>(
&self,
facade: &F,
source_tex: Texture,
target: &mut impl glium::Surface,
space: ColorSpace,
gamma: Gamma,
) -> Result<(), Box<dyn Error>>{
let (width, height) = target.get_dimensions();
if source_tex.dimensions().height != height {
Err(super::Error::BadDimensions("Source and target heights must be equal"))?;
}
if source_tex.dimensions().width != width * 2 {
Err(super::Error::BadDimensions("Source width must be twice the target"))?;
}
// TODO: allow any monochrome format
if source_tex.format() != gbm::Format::R8 {
Err(super::Error::BadFormat("Only R8 supported"))?;
}
self.draw_any(
facade,
source_tex,
target,
uniform! {
gamma: gamma as i8,
color_space: space as i8,
},
)
}
}