ffmpegdecoder: use real colorspace coefficients in shader
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@@ -208,7 +208,7 @@ TexturePtr FFmpegDecoder::RetrieveVideoInternal(Renderer *renderer, const ration
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break;
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}
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bool jpeg_range = src_fmt == AV_PIX_FMT_YUVJ420P
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bool full_range = src_fmt == AV_PIX_FMT_YUVJ420P
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|| src_fmt == AV_PIX_FMT_YUVJ422P
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|| src_fmt == AV_PIX_FMT_YUVJ444P;
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@@ -244,7 +244,13 @@ TexturePtr FFmpegDecoder::RetrieveVideoInternal(Renderer *renderer, const ration
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job.Insert(QStringLiteral("u_channel"), NodeValue(NodeValue::kTexture, QVariant::fromValue(u_plane)));
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job.Insert(QStringLiteral("v_channel"), NodeValue(NodeValue::kTexture, QVariant::fromValue(v_plane)));
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job.Insert(QStringLiteral("bits_per_pixel"), NodeValue(NodeValue::kInt, bits_per_pixel));
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job.Insert(QStringLiteral("jpeg_range"), NodeValue(NodeValue::kBoolean, jpeg_range));
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job.Insert(QStringLiteral("full_range"), NodeValue(NodeValue::kBoolean, full_range));
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const int *yuv_coeffs = sws_getCoefficients(FFmpegUtils::GetSwsColorspaceFromAVColorSpace(f.get()->colorspace));
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job.Insert(QStringLiteral("yuv_crv"), NodeValue(NodeValue::kInt, yuv_coeffs[0]));
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job.Insert(QStringLiteral("yuv_cgu"), NodeValue(NodeValue::kInt, yuv_coeffs[2]));
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job.Insert(QStringLiteral("yuv_cgv"), NodeValue(NodeValue::kInt, yuv_coeffs[3]));
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job.Insert(QStringLiteral("yuv_cbu"), NodeValue(NodeValue::kInt, yuv_coeffs[1]));
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tex = renderer->CreateTexture(vp);
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renderer->BlitToTexture(Yuv2RgbShader, job, tex.get(), false);
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@@ -111,6 +111,28 @@ AVSampleFormat FFmpegUtils::GetFFmpegSampleFormat(const AudioParams::Format &smp
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return AV_SAMPLE_FMT_NONE;
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}
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int FFmpegUtils::GetSwsColorspaceFromAVColorSpace(AVColorSpace cs)
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{
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switch (cs) {
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case AVCOL_SPC_BT709:
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return SWS_CS_ITU709;
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case AVCOL_SPC_FCC:
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return SWS_CS_FCC;
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case AVCOL_SPC_BT470BG:
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return SWS_CS_ITU624;
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case AVCOL_SPC_SMPTE170M:
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return SWS_CS_SMPTE170M;
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case AVCOL_SPC_SMPTE240M:
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return SWS_CS_SMPTE240M;
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case AVCOL_SPC_BT2020_NCL:
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return SWS_CS_BT2020;
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default:
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break;
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}
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return SWS_CS_DEFAULT;
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}
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AVPixelFormat FFmpegUtils::GetFFmpegPixelFormat(const VideoParams::Format &pix_fmt, int channel_layout)
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{
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if (channel_layout == VideoParams::kRGBChannelCount) {
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@@ -24,6 +24,7 @@
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extern "C" {
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#include <libavcodec/avcodec.h>
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#include <libavformat/avformat.h>
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#include <libswscale/swscale.h>
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}
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#include "render/audioparams.h"
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@@ -57,6 +58,14 @@ public:
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* @brief Returns an FFmpeg sample format type for a given native type
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*/
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static AVSampleFormat GetFFmpegSampleFormat(const AudioParams::Format &smp_fmt);
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/**
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* @brief Returns an SWS_CS_* macro from an AVColorSpace enum member
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*
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* Why aren't these the same thing anyway? And for that matter, why doesn't FFmpeg provide a
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* convenience function to do this conversion for us? Who knows, but here we are.
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*/
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static int GetSwsColorspaceFromAVColorSpace(AVColorSpace cs);
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};
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using AVFramePtr = std::shared_ptr<AVFrame>;
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+33
-13
@@ -3,39 +3,59 @@ uniform sampler2D u_channel;
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uniform sampler2D v_channel;
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uniform int bits_per_pixel;
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uniform bool jpeg_range;
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uniform bool full_range;
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uniform int yuv_crv;
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uniform int yuv_cgu;
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uniform int yuv_cgv;
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uniform int yuv_cbu;
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in vec2 ove_texcoord;
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out vec4 frag_color;
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void main() {
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vec4 rgba;
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void main()
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{
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// Sample YUV planes
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vec3 yuv;
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yuv.r = texture(y_channel, ove_texcoord).r;
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yuv.g = texture(u_channel, ove_texcoord).r;
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yuv.b = texture(v_channel, ove_texcoord).r;
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// Pixels will have come in aligned to 16-bit regardless of their actual bit depth, so they must
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// be scaled as if they were actually 16-bit
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if (bits_per_pixel == 10) {
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yuv *= 64.0;
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} else if (bits_per_pixel == 12) {
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yuv *= 16.0;
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}
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yuv.r = 1.1643 * (yuv.r - 0.0625);
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// Convert YUV limited range from 16-235 to 0-255
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yuv.r -= 0.0625; // 16/256
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yuv.r *= 1.1643; // 255/219
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// Convert 0.0-1.0 to -0.5-0.5
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yuv.g = yuv.g - 0.5;
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yuv.b = yuv.b - 0.5;
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rgba.r = yuv.r + 1.5958 * yuv.b;
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rgba.g = yuv.r - 0.39173 * yuv.g - 0.81290 * yuv.b;
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rgba.b = yuv.r + 2.017 * yuv.g;
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rgba.a = 1.0;
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// Use coefficients to weigh YUV into RGB
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float crv = float(yuv_crv) / 65536.0;
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float cgu = float(yuv_cgu) / 65536.0;
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float cgv = float(yuv_cgv) / 65536.0;
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float cbu = float(yuv_cbu) / 65536.0;
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if (jpeg_range) {
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rgba.rgb *= 219.0 / 255.0;
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rgba.rgb += 16.0 / 255.0;
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vec4 rgba;
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rgba.r = yuv.r + crv * yuv.b;
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rgba.g = yuv.r - cgu * yuv.g - cgv * yuv.b;
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rgba.b = yuv.r + cbu * yuv.g;
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// If the expected value is full range, transform to full range here
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if (full_range) {
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rgba.rgb /= 1.1643;
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rgba.rgb += 0.0625;
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}
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// Currently this shader is only used for RGB textures, so just set alpha to 1
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rgba.a = 1.0;
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frag_color = rgba;
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}
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