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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include shared
+
+#define YUV_FORMAT_NV12 0
+#define YUV_FORMAT_P010 1
+#define YUV_FORMAT_PLANAR 2
+#define YUV_FORMAT_INTERLEAVED 3
+
+//#define YUV_PRECISION mediump
+#define YUV_PRECISION highp
+
+#ifdef WR_VERTEX_SHADER
+
+#ifdef WR_FEATURE_TEXTURE_RECT
+ #define TEX_SIZE_YUV(sampler) vec2(1.0)
+#else
+ #define TEX_SIZE_YUV(sampler) vec2(TEX_SIZE(sampler).xy)
+#endif
+
+// `YuvRangedColorSpace`
+#define YUV_COLOR_SPACE_REC601_NARROW 0
+#define YUV_COLOR_SPACE_REC601_FULL 1
+#define YUV_COLOR_SPACE_REC709_NARROW 2
+#define YUV_COLOR_SPACE_REC709_FULL 3
+#define YUV_COLOR_SPACE_REC2020_NARROW 4
+#define YUV_COLOR_SPACE_REC2020_FULL 5
+#define YUV_COLOR_SPACE_GBR_IDENTITY 6
+
+// The constants added to the Y, U and V components are applied in the fragment shader.
+
+// `rgbFromYuv` from https://jdashg.github.io/misc/colors/from-coeffs.html
+// The matrix is stored in column-major.
+const mat3 RgbFromYuv_Rec601 = mat3(
+ 1.00000, 1.00000, 1.00000,
+ 0.00000,-0.17207, 0.88600,
+ 0.70100,-0.35707, 0.00000
+);
+const mat3 RgbFromYuv_Rec709 = mat3(
+ 1.00000, 1.00000, 1.00000,
+ 0.00000,-0.09366, 0.92780,
+ 0.78740,-0.23406, 0.00000
+);
+const mat3 RgbFromYuv_Rec2020 = mat3(
+ 1.00000, 1.00000, 1.00000,
+ 0.00000,-0.08228, 0.94070,
+ 0.73730,-0.28568, 0.00000
+);
+
+// The matrix is stored in column-major.
+// Identity is stored as GBR
+const mat3 RgbFromYuv_GbrIdentity = mat3(
+ 0.0 , 1.0, 0.0,
+ 0.0 , 0.0, 1.0,
+ 1.0 , 0.0, 0.0
+);
+
+// -
+
+struct YuvPrimitive {
+ int channel_bit_depth;
+ int color_space;
+ int yuv_format;
+};
+
+struct YuvColorSamplingInfo {
+ mat3 rgb_from_yuv;
+ vec4 packed_zero_one_vals;
+};
+
+struct YuvColorMatrixInfo {
+ vec3 ycbcr_bias;
+ mat3 rgb_from_debiased_ycbrc;
+};
+
+// -
+
+vec4 yuv_channel_zero_one_identity(int bit_depth, float channel_max) {
+ float all_ones_normalized = float((1 << bit_depth) - 1) / channel_max;
+ return vec4(0.0, 0.0, all_ones_normalized, all_ones_normalized);
+}
+
+vec4 yuv_channel_zero_one_narrow_range(int bit_depth, float channel_max) {
+ // Note: 512/1023 != 128/255
+ ivec4 zero_one_ints = ivec4(16, 128, 235, 240) << (bit_depth - 8);
+ return vec4(zero_one_ints) / channel_max;
+}
+
+vec4 yuv_channel_zero_one_full_range(int bit_depth, float channel_max) {
+ vec4 narrow = yuv_channel_zero_one_narrow_range(bit_depth, channel_max);
+ vec4 identity = yuv_channel_zero_one_identity(bit_depth, channel_max);
+ return vec4(0.0, narrow.y, identity.z, identity.w);
+}
+
+YuvColorSamplingInfo get_yuv_color_info(YuvPrimitive prim) {
+ float channel_max = 255.0;
+ if (prim.channel_bit_depth > 8) {
+ if (prim.yuv_format == YUV_FORMAT_P010) {
+ // This is an MSB format.
+ channel_max = float((1 << prim.channel_bit_depth) - 1);
+ } else {
+ // For >8bpc, we get the low bits, not the high bits:
+ // 10bpc(1.0): 0b0000_0011_1111_1111
+ channel_max = 65535.0;
+ }
+ }
+ if (prim.color_space == YUV_COLOR_SPACE_REC601_NARROW) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec601,
+ yuv_channel_zero_one_narrow_range(prim.channel_bit_depth, channel_max));
+ } else if (prim.color_space == YUV_COLOR_SPACE_REC601_FULL) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec601,
+ yuv_channel_zero_one_full_range(prim.channel_bit_depth, channel_max));
+
+ } else if (prim.color_space == YUV_COLOR_SPACE_REC709_NARROW) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec709,
+ yuv_channel_zero_one_narrow_range(prim.channel_bit_depth, channel_max));
+ } else if (prim.color_space == YUV_COLOR_SPACE_REC709_FULL) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec709,
+ yuv_channel_zero_one_full_range(prim.channel_bit_depth, channel_max));
+
+ } else if (prim.color_space == YUV_COLOR_SPACE_REC2020_NARROW) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec2020,
+ yuv_channel_zero_one_narrow_range(prim.channel_bit_depth, channel_max));
+ } else if (prim.color_space == YUV_COLOR_SPACE_REC2020_FULL) {
+ return YuvColorSamplingInfo(RgbFromYuv_Rec2020,
+ yuv_channel_zero_one_full_range(prim.channel_bit_depth, channel_max));
+
+ } else {
+ // Identity
+ return YuvColorSamplingInfo(RgbFromYuv_GbrIdentity,
+ yuv_channel_zero_one_identity(prim.channel_bit_depth, channel_max));
+ }
+}
+
+YuvColorMatrixInfo get_rgb_from_ycbcr_info(YuvPrimitive prim) {
+ YuvColorSamplingInfo info = get_yuv_color_info(prim);
+
+ vec2 zero = info.packed_zero_one_vals.xy;
+ vec2 one = info.packed_zero_one_vals.zw;
+ // Such that yuv_value = (ycbcr_sample - zero) / (one - zero)
+ vec2 scale = 1.0 / (one - zero);
+
+ YuvColorMatrixInfo mat_info;
+ mat_info.ycbcr_bias = zero.xyy;
+ mat3 yuv_from_debiased_ycbcr = mat3(scale.x, 0.0, 0.0,
+ 0.0, scale.y, 0.0,
+ 0.0, 0.0, scale.y);
+ mat_info.rgb_from_debiased_ycbrc = info.rgb_from_yuv * yuv_from_debiased_ycbcr;
+ return mat_info;
+}
+
+void write_uv_rect(
+ vec2 uv0,
+ vec2 uv1,
+ vec2 f,
+ vec2 texture_size,
+ out vec2 uv,
+ out vec4 uv_bounds
+) {
+ uv = mix(uv0, uv1, f);
+
+ uv_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5));
+
+ #ifndef WR_FEATURE_TEXTURE_RECT
+ uv /= texture_size;
+ uv_bounds /= texture_size.xyxy;
+ #endif
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+
+vec4 sample_yuv(
+ int format,
+ YUV_PRECISION vec3 ycbcr_bias,
+ YUV_PRECISION mat3 rgb_from_debiased_ycbrc,
+ vec2 in_uv_y,
+ vec2 in_uv_u,
+ vec2 in_uv_v,
+ vec4 uv_bounds_y,
+ vec4 uv_bounds_u,
+ vec4 uv_bounds_v
+) {
+ YUV_PRECISION vec3 ycbcr_sample;
+
+ switch (format) {
+ case YUV_FORMAT_PLANAR:
+ {
+ // The yuv_planar format should have this third texture coordinate.
+ vec2 uv_y = clamp(in_uv_y, uv_bounds_y.xy, uv_bounds_y.zw);
+ vec2 uv_u = clamp(in_uv_u, uv_bounds_u.xy, uv_bounds_u.zw);
+ vec2 uv_v = clamp(in_uv_v, uv_bounds_v.xy, uv_bounds_v.zw);
+ ycbcr_sample.x = TEX_SAMPLE(sColor0, uv_y).r;
+ ycbcr_sample.y = TEX_SAMPLE(sColor1, uv_u).r;
+ ycbcr_sample.z = TEX_SAMPLE(sColor2, uv_v).r;
+ }
+ break;
+
+ case YUV_FORMAT_NV12:
+ case YUV_FORMAT_P010:
+ {
+ vec2 uv_y = clamp(in_uv_y, uv_bounds_y.xy, uv_bounds_y.zw);
+ vec2 uv_uv = clamp(in_uv_u, uv_bounds_u.xy, uv_bounds_u.zw);
+ ycbcr_sample.x = TEX_SAMPLE(sColor0, uv_y).r;
+ ycbcr_sample.yz = TEX_SAMPLE(sColor1, uv_uv).rg;
+ }
+ break;
+
+ case YUV_FORMAT_INTERLEAVED:
+ {
+ // "The Y, Cb and Cr color channels within the 422 data are mapped into
+ // the existing green, blue and red color channels."
+ // https://www.khronos.org/registry/OpenGL/extensions/APPLE/APPLE_rgb_422.txt
+ vec2 uv_y = clamp(in_uv_y, uv_bounds_y.xy, uv_bounds_y.zw);
+ ycbcr_sample = TEX_SAMPLE(sColor0, uv_y).gbr;
+ }
+ break;
+
+ default:
+ ycbcr_sample = vec3(0.0);
+ break;
+ }
+ //if (true) return vec4(ycbcr_sample, 1.0);
+
+ // See the YuvColorMatrix definition for an explanation of where the constants come from.
+ YUV_PRECISION vec3 rgb = rgb_from_debiased_ycbrc * (ycbcr_sample - ycbcr_bias);
+
+ #if defined(WR_FEATURE_ALPHA_PASS) && defined(SWGL_CLIP_MASK)
+ // Avoid out-of-range RGB values that can mess with blending. These occur due to invalid
+ // YUV values outside the mappable space that never the less can be generated.
+ rgb = clamp(rgb, 0.0, 1.0);
+ #endif
+ return vec4(rgb, 1.0);
+}
+#endif