blob: aa250f71798a867459053ace8d33af4f06635394 [file] [log] [blame]
/*
* Copyright (C) 2019 Savoir-faire Linux Inc.
* Author: Kateryna Kostiuk <kateryna.kostiuk@savoirfairelinux.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
typedef enum VertexAttributes {
kVertexAttributePosition = 0,
kVertexAttributeTexcoord = 1,
} VertexAttributes;
typedef enum TextureIndices {
kTextureIndexColor = 0,
kTextureIndexY = 1,
kTextureIndexCbCr = 2
} TextureIndices;
typedef struct {
float2 position [[attribute(kVertexAttributePosition)]];
float2 texCoord [[attribute(kVertexAttributeTexcoord)]];
} ImageVertex;
typedef struct {
float4 position [[position]];
float2 texCoord;
} ImageColorInOut;
struct Uniforms {
float4x4 projectionMatrix;
float4x4 rotationMatrix;
};
vertex ImageColorInOut imageVertex(ImageVertex in [[stage_in]],
constant Uniforms &uniforms [[buffer(1)]]) {
ImageColorInOut out;
out.position = uniforms.rotationMatrix * uniforms.projectionMatrix * float4(in.position, 1.0);
out.texCoord = in.texCoord;
return out;
}
fragment float4 imageFragment(ImageColorInOut in [[stage_in]],
texture2d<float, access::sample> capturedImageTextureY [[ texture(kTextureIndexY) ]],
texture2d<float, access::sample> capturedImageTextureCbCr [[ texture(kTextureIndexCbCr) ]]) {
constexpr sampler colorSampler(mip_filter::linear, mag_filter::linear, min_filter::linear);
const float4x4 ycbcrToRGBTransform = float4x4(float4(+1.0000f, +1.0000f, +1.0000f, +0.0000f),
float4(+0.0000f, -0.3441f, +1.7720f, +0.0000f),
float4(+1.4020f, -0.7141f, +0.0000f, +0.0000f),
float4(-0.7010f, +0.5291f, -0.8860f, +1.0000f));
// Sample Y and CbCr textures to get the YCbCr color at the given texture coordinate
float4 ycbcr = float4(capturedImageTextureY.sample(colorSampler, in.texCoord).r,
capturedImageTextureCbCr.sample(colorSampler, in.texCoord).rg, 1.0);
return ycbcrToRGBTransform * ycbcr;
}