mesa: simplify ycbcr->rgb conversion code

This commit is contained in:
Brian Paul
2009-03-09 20:51:21 -06:00
parent 611128365d
commit efe3d10aea
+14 -32
View File
@@ -1334,9 +1334,9 @@ static void store_texel_signed_rgba8888_rev(struct gl_texture_image *texImage,
/* MESA_FORMAT_YCBCR *********************************************************/
/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLchans */
/* We convert YCbCr to RGB here */
/* XXX this may break if GLchan != GLubyte */
/* Fetch texel from 1D, 2D or 3D ycbcr texture, return 4 GLfloats.
* We convert YCbCr to RGB here.
*/
static void FETCH(f_ycbcr)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
@@ -1346,19 +1346,10 @@ static void FETCH(f_ycbcr)( const struct gl_texture_image *texImage,
const GLubyte cb = *src0 & 0xff; /* chroma U */
const GLubyte y1 = (*src1 >> 8) & 0xff; /* luminance */
const GLubyte cr = *src1 & 0xff; /* chroma V */
GLfloat r, g, b;
if (i & 1) {
/* odd pixel: use y1,cr,cb */
r = 1.164 * (y1-16) + 1.596 * (cr-128);
g = 1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128);
b = 1.164 * (y1-16) + 2.018 * (cb-128);
}
else {
/* even pixel: use y0,cr,cb */
r = 1.164 * (y0-16) + 1.596 * (cr-128);
g = 1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128);
b = 1.164 * (y0-16) + 2.018 * (cb-128);
}
const GLfloat y = (i & 1) ? y1 : y0; /* choose even/odd luminance */
GLfloat r = 1.164 * (y - 16) + 1.596 * (cr - 128);
GLfloat g = 1.164 * (y - 16) - 0.813 * (cr - 128) - 0.391 * (cb - 128);
GLfloat b = 1.164 * (y - 16) + 2.018 * (cb - 128);
r *= (1.0 / 255.0F);
g *= (1.0 / 255.0F);
b *= (1.0 / 255.0F);
@@ -1384,9 +1375,9 @@ static void store_texel_ycbcr(struct gl_texture_image *texImage,
/* MESA_FORMAT_YCBCR_REV *****************************************************/
/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLchans */
/* We convert YCbCr to RGB here */
/* XXX this may break if GLchan != GLubyte */
/* Fetch texel from 1D, 2D or 3D ycbcr_rev texture, return 4 GLfloats.
* We convert YCbCr to RGB here.
*/
static void FETCH(f_ycbcr_rev)( const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
@@ -1396,19 +1387,10 @@ static void FETCH(f_ycbcr_rev)( const struct gl_texture_image *texImage,
const GLubyte cr = (*src0 >> 8) & 0xff; /* chroma V */
const GLubyte y1 = *src1 & 0xff; /* luminance */
const GLubyte cb = (*src1 >> 8) & 0xff; /* chroma U */
GLfloat r, g, b;
if (i & 1) {
/* odd pixel: use y1,cr,cb */
r = 1.164 * (y1-16) + 1.596 * (cr-128);
g = 1.164 * (y1-16) - 0.813 * (cr-128) - 0.391 * (cb-128);
b = 1.164 * (y1-16) + 2.018 * (cb-128);
}
else {
/* even pixel: use y0,cr,cb */
r = 1.164 * (y0-16) + 1.596 * (cr-128);
g = 1.164 * (y0-16) - 0.813 * (cr-128) - 0.391 * (cb-128);
b = 1.164 * (y0-16) + 2.018 * (cb-128);
}
const GLfloat y = (i & 1) ? y1 : y0; /* choose even/odd luminance */
GLfloat r = 1.164 * (y - 16) + 1.596 * (cr - 128);
GLfloat g = 1.164 * (y - 16) - 0.813 * (cr - 128) - 0.391 * (cb - 128);
GLfloat b = 1.164 * (y - 16) + 2.018 * (cb - 128);
r *= (1.0 / 255.0F);
g *= (1.0 / 255.0F);
b *= (1.0 / 255.0F);