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https://github.com/brl/mutter.git
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7acdf0114e
• Fixes some overly long lines, hugging asterisks in the pointer type declarations and indentation issues. • Tidies up the GLSL source so that it will look nicer in the debug output. • Removes the backwards ‘parent_class’ define which hacks the implementation of the G_DEFINE_TYPE macro and just uses the full type name instead. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 3ffe8979da4d4dc7deb221e5653b6f24f41b412c)
82 lines
2.5 KiB
C
82 lines
2.5 KiB
C
/*
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* Cogl-GStreamer.
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*
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* GStreamer integration library for Cogl.
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*
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* cogl-gst-video-sink-private.h - Miscellaneous video sink functions
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*
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* Authored by Jonathan Matthew <jonathan@kaolin.wh9.net>,
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* Chris Lord <chris@openedhand.com>
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* Damien Lespiau <damien.lespiau@intel.com>
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* Matthew Allum <mallum@openedhand.com>
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* Plamena Manolova <plamena.n.manolova@intel.com>
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*
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* Copyright (C) 2007, 2008 OpenedHand
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* Copyright (C) 2009, 2010, 2013 Intel Corporation
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-gst-shader-private.h"
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const char
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_cogl_gst_shader_rgba_to_rgba_decl[] =
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"vec4\n"
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"cogl_gst_sample_video (vec2 UV)\n"
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"{\n"
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" return texture2D (cogl_sampler0, UV);\n"
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"}\n";
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const char
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_cogl_gst_shader_yv12_to_rgba_decl[] =
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"vec4\n"
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"cogl_gst_sample_video (vec2 UV)\n"
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"{\n"
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" float y = 1.1640625 * (texture2D (cogl_sampler0, UV).g - 0.0625);\n"
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" float u = texture2D (cogl_sampler1, UV).g - 0.5;\n"
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" float v = texture2D (cogl_sampler2, UV).g - 0.5;\n"
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" vec4 color;\n"
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" color.r = y + 1.59765625 * v;\n"
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" color.g = y - 0.390625 * u - 0.8125 * v;\n"
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" color.b = y + 2.015625 * u;\n"
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" color.a = 1.0;\n"
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" return color;\n"
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"}\n";
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const char
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_cogl_gst_shader_ayuv_to_rgba_decl[] =
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"vec4\n"
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"cogl_gst_sample_video (vec2 UV)\n"
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"{\n"
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" vec4 color = texture2D (cogl_sampler0, UV);\n"
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" float y = 1.1640625 * (color.g - 0.0625);\n"
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" float u = color.b - 0.5;\n"
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" float v = color.a - 0.5;\n"
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" color.a = color.r;\n"
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" color.r = y + 1.59765625 * v;\n"
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" color.g = y - 0.390625 * u - 0.8125 * v;\n"
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" color.b = y + 2.015625 * u;\n"
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" return color;\n"
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"}\n";
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const char
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_cogl_gst_shader_default_sample[] =
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" cogl_layer = cogl_gst_sample_video (cogl_tex_coord0_in.st);\n";
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