/* * Copyright 2018 Google LLC. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); you may not * use this file except in compliance with the License. You may obtain a copy of * the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, WITHOUT * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the * License for the specific language governing permissions and limitations under * the License. */ /* * Brute force conversion from YUV->RGB for testing only. Replace with WebGL * shader conversion ASAP. * NOTE: This code explicitly knows that the input is 16-bit 4:2:0 YCbCr * and assumes there's space for 8-bit/channel RGB to write into. * NO ERROR CHECKING! */ #include #include #define ZOF_TAB 65536 #define ZOF_RGB 3 static int T1[ZOF_TAB], T2[ZOF_TAB], T3[ZOF_TAB], T4[ZOF_TAB]; static int initialized; static void build_tables() { int i; for (i = 0;i < ZOF_TAB; i++) { T1[i] = (int)(1.370705 * (float)(i - 128)); T2[i] = (int)(-0.698001 * (float)(i - 128)); T3[i] = (int)(-0.337633 * (float)(i - 128)); T4[i] = (int)(1.732446 * (float)(i - 128)); } } #define clamp(val) ((val) < 0 ? 0 : (255 < (val) ? 255 : (val))) static int foo; static int frame; void AVX_YUV_to_RGB(unsigned char *dst, unsigned short *src, int width, int height) { int r, g, b; unsigned short *y, *u, *v, *uline, *vline; int w, h; if (initialized == 0) { initialized = !0; build_tables(); } // Setup pointers to the Y, U, V planes y = src; u = src + (width * height); v = u + (width * height) / 4; // Each chroma does 4 pixels in 4:2:0 // Loop the image, taking into account sub-sample for the chroma channels for (h = 0; h < height; h++) { uline = u; vline = v; for (w = 0; w < width; w++, y++) { r = *y + T1[*vline]; g = *y + T2[*vline] + T3[*uline]; b = *y + T4[*uline]; dst[0] = clamp(r); // 16-bit to 8-bit, chuck precision dst[1] = clamp(g); dst[2] = clamp(b); dst += ZOF_RGB; if (w & 0x01) { uline++; vline++; } } if (h & 0x01) { u += width / 2; v += width / 2; } } }