Use the correct colorspace for yuv conversion tests
parent
fc94c3634e
commit
353e76b40b
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@ -260,10 +260,13 @@ int main(int argc, char **argv)
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SDL_Texture *output[3];
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const char *titles[3] = { "ORIGINAL", "SOFTWARE", "HARDWARE" };
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char title[128];
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const char *yuv_name;
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const char *yuv_mode;
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Uint32 rgb_format = SDL_PIXELFORMAT_RGBX8888;
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YUV_CONVERSION_MODE yuv_mode;
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const char *yuv_mode_name;
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Uint32 yuv_format = SDL_PIXELFORMAT_YV12;
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const char *yuv_format_name;
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Uint32 rgb_format = SDL_PIXELFORMAT_RGBX8888;
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SDL_PropertiesID props;
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SDL_Colorspace colorspace;
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int current = 0;
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int pitch;
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Uint8 *raw_yuv;
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@ -388,10 +391,28 @@ int main(int argc, char **argv)
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return 3;
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}
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yuv_mode = GetYUVConversionModeForResolution(original->w, original->h);
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switch (yuv_mode) {
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case YUV_CONVERSION_JPEG:
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yuv_mode_name = "JPEG";
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colorspace = SDL_COLORSPACE_JPEG;
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break;
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case YUV_CONVERSION_BT601:
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yuv_mode_name = "BT.601";
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colorspace = SDL_COLORSPACE_BT601_LIMITED;
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break;
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case YUV_CONVERSION_BT709:
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yuv_mode_name = "BT.709";
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colorspace = SDL_COLORSPACE_BT709_LIMITED;
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break;
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default:
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yuv_mode_name = "UNKNOWN";
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colorspace = SDL_COLORSPACE_UNKNOWN;
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break;
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}
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raw_yuv = SDL_calloc(1, MAX_YUV_SURFACE_SIZE(original->w, original->h, 0));
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ConvertRGBtoYUV(yuv_format, original->pixels, original->pitch, raw_yuv, original->w, original->h,
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GetYUVConversionModeForResolution(original->w, original->h),
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0, 100);
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ConvertRGBtoYUV(yuv_format, original->pixels, original->pitch, raw_yuv, original->w, original->h, yuv_mode, 0, 100);
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pitch = CalculateYUVPitch(yuv_format, original->w);
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converted = SDL_CreateSurface(original->w, original->h, rgb_format);
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@ -402,7 +423,7 @@ int main(int argc, char **argv)
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then = SDL_GetTicks();
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for (i = 0; i < iterations; ++i) {
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SDL_ConvertPixels(original->w, original->h, yuv_format, raw_yuv, pitch, rgb_format, converted->pixels, converted->pitch);
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SDL_ConvertPixelsAndColorspace(original->w, original->h, yuv_format, colorspace, 0, raw_yuv, pitch, rgb_format, SDL_COLORSPACE_SRGB, 0, converted->pixels, converted->pitch);
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}
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now = SDL_GetTicks();
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%d iterations in %" SDL_PRIu64 " ms, %.2fms each\n", iterations, (now - then), (float)(now - then) / iterations);
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@ -421,31 +442,23 @@ int main(int argc, char **argv)
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output[0] = SDL_CreateTextureFromSurface(renderer, original);
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output[1] = SDL_CreateTextureFromSurface(renderer, converted);
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output[2] = SDL_CreateTexture(renderer, yuv_format, SDL_TEXTUREACCESS_STREAMING, original->w, original->h);
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props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, colorspace);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, yuv_format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, original->w);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, original->h);
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output[2] = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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if (!output[0] || !output[1] || !output[2]) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create texture: %s\n", SDL_GetError());
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return 5;
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}
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SDL_UpdateTexture(output[2], NULL, raw_yuv, pitch);
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yuv_name = SDL_GetPixelFormatName(yuv_format);
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if (SDL_strncmp(yuv_name, "SDL_PIXELFORMAT_", 16) == 0) {
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yuv_name += 16;
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}
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switch (GetYUVConversionModeForResolution(original->w, original->h)) {
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case YUV_CONVERSION_JPEG:
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yuv_mode = "JPEG";
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break;
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case YUV_CONVERSION_BT601:
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yuv_mode = "BT.601";
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break;
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case YUV_CONVERSION_BT709:
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yuv_mode = "BT.709";
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break;
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default:
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yuv_mode = "UNKNOWN";
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break;
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yuv_format_name = SDL_GetPixelFormatName(yuv_format);
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if (SDL_strncmp(yuv_format_name, "SDL_PIXELFORMAT_", 16) == 0) {
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yuv_format_name += 16;
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}
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{
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@ -488,7 +501,7 @@ int main(int argc, char **argv)
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if (current == 0) {
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SDLTest_DrawString(renderer, 4, 4, titles[current]);
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} else {
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(void)SDL_snprintf(title, sizeof(title), "%s %s %s", titles[current], yuv_name, yuv_mode);
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(void)SDL_snprintf(title, sizeof(title), "%s %s %s", titles[current], yuv_format_name, yuv_mode_name);
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SDLTest_DrawString(renderer, 4, 4, title);
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}
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SDL_RenderPresent(renderer);
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