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Full Version: Is there a YUV colorspace conversion?
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Hi garbear,

is there a YUV conversion in place (https://github.com/garbear/xbmc/blob/ret...o.cpp#L160), or am I wrong? Could you explain this bit please? This doesn't make any sense to me.
two step process, it's eventually fed to the videorenderers which shaders eat yuv.
(2015-04-06, 15:06)ironic_monkey Wrote: [ -> ]two step process, it's eventually fed to the videorenderers which shaders eat yuv.

Which shaders? Besides the scalers (which require RGB as far as I can see), there are just YUV to RGB shaders.
swscale rgb from retroplayer -> yuv
then VideoRenderers yuv -> rgb.

the g_renderManager.AddVideoPicture() taps into the xbmc/cores/VideoRenderers framework.
(2015-04-07, 14:01)ironic_monkey Wrote: [ -> ]swscale rgb from retroplayer -> yuv
then VideoRenderers yuv -> rgb.

This is the part which is confusing me. Those steps seem unnecessary, or is there a reason for it?
Code reuse. A direct rgb path is missing i believe. You are correct it is unnecessary (and in theory suboptimal as you lose info).
There are RGB paths for VDPAU and VAAPI. I'll try to use them as template.
back in the day, TheMaister got YUV444 working, which at least helped with the color bleeding. I saved his work here: https://github.com/garbear/xbmc-retropla...it/f124788