Is there a YUV colorspace conversion?
#1
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.
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#2
two step process, it's eventually fed to the videorenderers which shaders eat yuv.
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#3
(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.
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#4
swscale rgb from retroplayer -> yuv
then VideoRenderers yuv -> rgb.

the g_renderManager.AddVideoPicture() taps into the xbmc/cores/VideoRenderers framework.
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#5
(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?
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#6
Code reuse. A direct rgb path is missing i believe. You are correct it is unnecessary (and in theory suboptimal as you lose info).
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#7
There are RGB paths for VDPAU and VAAPI. I'll try to use them as template.
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#8
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
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Is there a YUV colorspace conversion?0