NV12转化为RGB
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/*
NV12ToARGB color space conversion CUDA kernel
This sample uses CUDA to perform a simple NV12 (YUV 4:2:0 planar)
source and converts to output in ARGB format
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cudaProcessFrame.h"
__constant__ uint32 constAlpha;
#define MUL(x,y) (x*y)
__constant__ float constHueColorSpaceMat[9];
__device__ void YUV2RGB(uint32 *yuvi, float *red, float *green, float *blue)
{
float luma, chromaCb, chromaCr;
// Prepare for hue adjustment
luma = (float)yuvi[0];
chromaCb = (float)((int32)yuvi[1] - 512.0f);
chromaCr = (float)((int32)yuvi[2] - 512.0f);
// Convert YUV To RGB with hue adjustment
*red = MUL(luma, constHueColorSpaceMat[0]) +
MUL(chromaCb, constHueColorSpaceMat[1]) +
MUL(chromaCr, constHueColorSpaceMat[2]);
*green= MUL(luma, constHueColorSpaceMat[3]) +
MUL(chromaCb, constHueColorSpaceMat[4]) +
MUL(chromaCr, constHueColorSpaceMat[5]);
*blue = MUL(luma, constHueColorSpaceMat[6]) +
MUL(chromaCb, constHueColorSpaceMat[7]) +
MUL(chromaCr, constHueColorSpaceMat[8]);
}
__device__ uint32 RGBAPACK_8bit(float red, float green, float blue, uint32 alpha)
{
uint32 ARGBpixel = 0;
// Clamp final 10 bit results
red = min(max(red, 0.0f), 255.0f);
green = min(max(green, 0.0f), 255.0f);
blue = min(max(blue, 0.0f), 255.0f);
// Convert to 8 bit unsigned integers per color component
ARGBpixel = (((uint32)blue) |
(((uint32)green) << 8) |
(((uint32)red) << 16) | (uint32)alpha);
return ARGBpixel;
}
__device__ uint32 RGBAPACK_10bit(float red, float green, float blue, uint32 alpha)
{
uint32 ARGBpixel = 0;
// Clamp final 10 bit results
red = min(max(red, 0.0f), 1023.f);
green = min(max(green, 0.0f), 1023.f);
blue = min(max(blue, 0.0f), 1023.f);
// Convert to 8 bit unsigned integers per color component
ARGBpixel = (((uint32)blue >> 2) |
(((uint32)green >> 2) << 8) |
(((uint32)red >> 2) << 16) | (uint32)alpha);
return ARGBpixel;
}
// CUDA kernel for outputing the final ARGB output from NV12;
extern "C"
__global__ void Passthru_drvapi(uint32 *srcImage, size_t nSourcePitch,
uint32 *dstImage, size_t nDestPitch,
uint32 width, uint32 height)
{
int32 x, y;
uint32 yuv101010Pel[2];
uint32 processingPitch = ((width) + 63) & ~63;
uint32 dstImagePitch = nDestPitch >> 2;
uint8 *srcImageU8 = (uint8 *)srcImage;
processingPitch = nSourcePitch;
// Pad borders with duplicate pixels, and we multiply by 2 because we process 2 pixels per thread
x = blockIdx.x * (blockDim.x << 1) + (threadIdx.x << 1);
y = blockIdx.y * blockDim.y + threadIdx.y;
if (x >= width)
return; //x = width - 1;
if (y >= height)
return; // y = height - 1;
// Read 2 Luma components at a time, so we don't waste processing since CbCr are decimated this way.
// if we move to texture we could read 4 luminance values
yuv101010Pel[0] = (srcImageU8[y * processingPitch + x ]);
yuv101010Pel[1] = (srcImageU8[y * processingPitch + x + 1]);
// this steps performs the color conversion
float luma[2];
luma[0] = (yuv101010Pel[0] & 0x00FF);
luma[1] = (yuv101010Pel[1] & 0x00FF);
// Clamp the results to RGBA
dstImage[y * dstImagePitch + x ] = RGBAPACK_8bit(luma[0], luma[0], luma[0], constAlpha);
dstImage[y * dstImagePitch + x + 1 ] = RGBAPACK_8bit(luma[1], luma[1], luma[1], constAlpha);
}
// CUDA kernel for outputing the final ARGB output from NV12;
extern "C"
__global__ void NV12ToARGB_drvapi(uint32 *srcImage, size_t nSourcePitch,
uint32 *dstImage, size_t nDestPitch,
uint32 width, uint32 height)
{
int32 x, y;
uint32 yuv101010Pel[2];
uint32 processingPitch = ((width) + 63) & ~63;
uint32 dstImagePitch = nDestPitch >> 2;
uint8 *srcImageU8 = (uint8 *)srcImage;
processingPitch = nSourcePitch;
// Pad borders with duplicate pixels, and we multiply by 2 because we process 2 pixels per thread
x = blockIdx.x * (blockDim.x << 1) + (threadIdx.x << 1);
y = blockIdx.y * blockDim.y + threadIdx.y;
if (x >= width)
return; //x = width - 1;
if (y >= height)
return; // y = height - 1;
// Read 2 Luma components at a time, so we don't waste processing since CbCr are decimated this way.
// if we move to texture we could read 4 luminance values
yuv101010Pel[0] = (srcImageU8[y * processingPitch + x ]) << 2;
yuv101010Pel[1] = (srcImageU8[y * processingPitch + x + 1]) << 2;
uint32 chromaOffset = processingPitch * height;
int32 y_chroma = y >> 1;
if (y & 1) // odd scanline ?
{
uint32 chromaCb;
uint32 chromaCr;
chromaCb = srcImageU8[chromaOffset + y_chroma * processingPitch + x ];
chromaCr = srcImageU8[chromaOffset + y_chroma * processingPitch + x + 1];
if (y_chroma < ((height >> 1) - 1)) // interpolate chroma vertically
{
chromaCb = (chromaCb + srcImageU8[chromaOffset + (y_chroma + 1) * processingPitch + x ] + 1) >> 1;
chromaCr = (chromaCr + srcImageU8[chromaOffset + (y_chroma + 1) * processingPitch + x + 1] + 1) >> 1;
}
yuv101010Pel[0] |= (chromaCb << (COLOR_COMPONENT_BIT_SIZE + 2));
yuv101010Pel[0] |= (chromaCr << ((COLOR_COMPONENT_BIT_SIZE << 1) + 2));
yuv101010Pel[1] |= (chromaCb << (COLOR_COMPONENT_BIT_SIZE + 2));
yuv101010Pel[1] |= (chromaCr << ((COLOR_COMPONENT_BIT_SIZE << 1) + 2));
}
else
{
yuv101010Pel[0] |= ((uint32)srcImageU8[chromaOffset + y_chroma * processingPitch + x ] << (COLOR_COMPONENT_BIT_SIZE + 2));
yuv101010Pel[0] |= ((uint32)srcImageU8[chromaOffset + y_chroma * processingPitch + x + 1] << ((COLOR_COMPONENT_BIT_SIZE << 1) + 2));
yuv101010Pel[1] |= ((uint32)srcImageU8[chromaOffset + y_chroma * processingPitch + x ] << (COLOR_COMPONENT_BIT_SIZE + 2));
yuv101010Pel[1] |= ((uint32)srcImageU8[chromaOffset + y_chroma * processingPitch + x + 1] << ((COLOR_COMPONENT_BIT_SIZE << 1) + 2));
}
// this steps performs the color conversion
uint32 yuvi[6];
float red[2], green[2], blue[2];
yuvi[0] = (yuv101010Pel[0] & COLOR_COMPONENT_MASK);
yuvi[1] = ((yuv101010Pel[0] >> COLOR_COMPONENT_BIT_SIZE) & COLOR_COMPONENT_MASK);
yuvi[2] = ((yuv101010Pel[0] >> (COLOR_COMPONENT_BIT_SIZE << 1)) & COLOR_COMPONENT_MASK);
yuvi[3] = (yuv101010Pel[1] & COLOR_COMPONENT_MASK);
yuvi[4] = ((yuv101010Pel[1] >> COLOR_COMPONENT_BIT_SIZE) & COLOR_COMPONENT_MASK);
yuvi[5] = ((yuv101010Pel[1] >> (COLOR_COMPONENT_BIT_SIZE << 1)) & COLOR_COMPONENT_MASK);
// YUV to RGB Transformation conversion
YUV2RGB(&yuvi[0], &red[0], &green[0], &blue[0]);
YUV2RGB(&yuvi[3], &red[1], &green[1], &blue[1]);
// Clamp the results to RGBA
dstImage[y * dstImagePitch + x ] = RGBAPACK_10bit(red[0], green[0], blue[0], constAlpha);
dstImage[y * dstImagePitch + x + 1 ] = RGBAPACK_10bit(red[1], green[1], blue[1], constAlpha);
}
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