Open GoogleCodeExporter opened 9 years ago
Where did your Method 4 code come from?
What is that color space?
Could this be the rounding issue as:
https://code.google.com/p/libyuv/issues/detail?id=324
The conversion is intended to be bt.601 in the video constrained range of 16 to
240 for Y.
The formula you show doesnt have Y - 16, so I'm thinking its not the same color
space? The other two are bt.709 and bt.720, intended for LCDs and HDTVs. And
full range varients, such as jpegs, which libyuv has some support for.
Could it be using the JPeg color space? Theres an open issue to implement that:
https://code.google.com/p/libyuv/issues/detail?id=241
To experiment with changing the code, disable Neon and tinker with
source/row_common.cc:
// C reference code that mimics the YUV assembly.
#define YG 74 /* (int8)(1.164 * 64 + 0.5) */
#define UB 127 /* min(63,(int8)(2.018 * 64)) */
#define UG -25 /* (int8)(-0.391 * 64 - 0.5) */
#define UR 0
#define VB 0
#define VG -52 /* (int8)(-0.813 * 64 - 0.5) */
#define VR 102 /* (int8)(1.596 * 64 + 0.5) */
// Bias
#define BB UB * 128 + VB * 128
#define BG UG * 128 + VG * 128
#define BR UR * 128 + VR * 128
static __inline void YuvPixel(uint8 y, uint8 u, uint8 v,
uint8* b, uint8* g, uint8* r) {
int32 y1 = ((int32)(y) - 16) * YG;
*b = Clamp((int32)((u * UB + v * VB) - (BB) + y1) >> 6);
*g = Clamp((int32)((u * UG + v * VG) - (BG) + y1) >> 6);
*r = Clamp((int32)((u * UR + v * VR) - (BR) + y1) >> 6);
}
Original comment by fbarch...@google.com
on 11 Dec 2014 at 8:01
Did some test
1. disable neon, commented below codes in android.mk
# ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
# LOCAL_CFLAGS += -DLIBYUV_NEON
# LOCAL_SRC_FILES += \
# source/compare_neon.cc.neon \
# source/rotate_neon.cc.neon \
# source/row_neon.cc.neon \
# source/scale_neon.cc.neon
# endif
2. modify YuvPixel function in row_common.cc
static __inline void YuvPixel(uint8 y, uint8 u, uint8 v,
uint8* b, uint8* g, uint8* r) {
//------------------------------------------------------------
//<<< original code, the color is *NOT* right
//------------------------------------------------------------
// int32 y1 = ((int32)(y) - 16) * YG;
// *b = Clamp((int32)((u * UB + v * VB) - (BB) + y1) >> 6);
// *g = Clamp((int32)((u * UG + v * VG) - (BG) + y1) >> 6);
// *r = Clamp((int32)((u * UR + v * VR) - (BR) + y1) >> 6);
//------------------------------------------------------------
//<<< formula which original code used, the color is *NOT* right
//------------------------------------------------------------
int32 y1 = ((int32)((y) - 16) * 1.164);
*b = Clamp((int32)(y1 + 2.018*(u - 128)));
*g = Clamp((int32)(y1 - 0.813*(v - 128) - 0.391*(u - 128)));
*r = Clamp((int32)(y1 + 1.596*(v - 128)));
//------------------------------------------------------------
//<<< JPEG conversion formula, the color is right
//------------------------------------------------------------
// *b = Clamp((int32)(y + 1.40200*(u - 128)));
// *g = Clamp((int32)(y - 0.34414*(v - 128)) - 0.71414*(u - 128));
// *r = Clamp((int32)(y + 1.77200*(v - 128)));
}
My APP is running on a custom android device which capture motion-jpg stream
from a web camera, then converted to yuv frames, My APP process the yuv frames
in onPreviewFrame callback, convert the yuv frames to RGB bitmap.
So my APP need use JPEG conversion formula in my scene, am I right?
Is there any way to use neon with JPEG conversion formula?
-----
Another wired thing
I use another function which came from GPUImage project:
https://github.com/CyberAgent/android-gpuimage
try different formulas in this function
method 1 is original, the color is too blue, not right
method 2 is JPEG conversion formula, but the color is also too blue, not right
method 3 is bt 601, the color is right
the test result is opposite
void YUVtoRBGA(jbyte* yuv, jint width, jint height, jint* rgbData)
{
int sz;
int i;
int j;
int Y;
int Y1;
int Cr = 0;
int Cb = 0;
int pixPtr = 0;
int jDiv2 = 0;
int R = 0;
int G = 0;
int B = 0;
int cOff;
int w = width;
int h = height;
sz = w * h;
for(j = 0; j < h; j++) {
pixPtr = j * w;
jDiv2 = j >> 1;
for(i = 0; i < w; i++) {
Y = yuv[pixPtr];
if(Y < 0) Y += 255;
if((i & 0x1) != 1) {
cOff = sz + jDiv2 * w + (i >> 1) * 2;
Cb = yuv[cOff];
if(Cb < 0) Cb += 127; else Cb -= 128;
Cr = yuv[cOff + 1];
if(Cr < 0) Cr += 127; else Cr -= 128;
}
//Method 1 orig
//===== Approximation =============
// R = Y + 1.40625Cr
// G = Y - 0.15625Cb - 0.28125Cr
// B = Y + 1.765625Cb
//=================================
// R = Y + Cr + (Cr >> 2) + (Cr >> 3) + (Cr >> 5);
// if(R < 0) R = 0; else if(R > 255) R = 255;
// G = Y - (Cb >> 2) + (Cb >> 4) + (Cb >> 5) - (Cr >> 1) + (Cr >> 3) +
(Cr >> 4) + (Cr >> 5);
// if(G < 0) G = 0; else if(G > 255) G = 255;
// B = Y + Cb + (Cb >> 1) + (Cb >> 2) + (Cb >> 6);
// if(B < 0) B = 0; else if(B > 255) B = 255;
//Method 2
//==============================
//R = Y + 1.402Cr
//G = Y - 0.34414Cb - 0.71414Cr
//B = Y + 1.772Cb
//==============================
//===== Approximation ==========
// R = Y + 1.40625Cr
// G = Y - 0.34375Cb - 0.71875Cr
// B = Y + 1.765625Cb
//==============================
// R = Y + Cr + (Cr >> 2) + (Cr >> 3) + (Cr >> 5);
// if(R < 0) R = 0; else if(R > 255) R = 255;
// G = Y - (Cb >> 1) + (Cb >> 3) + (Cb >> 5) - Cr + (Cr >> 2) + (Cr >> 5);
// if(G < 0) G = 0; else if(G > 255) G = 255;
// B = Y + Cb + (Cb >> 1) + (Cb >> 2) + (Cb >> 6);
// if(B < 0) B = 0; else if(B > 255) B = 255;
//Method 3
//==============================
//R = 1.164Y + 2.018Cr;
//G = 1.164Y - 0.813Cb - 0.391Cr;
//B = 1.164Y + 1.596Cb;
//==============================
//===== Approximation ==========
// R = 1.1640625Y + 2.015625Cr
// G = 1.1640625Y - 0.8125Cb - 0.375Cr
// B = 1.1640625Y + 1.59375Cb
//==============================
// Y = Y + (Y >> 3) + (Y >> 5) + (Y >> 7);
// R = Y + (Cr << 1) + (Cr >> 6);
// if(R < 0) R = 0; else if(R > 255) R = 255;
// G = Y - Cb + (Cb >> 3) + (Cb >> 4) - (Cr >> 1) + (Cr >> 3);
// if(G < 0) G = 0; else if(G > 255) G = 255;
// B = Y + Cb + (Cb >> 1) + (Cb >> 4) + (Cb >> 5);
// if(B < 0) B = 0; else if(B > 255) B = 255;
rgbData[pixPtr++] = 0xff000000 + (R << 16) + (G << 8) + B;
}
}
}
Original comment by Hoo.Zh...@gmail.com
on 18 Dec 2014 at 7:33
Re Is there any way to use neon with JPEG conversion formula?
First version of J420ToARGB is working with C code.
If the formula is right, I'll update the AVX2 and Neon versions.
Original comment by fbarch...@google.com
on 7 Jan 2015 at 3:39
This is reference code used by libyuv
void YUVToRGBReference(int y, int u, int v, int* r, int* g, int* b) {
*r = RoundToByte((y - 16) * 1.164 + (v - 128) * 1.596);
*g = RoundToByte((y - 16) * 1.164 + (u - 128) * -0.391 + (v - 128) * -0.813);
*b = RoundToByte((y - 16) * 1.164 + (u - 128) * 2.018);
}
Microsoft documents it here
https://msdn.microsoft.com/en-us/library/windows/desktop/dd206750%28v=vs.85%29.a
spx
But Android uses a different YUV color space
http://en.wikipedia.org/wiki/YUV#Numerical_approximations
C++ code used on Android to convert pixels of YUVImage:
void YUVImage::yuv2rgb(uint8_t yValue, uint8_t uValue, uint8_t vValue,
uint8_t *r, uint8_t *g, uint8_t *b) const {
*r = yValue + (1.370705 * (vValue-128));
*g = yValue - (0.698001 * (vValue-128)) - (0.337633 * (uValue-128));
*b = yValue + (1.732446 * (uValue-128));
*r = clamp(*r, 0, 255);
*g = clamp(*g, 0, 255);
*b = clamp(*b, 0, 255);
}
Original comment by fbarch...@google.com
on 7 Feb 2015 at 12:38
jpeg color space is quite close
static void YUVJToRGBReference(int y, int u, int v, int* r, int* g, int* b) {
*r = RoundToByte(y - (v - 128) * -1.40200);
*g = RoundToByte(y - (u - 128) * 0.34414 - (v - 128) * 0.71414);
*b = RoundToByte(y - (u - 128) * -1.77200);
}
Original comment by fbarch...@chromium.org
on 17 Mar 2015 at 11:28
Original issue reported on code.google.com by
Hoo.Zh...@gmail.com
on 9 Dec 2014 at 8:53Attachments: