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-In general
-==========
-
-There are planar and packed modes.
-- Planar mode means: You have 3 separate images, one for each component,
-each image 8 bits/pixel. To get the real colored pixel, you have to
-mix the components from all planes. The resolution of planes may differ!
-- Packed mode means: you have all components mixed/interleaved together,
-so you have small "packs" of components in a single, big image.
-
-There are RGB and YUV colorspaces.
-- RGB: Red, Green and Blue components. Used by analog VGA monitors.
-- YUV: Luminance (Y) and Chrominance (U,V) components. Used by some
- video systems, like PAL. Also most M(J)PEG/DCT based codecs use this.
-
-With YUV, they used to reduce the resolution of U,V planes:
-The most common YUV formats:
-FOURCC: bpp: IEEE: plane sizes: (w=width h=height of original image)
-444P 24 YUV 4:4:4 Y: w * h U,V: w * h
-YUY2,UYVY 16 YUV 4:2:2 Y: w * h U,V: (w/2) * h [MJPEG]
-YV12,I420 12 YUV 4:2:0 Y: w * h U,V: (w/2) * (h/2) [MPEG, H.263]
-411P 12 YUV 4:1:1 Y: w * h U,V: (w/4) * h [DV-NTSC, CYUV]
-YVU9,IF09 9 YUV 4:1:0 Y: w * h U,V: (w/4) * (h/4) [Sorenson, Indeo]
-
-The YUV a:b:c naming style means: for <a> samples of Y there are <b> samples
-of UV in odd lines and <c> samples of UV in even lines.
-
-conversion: (some cut'n'paste from www and maillist)
-
-RGB to YUV Conversion:
- Y = (0.257 * R) + (0.504 * G) + (0.098 * B) + 16
- Cr = V = (0.439 * R) - (0.368 * G) - (0.071 * B) + 128
- Cb = U = -(0.148 * R) - (0.291 * G) + (0.439 * B) + 128
-YUV to RGB Conversion:
- B = 1.164(Y - 16) + 2.018(U - 128)
- G = 1.164(Y - 16) - 0.813(V - 128) - 0.391(U - 128)
- R = 1.164(Y - 16) + 1.596(V - 128)
-
-In both these cases, you have to clamp the output values to keep them in
-the [0-255] range. Rumour has it that the valid range is actually a subset
-of [0-255] (I've seen an RGB range of [16-235] mentioned) but clamping the
-values into [0-255] seems to produce acceptable results to me.
-
-Julien (sorry, I can't recall his surname) suggests that there are
-problems with the above formula and proposes the following instead:
- Y = 0.299R + 0.587G + 0.114B
- Cb = U'= (B-Y)*0.565
- Cr = V'= (R-Y)*0.713
-with reciprocal versions:
- R = Y + 1.403V'
- G = Y - 0.344U' - 0.714V'
- B = Y + 1.770U'
-Note: This formula doesn't contain the +128 offsets of U,V values!
-
-Conclusion:
-Y = luminance, the weighted average of R G B components. (0=black 255=white)
-U = Cb = blue component (0=green 128=grey 255=blue)
-V = Cr = red component (0=green 128=grey 255=red)
-
-
-Huh. The planar YUV modes.
-==========================
-
-The most misunderstood thingie...
-
-In MPlayer, we usually have 3 pointers to the Y, U and V planes, so it
-doesn't matter what the order of the planes in the memory is:
- for mp_image_t and libvo's draw_slice():
- planes[0] = Y = luminance
- planes[1] = U = Cb = blue
- planes[2] = V = Cr = red
- Note: planes[1] is ALWAYS U, and planes[2] is V, the FOURCC
- (YV12 vs. I420) doesn't matter here! So, every codec using 3 pointers
- (not only the first one) normally supports YV12 and I420 (=IYUV), too!
-
-But there are some codecs (VfW, dshow) and vo drivers (xv) ignoring the 2nd
-and 3rd pointer that use only a single pointer to the planar YUV image. In
-this case we must know the right order and alignment of planes in the memory!
-
-from the webartz fourcc list:
-YV12: 12 bpp, full sized Y plane followed by 2x2 subsampled V and U planes
-I420: 12 bpp, full sized Y plane followed by 2x2 subsampled U and V planes
-IYUV: the same as I420
-YVU9: 9 bpp, full sized Y plane followed by 4x4 subsampled V and U planes
-
-Huh 2. RGB vs. BGR ?
-====================
-
-The 2nd most misunderstood thingie...
-
-You know, there are Intel and Motorola, and they use different byteorder.
-There are also others, like MIPS or Alpha, but all follow either Intel
-or Motorola byteorder.
-Unfortunately, the packed colorspaces depend on CPU byteorder. So, RGB
-on Intel and Motorola means different order of bytes.
-
-In MPlayer, we have constants IMGFMT_RGBxx and IMGFMT_BGRxx.
-Unfortunately, some codecs and vo drivers follow Intel, some follow Motorola
-byteorder, so they are incompatible. We had to find a stable base, so long
-time ago I've chosen OpenGL, as it's a wide-spreaded standard, and it well
-defines what RGB is and what BGR is. So, MPlayer's RGB is compatible with
-OpenGL's GL_RGB on all platforms, and the same goes for BGR - GL_BGR.
-Unfortunately, most of the x86 codecs call our BGR RGB, so it sometimes
-confuses developers.
-
-memory order: name
-lowest address .. highest address
-RGBA IMGFMT_RGBA
-ARGB IMGFMT_ARGB
-BGRA IMGFMT_BGRA
-ABGR IMGFMT_ABGR
-RGB IMGFMT_RGB24
-BGR IMGFMT_BGR24
-
-order in an int name
-most significant .. least significant bit
-8A8R8G8B IMGFMT_BGR32
-8A8B8G8R IMGFMT_RGB32
-5R6G5B IMGFMT_BGR16
-5B6G5R IMGFMT_RGB16
-1A5R5G5B IMGFMT_BGR15
-1A5B5G5R IMGFMT_RGB15
-
-The following are palettized formats, the palette is in the second plane.
-When they come out of the swscaler (this can be different when they
-come from a codec!), their palette is organized in such a way
-that you actually get:
-
-3R3G2B IMGFMT_BGR8
-2B3G3R IMGFMT_RGB8
-1R2G1B IMGFMT_BGR4_CHAR
-1B2G1R IMGFMT_RGB4_CHAR
-1R2G1B1R2G1B IMGFMT_BGR4
-1B2G1R1B2G1R IMGFMT_RGB4
-
-Depending upon the CPU being little- or big-endian, different 'in memory' and
-'in register' formats will be equal (LE -> BGRA == BGR32 / BE -> ARGB == BGR32)
-
-Practical coding guide:
-
-The 4, 8, 15, and 16 bit formats are defined so that the portable way to
-access them is to load the pixel into an integer and use bitmasks.
-
-The 24 bit formats are defined so that the portable way to access them is
-to address the 3 components as separate bytes, as in ((uint8_t *)pixel)[0],
-((uint8_t *)pixel)[1], ((uint8_t *)pixel)[2].
-
-When a 32-bit format is identified by the four characters A, R, G, and B in
-some order, the portable way to access it is by addressing the 4 components
-as separate bytes.
-
-When a 32-bit format is identified by the 3 characters R, G, and B in some
-order followed by the number 32, the portable way to access it is to load
-the pixel into an integer and use bitmasks.
-
-When the above portable access methods are not used, you will need to write
-2 versions of your code, and use #if HAVE_BIGENDIAN to choose the correct
-one.