1 YUV使用场景

通过生产者消费者模式,底层照相机,录制视频生成buffer,图形渲染模块作为消费者,
拿到的通常是多层平面表示的像素格式,即YCbCr格式。图像信息通常由多层图片构成,
如果gles开发,开发者需要维护两套纹理,分别保存YUV的多层平面信息,然后再fragment shader中分别采样,结果再进行混合。。非常繁琐
基于vulkan YUV扩展,驱动自动生成shader,从多个图像的平面上采样,然后将结果转化成rgba的格式,
yuv有多种不同格式:nv12、nv21、420p。
youtube上的vulkanised24上的视频:https://www.youtube.com/watch?v=RABV11Nr-gE&t=1348s
2 VK_KHR_sampler_ycbcr_conversion
The use of Y′CBCR sampler conversion is an area in 3D graphics not used by most Vulkan developers. It is mainly used for processing inputs from video decoders and cameras. The use of the extension assumes basic knowledge of Y′CBCR concepts.
This extension provides the ability to perform specified color space conversions during texture sampling operations for the Y′CBCR color space natively. It also adds a selection of multi-

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