summaryrefslogtreecommitdiff
path: root/src/color_conversion.c
blob: 22a1378ba6d9f5cfd600fe9cc12eafb33cb9fd63 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
#include "../include/color_conversion.h"
#include "../include/egl.h"
#include <stdio.h>
#include <string.h>
#include <assert.h>

#define GRAPHICS_SHADER_INDEX_Y                    0
#define GRAPHICS_SHADER_INDEX_UV                   1
#define GRAPHICS_SHADER_INDEX_Y_EXTERNAL           2
#define GRAPHICS_SHADER_INDEX_UV_EXTERNAL          3
#define GRAPHICS_SHADER_INDEX_RGB                  4
#define GRAPHICS_SHADER_INDEX_RGB_EXTERNAL         5
#define GRAPHICS_SHADER_INDEX_YUYV_TO_Y            6
#define GRAPHICS_SHADER_INDEX_YUYV_TO_UV           7
#define GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL   8
#define GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL  9
#define GRAPHICS_SHADER_INDEX_YUYV_TO_RGB          10
#define GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL 11

/* https://en.wikipedia.org/wiki/YCbCr, see study/color_space_transform_matrix.png */

/* ITU-R BT2020, full */
/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.2020-2-201510-I!!PDF-E.pdf */
#define RGB_TO_P010_FULL "const mat4 RGBtoYUV = mat4(0.262700, -0.139630,  0.500000, 0.000000,\n" \
                         "                           0.678000, -0.360370, -0.459786, 0.000000,\n" \
                         "                           0.059300,  0.500000, -0.040214, 0.000000,\n" \
                         "                           0.000000,  0.500000,  0.500000, 1.000000);\n"

/* ITU-R BT2020, limited (full multiplied by (235-16)/255, adding 16/255 to luma) */
#define RGB_TO_P010_LIMITED "const mat4 RGBtoYUV = mat4(0.225613, -0.119918,  0.429412, 0.000000,\n" \
                            "                           0.582282, -0.309494, -0.394875, 0.000000,\n" \
                            "                           0.050928,  0.429412, -0.034537, 0.000000,\n" \
                            "                           0.062745,  0.500000,  0.500000, 1.000000);\n"

/* ITU-R BT709, full, custom values: 0.2110 0.7110 0.0710 */
/* https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.709-6-201506-I!!PDF-E.pdf */
#define RGB_TO_NV12_FULL "const mat4 RGBtoYUV = mat4(0.211000, -0.113563,  0.500000, 0.000000,\n" \
                         "                           0.711000, -0.382670, -0.450570, 0.000000,\n" \
                         "                           0.071000,  0.500000, -0.044994, 0.000000,\n" \
                         "                           0.000000,  0.500000,  0.500000, 1.000000);\n"

/* ITU-R BT709, limited, custom values: 0.2100 0.7100 0.0700 (full multiplied by (235-16)/255, adding 16/255 to luma) */
#define RGB_TO_NV12_LIMITED "const mat4 RGBtoYUV = mat4(0.180353, -0.096964,  0.429412, 0.000000,\n" \
                            "                           0.609765, -0.327830, -0.385927, 0.000000,\n" \
                            "                           0.060118,  0.429412, -0.038049, 0.000000,\n" \
                            "                           0.062745,  0.500000,  0.500000, 1.000000);\n"

static const char* color_format_range_get_transform_matrix(gsr_destination_color color_format, gsr_color_range color_range) {
    switch(color_format) {
        case GSR_DESTINATION_COLOR_NV12: {
            switch(color_range) {
                case GSR_COLOR_RANGE_LIMITED:
                    return RGB_TO_NV12_LIMITED;
                case GSR_COLOR_RANGE_FULL:
                    return RGB_TO_NV12_FULL;
            }
            break;
        }
        case GSR_DESTINATION_COLOR_P010: {
            switch(color_range) {
                case GSR_COLOR_RANGE_LIMITED:
                    return RGB_TO_P010_LIMITED;
                case GSR_COLOR_RANGE_FULL:
                    return RGB_TO_P010_FULL;
            }
            break;
        }
        case GSR_DESTINATION_COLOR_RGB8:
            return "";
        default:
            return NULL;
    }
    return NULL;
}

static int load_graphics_shader_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
    const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);

    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                   \n"
        "in vec2 pos;                                      \n"
        "in vec2 texcoords;                                \n"
        "out vec2 texcoords_out;                           \n"
        "uniform vec2 offset;                              \n"
        "uniform float rotation;                           \n"
        "uniform mat2 rotation_matrix;                     \n"
        "void main()                                       \n"
        "{                                                 \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);  \n"
        "  gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0);    \n"
        "}                                                 \n");

    const char *main_code =
            "  vec4 pixel = texture(tex1, texcoords_out);                                    \n"
            "  FragColor.x = (RGBtoYUV * vec4(pixel.rgb, 1.0)).x;                            \n"
            "  FragColor.w = pixel.a;                                                        \n";

    char fragment_shader[2048];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                 \n"
            "#extension GL_OES_EGL_image_external : enable                                   \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                            \n"
            "precision highp float;                                                        \n"
            "in vec2 texcoords_out;                                                          \n"
            "uniform samplerExternalOES tex1;                                                \n"
            "out vec4 FragColor;                                                             \n"
            "%s"
            "void main()                                                                     \n"
            "{                                                                               \n"
            "%s"
            "}                                                                               \n", color_transform_matrix, main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                 \n"
            "precision highp float;                                                        \n"
            "in vec2 texcoords_out;                                                          \n"
            "uniform sampler2D tex1;                                                         \n"
            "out vec4 FragColor;                                                             \n"
            "%s"
            "void main()                                                                     \n"
            "{                                                                               \n"
            "%s"
            "}                                                                               \n", color_transform_matrix, main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static unsigned int load_graphics_shader_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, gsr_destination_color color_format, gsr_color_range color_range, bool external_texture) {
    const char *color_transform_matrix = color_format_range_get_transform_matrix(color_format, color_range);

    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                 \n"
        "in vec2 pos;                                    \n"
        "in vec2 texcoords;                              \n"
        "out vec2 texcoords_out;                         \n"
        "uniform vec2 offset;                            \n"
        "uniform float rotation;                         \n"
        "uniform mat2 rotation_matrix;                   \n"
        "void main()                                     \n"
        "{                                               \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);                      \n"
        "  gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0);   \n"
        "}                                               \n");

    const char *main_code =
            "  vec4 pixel = texture(tex1, texcoords_out);                                          \n"
            "  FragColor.xy = (RGBtoYUV * vec4(pixel.rgb, 1.0)).yz;                                \n"
            "  FragColor.w = pixel.a;                                                              \n";

    char fragment_shader[2048];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "#extension GL_OES_EGL_image_external : enable                                         \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                                  \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform samplerExternalOES tex1;                                                      \n"
            "out vec4 FragColor;                                                                   \n"
            "%s"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", color_transform_matrix, main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform sampler2D tex1;                                                               \n"
            "out vec4 FragColor;                                                                   \n"
            "%s"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", color_transform_matrix, main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static unsigned int load_graphics_shader_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                   \n"
        "in vec2 pos;                                      \n"
        "in vec2 texcoords;                                \n"
        "out vec2 texcoords_out;                           \n"
        "uniform vec2 offset;                              \n"
        "uniform float rotation;                           \n"
        "uniform mat2 rotation_matrix;                     \n"
        "void main()                                       \n"
        "{                                                 \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);  \n"
        "  gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0);    \n"
        "}                                                 \n");

    const char *main_code =
            "  vec4 pixel = texture(tex1, texcoords_out);                                          \n"
            "  FragColor = pixel;                                                                  \n";

    char fragment_shader[2048];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "#extension GL_OES_EGL_image_external : enable                                         \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                                  \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform samplerExternalOES tex1;                                                      \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform sampler2D tex1;                                                               \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static int load_graphics_shader_yuyv_to_y(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                   \n"
        "in vec2 pos;                                      \n"
        "in vec2 texcoords;                                \n"
        "out vec2 texcoords_out;                           \n"
        "uniform vec2 offset;                              \n"
        "uniform float rotation;                           \n"
        "uniform mat2 rotation_matrix;                     \n"
        "void main()                                       \n"
        "{                                                 \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);  \n"
        "  gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0);    \n"
        "}                                                 \n");

    const char *main_code =
            "  vec4 pixel = texture(tex1, texcoords_out);                                    \n"
            "  FragColor.x = pixel.r;                                                        \n"
            "  FragColor.w = 1.0;                                                            \n";

    char fragment_shader[2048];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                 \n"
            "#extension GL_OES_EGL_image_external : enable                                   \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                            \n"
            "precision highp float;                                                          \n"
            "in vec2 texcoords_out;                                                          \n"
            "uniform samplerExternalOES tex1;                                                \n"
            "out vec4 FragColor;                                                             \n"
            "void main()                                                                     \n"
            "{                                                                               \n"
            "%s"
            "}                                                                               \n", main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                 \n"
            "precision highp float;                                                          \n"
            "in vec2 texcoords_out;                                                          \n"
            "uniform sampler2D tex1;                                                         \n"
            "out vec4 FragColor;                                                             \n"
            "void main()                                                                     \n"
            "{                                                                               \n"
            "%s"
            "}                                                                               \n", main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static unsigned int load_graphics_shader_yuyv_to_uv(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                 \n"
        "in vec2 pos;                                    \n"
        "in vec2 texcoords;                              \n"
        "out vec2 texcoords_out;                         \n"
        "uniform vec2 offset;                            \n"
        "uniform float rotation;                         \n"
        "uniform mat2 rotation_matrix;                   \n"
        "void main()                                     \n"
        "{                                               \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);                      \n"
        "  gl_Position = (vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0)) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0);   \n"
        "}                                               \n");

    const char *main_code =
            "    vec2 resolution = vec2(textureSize(tex1, 0));\n"
            "    ivec2 uv = ivec2(texcoords_out * resolution);\n"
            "    float u = 0.0;\n"
            "    float v = 0.0;\n"
            "    vec4 this_color = texelFetch(tex1, uv, 0);\n"
            "    if((uv.x & 1) == 0) {\n"
            "        vec2 next_color = texelFetch(tex1, uv + ivec2(1, 0), 0).rg;\n"
            "        u = this_color.g;\n"
            "        v = next_color.g;\n"
            "    } else {\n"
            "        vec2 prev_color = texelFetch(tex1, uv - ivec2(1, 0), 0).rg;\n"
            "        u = prev_color.g;\n"
            "        v = this_color.g;\n"
            "    }\n"
            "    FragColor.rg = vec2(u, v);\n"
            "    FragColor.w = 1.0;\n";

    char fragment_shader[2048];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "#extension GL_OES_EGL_image_external : enable                                         \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                                  \n"
            "precision highp float;                                                                \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform samplerExternalOES tex1;                                                      \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "precision highp float;                                                                \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform sampler2D tex1;                                                               \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static unsigned int load_graphics_shader_yuyv_to_rgb(gsr_shader *shader, gsr_egl *egl, gsr_color_graphics_uniforms *uniforms, bool external_texture) {
    char vertex_shader[2048];
    snprintf(vertex_shader, sizeof(vertex_shader),
        "#version 300 es                                   \n"
        "in vec2 pos;                                      \n"
        "in vec2 texcoords;                                \n"
        "out vec2 texcoords_out;                           \n"
        "uniform vec2 offset;                              \n"
        "uniform float rotation;                           \n"
        "uniform mat2 rotation_matrix;                     \n"
        "void main()                                       \n"
        "{                                                 \n"
        "  texcoords_out = vec2(texcoords.x - 0.5, texcoords.y - 0.5) * rotation_matrix + vec2(0.5, 0.5);  \n"
        "  gl_Position = vec4(offset.x, offset.y, 0.0, 0.0) + vec4(pos.x, pos.y, 0.0, 1.0);    \n"
        "}                                                 \n");

    const char *main_code =
        "    vec2 resolution = vec2(textureSize(tex1, 0));\n"
        "    ivec2 uv = ivec2(texcoords_out * resolution);\n"
        "    float y = 0.0;\n"
        "    float u = 0.0;\n"
        "    float v = 0.0;\n"
        "    vec4 this_color = texelFetch(tex1, uv, 0);\n"
        "    if((uv.x & 1) == 0) {\n"
        "        vec2 next_color = texelFetch(tex1, uv + ivec2(1, 0), 0).rg;\n"
        "        y = this_color.r;\n"
        "        u = this_color.g;\n"
        "        v = next_color.g;\n"
        "    } else {\n"
        "        vec2 prev_color = texelFetch(tex1, uv - ivec2(1, 0), 0).rg;\n"
        "        y = this_color.r;\n"
        "        u = prev_color.g;\n"
        "        v = this_color.g;\n"
        "    }\n"
        "    FragColor = vec4(\n"
        "        y + 1.4065 * (v - 0.5),\n"
        "        y - 0.3455 * (u - 0.5) - 0.7169 * (v - 0.5),\n"
        "        y + 1.1790 * (u - 0.5),\n"
        "        1.0);\n";

    char fragment_shader[4096];
    if(external_texture) {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "#extension GL_OES_EGL_image_external : enable                                         \n"
            "#extension GL_OES_EGL_image_external_essl3 : require                                  \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform samplerExternalOES tex1;                                                      \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    } else {
        snprintf(fragment_shader, sizeof(fragment_shader),
            "#version 300 es                                                                       \n"
            "precision highp float;                                                              \n"
            "in vec2 texcoords_out;                                                                \n"
            "uniform sampler2D tex1;                                                               \n"
            "out vec4 FragColor;                                                                   \n"
            "void main()                                                                           \n"
            "{                                                                                     \n"
            "%s"
            "}                                                                                     \n", main_code);
    }

    if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0)
        return -1;

    gsr_shader_bind_attribute_location(shader, "pos", 0);
    gsr_shader_bind_attribute_location(shader, "texcoords", 1);
    uniforms->offset = egl->glGetUniformLocation(shader->program_id, "offset");
    uniforms->rotation_matrix = egl->glGetUniformLocation(shader->program_id, "rotation_matrix");
    return 0;
}

static int load_framebuffers(gsr_color_conversion *self) {
    /* TODO: Only generate the necessary amount of framebuffers (self->params.num_destination_textures) */
    const unsigned int draw_buffer = GL_COLOR_ATTACHMENT0;
    self->params.egl->glGenFramebuffers(GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS, self->framebuffers);

    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
    self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[0], 0);
    self->params.egl->glDrawBuffers(1, &draw_buffer);
    if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for Y\n");
        goto err;
    }

    if(self->params.num_destination_textures > 1) {
        self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
        self->params.egl->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self->params.destination_textures[1], 0);
        self->params.egl->glDrawBuffers(1, &draw_buffer);
        if(self->params.egl->glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to create framebuffer for UV\n");
            goto err;
        }
    }

    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
    return 0;

    err:
    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
    return -1;
}

static int create_vertices(gsr_color_conversion *self) {
    self->params.egl->glGenVertexArrays(1, &self->vertex_array_object_id);
    self->params.egl->glBindVertexArray(self->vertex_array_object_id);

    self->params.egl->glGenBuffers(1, &self->vertex_buffer_object_id);
    self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
    self->params.egl->glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(float), NULL, GL_DYNAMIC_DRAW);

    self->params.egl->glEnableVertexAttribArray(0);
    self->params.egl->glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);

    self->params.egl->glEnableVertexAttribArray(1);
    self->params.egl->glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));

    self->params.egl->glBindVertexArray(0);
    return 0;
}

static bool gsr_color_conversion_load_graphics_shaders(gsr_color_conversion *self) {
    switch(self->params.destination_color) {
        case GSR_DESTINATION_COLOR_NV12:
        case GSR_DESTINATION_COLOR_P010: {
            if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y], self->params.destination_color, self->params.color_range, false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader\n");
                return false;
            }

            if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV], self->params.destination_color, self->params.color_range, false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_Y], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_Y], false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to Y graphics shader\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_UV], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_UV], false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to UV graphics shader\n");
                return false;
            }
            break;
        }
        case GSR_DESTINATION_COLOR_RGB8: {
            if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB], false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load RGB graphics shader\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB], false) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to RGB graphics shader\n");
                return false;
            }
            break;
        }
    }
    return true;
}

static bool gsr_color_conversion_load_external_graphics_shaders(gsr_color_conversion *self) {
    switch(self->params.destination_color) {
        case GSR_DESTINATION_COLOR_NV12:
        case GSR_DESTINATION_COLOR_P010: {
            if(load_graphics_shader_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_Y_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load Y graphics shader (external)\n");
                return false;
            }

            if(load_graphics_shader_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_UV_EXTERNAL], self->params.destination_color, self->params.color_range, true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load UV graphics shader (external)\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_y(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL], true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to Y graphics shader (external)\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_uv(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL], true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to UV graphics shader (external)\n");
                return false;
            }
            break;
        }
        case GSR_DESTINATION_COLOR_RGB8: {
            if(load_graphics_shader_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_RGB_EXTERNAL], true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load RGB graphics shader (external)\n");
                return false;
            }

            if(load_graphics_shader_yuyv_to_rgb(&self->graphics_shaders[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL], self->params.egl, &self->graphics_uniforms[GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL], true) != 0) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: failed to load YUYV to RGB graphics shader (external)\n");
                return false;
            }
            break;
        }
    }
    return true;
}

int gsr_color_conversion_init(gsr_color_conversion *self, const gsr_color_conversion_params *params) {
    assert(params);
    assert(params->egl);
    memset(self, 0, sizeof(*self));
    self->params.egl = params->egl;
    self->params = *params;

    switch(self->params.destination_color) {
        case GSR_DESTINATION_COLOR_NV12:
        case GSR_DESTINATION_COLOR_P010: {
            if(self->params.num_destination_textures != 2) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 2 destination textures for destination color NV12/P010, got %d destination texture(s)\n", self->params.num_destination_textures);
                goto err;
            }
            break;
        }
        case GSR_DESTINATION_COLOR_RGB8: {
            if(self->params.num_destination_textures != 1) {
                fprintf(stderr, "gsr error: gsr_color_conversion_init: expected 1 destination textures for destination color RGB8, got %d destination texture(s)\n", self->params.num_destination_textures);
                goto err;
            }
            break;
        }
    }

    if(!gsr_color_conversion_load_graphics_shaders(self))
        goto err;

    if(self->params.load_external_image_shader) {
        if(!gsr_color_conversion_load_external_graphics_shaders(self))
            goto err;
    }

    if(load_framebuffers(self) != 0)
        goto err;

    if(create_vertices(self) != 0)
        goto err;

    return 0;

    err:
    gsr_color_conversion_deinit(self);
    return -1;
}

void gsr_color_conversion_deinit(gsr_color_conversion *self) {
    if(!self->params.egl)
        return;

    if(self->vertex_buffer_object_id) {
        self->params.egl->glDeleteBuffers(1, &self->vertex_buffer_object_id);
        self->vertex_buffer_object_id = 0;
    }

    if(self->vertex_array_object_id) {
        self->params.egl->glDeleteVertexArrays(1, &self->vertex_array_object_id);
        self->vertex_array_object_id = 0;
    }

    self->params.egl->glDeleteFramebuffers(GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS, self->framebuffers);
    for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_FRAMEBUFFERS; ++i) {
        self->framebuffers[i] = 0;
    }

    for(int i = 0; i < GSR_COLOR_CONVERSION_MAX_GRAPHICS_SHADERS; ++i) {
        gsr_shader_deinit(&self->graphics_shaders[i]);
    }

    self->params.egl = NULL;
}

static void gsr_color_conversion_apply_rotation(gsr_rotation rotation, float rotation_matrix[2][2]) {
    /*
    rotation_matrix[0][0] =  cos(angle);
    rotation_matrix[0][1] = -sin(angle);
    rotation_matrix[1][0] =  sin(angle);
    rotation_matrix[1][1] =  cos(angle);
    The manual matrix code below is the same as this code above, but without floating-point errors.
    This is done to remove any blurring caused by these floating-point errors.
    */
    switch(rotation) {
        case GSR_ROT_0:
            rotation_matrix[0][0] = 1.0f;
            rotation_matrix[0][1] = 0.0f;
            rotation_matrix[1][0] = 0.0f;
            rotation_matrix[1][1] = 1.0f;
            break;
        case GSR_ROT_90:
            rotation_matrix[0][0] =  0.0f;
            rotation_matrix[0][1] = -1.0f;
            rotation_matrix[1][0] =  1.0f;
            rotation_matrix[1][1] =  0.0f;
            break;
        case GSR_ROT_180:
            rotation_matrix[0][0] = -1.0f;
            rotation_matrix[0][1] =  0.0f;
            rotation_matrix[1][0] =  0.0f;
            rotation_matrix[1][1] = -1.0f;
            break;
        case GSR_ROT_270:
            rotation_matrix[0][0] =  0.0f;
            rotation_matrix[0][1] =  1.0f;
            rotation_matrix[1][0] = -1.0f;
            rotation_matrix[1][1] =  0.0f;
            break;
    }
}

static void gsr_color_conversion_swizzle_texture_source(gsr_color_conversion *self, unsigned int texture_target, gsr_source_color source_color) {
    if(source_color == GSR_SOURCE_COLOR_BGR) {
        const int swizzle_mask[] = { GL_BLUE, GL_GREEN, GL_RED, 1 };
        self->params.egl->glTexParameteriv(texture_target, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
    }
}

static void gsr_color_conversion_swizzle_reset(gsr_color_conversion *self, unsigned int texture_target, gsr_source_color source_color) {
    if(source_color == GSR_SOURCE_COLOR_BGR) {
        const int swizzle_mask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
        self->params.egl->glTexParameteriv(texture_target, GL_TEXTURE_SWIZZLE_RGBA, swizzle_mask);
    }
}

static void gsr_color_conversion_draw_graphics(gsr_color_conversion *self, unsigned int texture_id, bool external_texture, gsr_rotation rotation, gsr_flip flip, float rotation_matrix[2][2], vec2i source_position, vec2i source_size, vec2i destination_pos, vec2i texture_size, vec2f scale, gsr_source_color source_color) {
    if(source_size.x == 0 || source_size.y == 0)
        return;

    const vec2i dest_texture_size = self->params.destination_textures_size[0];
    const unsigned int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;

    if(rotation == GSR_ROT_90 || rotation == GSR_ROT_270) {
        const float tmp = texture_size.x;
        texture_size.x = texture_size.y;
        texture_size.y = tmp;
    }

    self->params.egl->glBindTexture(texture_target, texture_id);
    gsr_color_conversion_swizzle_texture_source(self, texture_target, source_color);

    const vec2f pos_norm = {
        ((float)destination_pos.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f,
        ((float)destination_pos.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f,
    };

    const vec2f size_norm = {
        ((float)source_size.x / (dest_texture_size.x == 0 ? 1.0f : (float)dest_texture_size.x)) * 2.0f * scale.x,
        ((float)source_size.y / (dest_texture_size.y == 0 ? 1.0f : (float)dest_texture_size.y)) * 2.0f * scale.y,
    };

    const vec2f texture_pos_norm = {
        (float)source_position.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
        (float)source_position.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
    };

    const vec2f texture_size_norm = {
        (float)source_size.x / (texture_size.x == 0 ? 1.0f : (float)texture_size.x),
        (float)source_size.y / (texture_size.y == 0 ? 1.0f : (float)texture_size.y),
    };

    float vertices[] = {
        -1.0f + 0.0f,               -1.0f + 0.0f + size_norm.y, texture_pos_norm.x,                       texture_pos_norm.y + texture_size_norm.y,
        -1.0f + 0.0f,               -1.0f + 0.0f,               texture_pos_norm.x,                       texture_pos_norm.y,
        -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f,               texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,

        -1.0f + 0.0f,               -1.0f + 0.0f + size_norm.y, texture_pos_norm.x,                       texture_pos_norm.y + texture_size_norm.y,
        -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f,               texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y,
        -1.0f + 0.0f + size_norm.x, -1.0f + 0.0f + size_norm.y, texture_pos_norm.x + texture_size_norm.x, texture_pos_norm.y + texture_size_norm.y
    };

    if(flip & GSR_FLIP_HORIZONTAL) {
        for(int i = 0; i < 6; ++i) {
            const float prev_x = vertices[i*4 + 2];
            vertices[i*4 + 2] = texture_pos_norm.x + texture_size_norm.x - prev_x;
        }
    }

    if(flip & GSR_FLIP_VERTICAL) {
        for(int i = 0; i < 6; ++i) {
            const float prev_y = vertices[i*4 + 3];
            vertices[i*4 + 3] = texture_pos_norm.y + texture_size_norm.y - prev_y;
        }
    }

    self->params.egl->glBindVertexArray(self->vertex_array_object_id);
    self->params.egl->glViewport(0, 0, dest_texture_size.x, dest_texture_size.y);

    /* TODO: this, also cleanup */
    self->params.egl->glBindBuffer(GL_ARRAY_BUFFER, self->vertex_buffer_object_id);
    self->params.egl->glBufferSubData(GL_ARRAY_BUFFER, 0, 24 * sizeof(float), vertices);

    // TODO:
    switch(source_color) {
        case GSR_SOURCE_COLOR_RGB:
        case GSR_SOURCE_COLOR_BGR: {
            switch(self->params.destination_color) {
                case GSR_DESTINATION_COLOR_NV12:
                case GSR_DESTINATION_COLOR_P010: {
                    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
                    //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)

                    int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_Y;
                    gsr_shader_use(&self->graphics_shaders[shader_index]);
                    self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                    self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                    self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);

                    if(self->params.num_destination_textures > 1) {
                        self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
                        //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);

                        shader_index = external_texture ? GRAPHICS_SHADER_INDEX_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_UV;
                        gsr_shader_use(&self->graphics_shaders[shader_index]);
                        self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                        self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                        self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
                    }
                    break;
                }
                case GSR_DESTINATION_COLOR_RGB8: {
                    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
                    //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)

                    const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_RGB;
                    gsr_shader_use(&self->graphics_shaders[shader_index]);
                    self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                    self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                    self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
                    break;
                }
            }
            break;
        }
        case GSR_SOURCE_COLOR_YUYV: {
            switch(self->params.destination_color) {
                case GSR_DESTINATION_COLOR_NV12:
                case GSR_DESTINATION_COLOR_P010: {
                    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
                    //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)

                    int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_Y_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_Y;
                    gsr_shader_use(&self->graphics_shaders[shader_index]);
                    self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                    self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                    self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);

                    if(self->params.num_destination_textures > 1) {
                        self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
                        //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT);

                        shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_UV_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_UV;
                        gsr_shader_use(&self->graphics_shaders[shader_index]);
                        self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                        self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                        self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
                    }
                    break;
                }
                case GSR_DESTINATION_COLOR_RGB8: {
                    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
                    //cap_xcomp->params.egl->glClear(GL_COLOR_BUFFER_BIT); // TODO: Do this in a separate clear_ function. We want to do that when using multiple drm to create the final image (multiple monitors for example)

                    const int shader_index = external_texture ? GRAPHICS_SHADER_INDEX_YUYV_TO_RGB_EXTERNAL : GRAPHICS_SHADER_INDEX_YUYV_TO_RGB;
                    gsr_shader_use(&self->graphics_shaders[shader_index]);
                    self->params.egl->glUniformMatrix2fv(self->graphics_uniforms[shader_index].rotation_matrix, 1, GL_TRUE, (const float*)rotation_matrix);
                    self->params.egl->glUniform2f(self->graphics_uniforms[shader_index].offset, pos_norm.x, pos_norm.y);
                    self->params.egl->glDrawArrays(GL_TRIANGLES, 0, 6);
                    break;
                }
            }
            break;
        }
    }

    self->params.egl->glBindVertexArray(0);
    self->params.egl->glUseProgram(0);
    gsr_color_conversion_swizzle_reset(self, texture_target, source_color);
    self->params.egl->glBindTexture(texture_target, 0);
    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

void gsr_color_conversion_draw(gsr_color_conversion *self, unsigned int texture_id, vec2i destination_pos, vec2i destination_size, vec2i source_pos, vec2i source_size, vec2i texture_size, gsr_rotation rotation, gsr_flip flip, gsr_source_color source_color, bool external_texture) {
    assert(!external_texture || self->params.load_external_image_shader);
    if(external_texture && !self->params.load_external_image_shader) {
        fprintf(stderr, "gsr error: gsr_color_conversion_draw: external texture not loaded\n");
        return;
    }

    vec2f scale = {0.0f, 0.0f};
    if(source_size.x > 0 && source_size.y > 0)
        scale = (vec2f){ (double)destination_size.x/(double)source_size.x, (double)destination_size.y/(double)source_size.y };

    vec2i source_position = {0, 0};
    float rotation_matrix[2][2] = {{0, 0}, {0, 0}};
    gsr_color_conversion_apply_rotation(rotation, rotation_matrix);

    const int texture_target = external_texture ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
    self->params.egl->glBindTexture(texture_target, texture_id);

    source_position.x += source_pos.x;
    source_position.y += source_pos.y;
    gsr_color_conversion_draw_graphics(self, texture_id, external_texture, rotation, flip, rotation_matrix, source_position, source_size, destination_pos, texture_size, scale, source_color);

    self->params.egl->glFlush();
    // TODO: Use the minimal barrier required
    self->params.egl->glMemoryBarrier(GL_ALL_BARRIER_BITS); // GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
    self->params.egl->glUseProgram(0);

    self->params.egl->glBindTexture(texture_target, 0);
}

void gsr_color_conversion_clear(gsr_color_conversion *self) {
    float color1[4] = {0.0f, 0.0f, 0.0f, 1.0f};
    float color2[4] = {0.0f, 0.0f, 0.0f, 1.0f};

    switch(self->params.destination_color) {
        case GSR_DESTINATION_COLOR_NV12:
        case GSR_DESTINATION_COLOR_P010: {
            color2[0] = 0.5f;
            color2[1] = 0.5f;
            color2[2] = 0.0f;
            color2[3] = 1.0f;
            break;
        }
        case GSR_DESTINATION_COLOR_RGB8: {
            color2[0] = 0.0f;
            color2[1] = 0.0f;
            color2[2] = 0.0f;
            color2[3] = 1.0f;
            break;
        }
    }

    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[0]);
    self->params.egl->glClearColor(color1[0], color1[1], color1[2], color1[3]);
    self->params.egl->glClear(GL_COLOR_BUFFER_BIT);

    if(self->params.num_destination_textures > 1) {
        self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[1]);
        self->params.egl->glClearColor(color2[0], color2[1], color2[2], color2[3]);
        self->params.egl->glClear(GL_COLOR_BUFFER_BIT);
    }

    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

void gsr_color_conversion_read_destination_texture(gsr_color_conversion *self, int destination_texture_index, int x, int y, int width, int height, unsigned int color_format, unsigned int data_format, void *pixels) {
    assert(destination_texture_index >= 0 && destination_texture_index < self->params.num_destination_textures);
    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, self->framebuffers[destination_texture_index]);
    self->params.egl->glReadPixels(x, y, width, height, color_format, data_format, pixels);
    self->params.egl->glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

gsr_rotation gsr_monitor_rotation_to_rotation(gsr_monitor_rotation monitor_rotation) {
    return (gsr_rotation)monitor_rotation;
}