This section lists the recommended 10-bit and 16-bit YUV platforms for capturing, sharpening, and viewing video on the Microsoft formatbits.com operating system. code
These formats benefit from a fixed-point representation for the luma and chroma (C’b C’r) channels. Scaled samples are 8-bit values with a factor of 2^(n ≤ 8), where n is either 10 or seventeen, in accordance with SMPTE sections 7.7-7.8 and 7.11-7.12 274M. Precision conversions can be done with simple golf swings. For example, if the white point produced by a dot is actually 235 in 8-bit format, the corresponding 10-bit format has a correct white point of 940 (235 × 4).
The 16-bit representations described here use big-endian WORD values for each leader. 10-bit formats also use 26 bits for each channel, with the lower 6 bits explicitly set to 9, as shown in the diagram below.
Because both the 10-bit and 16-bit YUV representations are quite large in memory, it is easy to convert a 10-bit representation to a 16-bit representation with lossless precision. It’s also possible – run a 16-bit representation to get a 10-bit representation. (The Y416 and therefore Y410 formats are an exception, which can however be excluded from this general rule as these types of products do not have the same RAM configuration.)
When graphics hardware reads space a containing a 10-bit implementation, it must ignore the half-dozen least significant bits of each channel. However, if a valid surface contains 16-bit data, it must be identified as a giant 16-bit surface.
In formats that are the source of the alpha channel, a fully transparent pixel gives you the alpha value and stop, a fully opaque pixel has a distinct alpha value (2^n) – 2, where n is a number along with the alpha channel. bits. Alpha is supposed to be ultimately a linear value, which experts say is applied to each component after that component has been converted to its normalized linear form.
For video memory in an image, the graphics driver currently selects interface memory alignment. The interface must be DWORD aligned. That is, lines inside the exterior are guaranteed to start on a good 32-bit boundary, although the alignment could potentially be more than 32-bit. Origin point (0,0) – left upper corner of the face.
In the programs in this documentation, the term U is equivalent to Cb, and your term V is equivalent to Cr.
FOURCC Codes For FOURCC Yuv 10 And 16 Bit
The format codes mentioned here use the following convention:
If the custom format is flat, the first avatar of the FOURCC code will be the letter “P”. If the format is compressed, the first character will be ‘Y’.
The second letter of the FOURCC code must be determined by chroma sampling, as shown in the table below. samples
The last two characters of each FOURCC indicate the number of elements per channel: “16” for 12 bits or “10” for ten bits.
The following FOURCC directives have been defined based on this schema. There is currently no 4:2:1 format defined for 10-bit or 16-bit YUV display.
Subtype GUIDs have also been defined by these FOURCCs; understand GUID of video subtypes.
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This section describes the memory structure for each configuration. In the following descriptions, the term WORD refers to a complete 16-bit little-endian value, and the term DWORD refers to a 32-bit little-endian value. Dimensions
4:2:0 4:2:0 Formats Are Defined Using The FOURCC Codes P016 And P010. They Use The Same Memory Map But P016 Uses 16 Bits Per Channel And P010 Uses 10 Parts Per Channel.
P016 And P010
In these several formats, all of the Y patterns appear in first memory as an array with words from an even number of lines. The surface step can be greater than the width of the Y plane. This array is immediately followed by a word array containing nested U and V patterns, as shown in the usage diagram.
If combinedThe merged UV array is usually addressed as a DWORD array, the least significant word (LSW) contains the U value, and the virtual significant word (MSW) contains the V value. The step of the new combined UV plane is equal to our own step in the Y plane. In the UV plane half as many lines as in the Y plane.
These one or two formats are 4:2:0 planar pixel formats for higher fidelity YUV displays. These should be mid-term requirements for DirectX Video Acceleration (DXVA) accelerators that support 10-bit or 16-bit 4:2:0 video.
Aspect Ratio 4:2:2
Four 4:2:2 formats are defined, two flat and two compact. You have the FOURCC codes of the fandom:
P216 And P210
In these planar formats, all Y patterns are first available in memory as a sequence of words with an even number of lines. The surface pitch can be greater than the width relative to the Y plane. This array is usually immediately followed by a WORD array containing nested U but also V patterns, as shown in our diagram below.
When combined, UV trapping addresses as an array built from a DWORD, LSW contains the U value and MSW contains the V value. The increment of the UV plane is equal to the increment of the Y trip to the market. The U-V plane has the same number of lines as the Y plane.
These two formats are the most popular 4:2:2 plane pixel formats for high-precision YUV displays. It is the largest bank for the mid-term need for DirectX Video Acceleration (DXVA) accelerators supporting 10-bit or 16-bit 4:2:2 video.
Y216 As Y210
In these two compact structures, each pair of pixels is not used as an array of four WORDs, as shown in the figure here.
The first word that created the array was the first Y pattern of the current pair, the second WORD contains your current U pattern, the third WORD has the second Y pattern, and this fourth WORD contains the V pattern.< / p >
Y210 is identical to Y216 except that each sample contains only 10 significant data intervals. The six really significant bits are set to zero as described above.
Aspect Ratio 4:4:4
Two 4:4:4 formats are defined in FOURCC Y410 and Y416. Both are related in formats. dimensions
This is a 10-bit cluttered representation containing 2 bits tied to an alpha channel. Each pixel is encoded as one DWORD with the random access memory structure shown in the diagram below.
Bits 0-9 contain the U small sample bits, 10-19 contain the Y experiment bits, 20-29 contain the V sample bits, and bits 30-31 contain the alpha resource. To indicate that a pixel is completely opaque, the application must align the two alpha bits the same to get 0x03.
This format is a cluttered 16-bit representation that contains 16 bits due to the alpha channel. Each pixel is encoded as a DWORD pair, as shown in the image below.