This file is indexed.

/usr/include/movit/flat_input.h is in libmovit-dev 1.3.1-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  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
#ifndef _MOVIT_FLAT_INPUT_H
#define _MOVIT_FLAT_INPUT_H 1

#include <epoxy/gl.h>
#include <assert.h>
#include <string>

#include "effect.h"
#include "effect_chain.h"
#include "fp16.h"
#include "image_format.h"
#include "init.h"
#include "input.h"

namespace movit {

class ResourcePool;

// A FlatInput is the normal, “classic” case of an input, where everything
// comes from a single 2D array with chunky pixels.
class FlatInput : public Input {
public:
	FlatInput(ImageFormat format, MovitPixelFormat pixel_format, GLenum type, unsigned width, unsigned height);
	~FlatInput();

	virtual std::string effect_type_id() const { return "FlatInput"; }

	virtual bool can_output_linear_gamma() const {
		// On desktop OpenGL, there's also GL_SLUMINANCE8 which could give us
		// support for single-channel sRGB decoding, but it's not supported
		// on GLES, and we're already actively rewriting single-channel inputs
		// to GL_RED (even on desktop), so we stick to 3- and 4-channel inputs.
		return (movit_srgb_textures_supported &&
		        type == GL_UNSIGNED_BYTE &&
			(pixel_format == FORMAT_RGB ||
			 pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) &&
		        (image_format.gamma_curve == GAMMA_LINEAR ||
		         image_format.gamma_curve == GAMMA_sRGB));
	}
	virtual AlphaHandling alpha_handling() const {
		switch (pixel_format) {
		case FORMAT_RGBA_PREMULTIPLIED_ALPHA:
			return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA;
		case FORMAT_RGBA_POSTMULTIPLIED_ALPHA:
			return OUTPUT_POSTMULTIPLIED_ALPHA;
		case FORMAT_R:
		case FORMAT_RG:
		case FORMAT_RGB:
			return OUTPUT_BLANK_ALPHA;
		default:
			assert(false);
		}
	}

	std::string output_fragment_shader();

	// Uploads the texture if it has changed since last time.
	void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);

	unsigned get_width() const { return width; }
	unsigned get_height() const { return height; }
	Colorspace get_color_space() const { return image_format.color_space; }
	GammaCurve get_gamma_curve() const { return image_format.gamma_curve; }
	virtual bool is_single_texture() const { return true; }

	// Tells the input where to fetch the actual pixel data. Note that if you change
	// this data, you must either call set_pixel_data() again (using the same pointer
	// is fine), or invalidate_pixel_data(). Otherwise, the texture won't be re-uploaded
	// on subsequent frames.
	//
	// The data can either be a regular pointer (if pbo==0), or a byte offset
	// into a PBO. The latter will allow you to start uploading the texture data
	// asynchronously to the GPU, if you have any CPU-intensive work between the
	// call to set_pixel_data() and the actual rendering. In either case,
	// the pointer (and PBO, if set) has to be valid at the time of the render call.
	void set_pixel_data(const unsigned char *pixel_data, GLuint pbo = 0)
	{
		assert(this->type == GL_UNSIGNED_BYTE);
		this->pixel_data = pixel_data;
		this->pbo = pbo;
		invalidate_pixel_data();
	}

	void set_pixel_data(const unsigned short *pixel_data, GLuint pbo = 0)
	{
		assert(this->type == GL_UNSIGNED_SHORT);
		this->pixel_data = pixel_data;
		this->pbo = pbo;
		invalidate_pixel_data();
	}

	void set_pixel_data_fp16(const fp16_int_t *pixel_data, GLuint pbo = 0)
	{
		assert(this->type == GL_HALF_FLOAT);
		this->pixel_data = pixel_data;
		this->pbo = pbo;
		invalidate_pixel_data();
	}

	void set_pixel_data(const float *pixel_data, GLuint pbo = 0)
	{
		assert(this->type == GL_FLOAT);
		this->pixel_data = pixel_data;
		this->pbo = pbo;
		invalidate_pixel_data();
	}

	void invalidate_pixel_data();

	// Note: Sets pitch to width, so even if your pitch is unchanged,
	// you will need to re-set it after this call.
	void set_width(unsigned width)
	{
		this->pitch = this->width = width;
		invalidate_pixel_data();
	}

	void set_height(unsigned height)
	{
		this->height = height;
		invalidate_pixel_data();
	}

	void set_pitch(unsigned pitch) {
		this->pitch = pitch;
		invalidate_pixel_data();
	}

	// Tells the input to use the specific OpenGL texture as pixel data.
	// This is useful if you want to share the same texture between multiple
	// EffectChain instances, or if you somehow can get the data into a texture more
	// efficiently than through a normal upload (e.g. a video codec decoding straight
	// into a texture). Note that you are responsible for setting the right sampler
	// parameters (e.g. clamp-to-edge) yourself, as well as generate any mipmaps
	// if they are needed.
	//
	// NOTE: The input does not take ownership of this texture; you are responsible
	// for releasing it yourself. In particular, if you call invalidate_pixel_data()
	// or anything calling it, the texture will silently be removed from the input.
	void set_texture_num(GLuint texture_num)
	{
		possibly_release_texture();
		this->texture_num = texture_num;
		this->owns_texture = false;
	}

	virtual void inform_added(EffectChain *chain)
	{
		resource_pool = chain->get_resource_pool();
	}

private:
	// Release the texture if we have any, and it is owned by us.
	void possibly_release_texture();

	ImageFormat image_format;
	MovitPixelFormat pixel_format;
	GLenum type;
	GLuint pbo, texture_num;
	int output_linear_gamma, needs_mipmaps;
	unsigned width, height, pitch;
	bool owns_texture;
	const void *pixel_data;
	ResourcePool *resource_pool;
	bool fixup_swap_rb, fixup_red_to_grayscale;
	GLint uniform_tex;
};

}  // namespace movit

#endif // !defined(_MOVIT_FLAT_INPUT_H)