{"id":18901272,"url":"https://github.com/regular/gpyu","last_synced_at":"2026-01-24T09:33:35.947Z","repository":{"id":747155,"uuid":"399049","full_name":"regular/gpyu","owner":"regular","description":"OpenGL fragment shader code generator tool for multi-format YUV to RGB color space conversion on the GPU ","archived":false,"fork":false,"pushed_at":"2009-12-05T08:01:28.000Z","size":76,"stargazers_count":1,"open_issues_count":0,"forks_count":0,"subscribers_count":2,"default_branch":"master","last_synced_at":"2025-05-24T11:08:34.113Z","etag":null,"topics":[],"latest_commit_sha":null,"homepage":"","language":null,"has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":"kissyteam/overlay","license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/regular.png","metadata":{"files":{"readme":"README","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null}},"created_at":"2009-12-05T07:22:53.000Z","updated_at":"2021-05-16T06:05:40.000Z","dependencies_parsed_at":"2022-08-16T10:45:27.604Z","dependency_job_id":null,"html_url":"https://github.com/regular/gpyu","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"purl":"pkg:github/regular/gpyu","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/regular%2Fgpyu","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/regular%2Fgpyu/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/regular%2Fgpyu/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/regular%2Fgpyu/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/regular","download_url":"https://codeload.github.com/regular/gpyu/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/regular%2Fgpyu/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":28723249,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-01-24T08:27:05.734Z","status":"ssl_error","status_checked_at":"2026-01-24T08:27:01.197Z","response_time":89,"last_error":"SSL_connect returned=1 errno=0 peeraddr=140.82.121.6:443 state=error: unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":[],"created_at":"2024-11-08T08:55:39.440Z","updated_at":"2026-01-24T09:33:35.927Z","avatar_url":"https://github.com/regular.png","language":null,"readme":"GPYU\n----\nCommand line tool and Python module for GLSL source code generation of fragment shaders that perform color space conversions on the GPU.\n\nGPYU synthesizes a shader program that transforms texture data in a given YUV pixel format to RGB on the fly (while rendering a textured quad). Planar and non-planar YUV formats with various subsampling ratios are supported. Image planes can be sampled from different textures (multitexturing) or from one packed texture that contains all planes.\n\nThe input pixel format can be specified in a generic way or as a name string as used in libavcodec/ffmpeg.\n\nimport gpyu\nsource = gpyu.createShaderSource(gpyu.PixelFormat(\"yuv420p\"), width=1920, height=1080, pitch=1200, packing=BANDS)\n\nSupported packing modes are:\n\n* INTERLEAVED: 1 texture, non-planar, U and V channels are interleaved with the Y channel\n* TEXTURES: 3 separate textures for Y, U and V channels\n* RECTS: 1 texture with Y on top and U and V side-by-side below\n* BANDS: 1 texture with Y on top, then U, then V, texture may have horizontal padding on the right.\n\nThe BANDS layout exists, because it may make copying pixel data from a decoding buffer more efficient.\n\nThis is work in progress.","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fregular%2Fgpyu","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fregular%2Fgpyu","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fregular%2Fgpyu/lists"}