obs-studio/libobs/data/format_conversion.effect

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/******************************************************************************
Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
//#define DEBUGGING
uniform float u_plane_offset;
uniform float v_plane_offset;
uniform float width;
uniform float height;
uniform float width_i;
uniform float height_i;
uniform float width_d2;
uniform float height_d2;
uniform float width_d2_i;
uniform float height_d2_i;
uniform float input_width;
uniform float input_height;
uniform float input_width_i;
uniform float input_height_i;
uniform float input_width_i_d2;
uniform float input_height_i_d2;
uniform int int_width;
uniform int int_input_width;
uniform int int_u_plane_offset;
uniform int int_v_plane_offset;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform float4 color_vec_y;
uniform float4 color_vec_u;
uniform float4 color_vec_v;
uniform texture2d image;
sampler_state def_sampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct FragPos {
float4 pos : POSITION;
};
struct VertTexPos {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragTex {
float2 uv : TEXCOORD0;
};
FragPos VSPos(uint id : VERTEXID)
{
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
FragPos vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
VertTexPos VSPosTex(uint id : VERTEXID)
{
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
VertTexPos vert_out;
vert_out.uv = float2(u, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
/* used to prevent internal GPU precision issues width fmod in particular */
#define PRECISION_OFFSET 0.2
float4 PSNV12(FragTex frag_in) : TARGET
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{
float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
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byte_offset += PRECISION_OFFSET;
if (byte_offset < u_plane_offset) {
#ifdef DEBUGGING
return float4(1.0, 1.0, 1.0, 1.0);
#endif
float lum_u = floor(fmod(byte_offset, width)) * width_i;
float lum_v = floor(byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
lum_u += width_i * 0.5;
lum_v += height_i * 0.5;
float2 sample_pos0 = float2(lum_u, lum_v);
float2 sample_pos1 = float2(lum_u += width_i, lum_v);
float2 sample_pos2 = float2(lum_u += width_i, lum_v);
float2 sample_pos3 = float2(lum_u + width_i, lum_v);
float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
float4 out_val = float4(
dot(color_vec_y.xyz, rgb0) + color_vec_y.w,
dot(color_vec_y.xyz, rgb1) + color_vec_y.w,
dot(color_vec_y.xyz, rgb2) + color_vec_y.w,
dot(color_vec_y.xyz, rgb3) + color_vec_y.w
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);
return out_val;
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} else {
#ifdef DEBUGGING
return float4(0.5, 0.2, 0.5, 0.2);
#endif
float new_offset = byte_offset - u_plane_offset;
float ch_u = floor(fmod(new_offset, width)) * width_i;
float ch_v = floor(new_offset * width_i) * height_d2_i;
float width_i2 = width_i*2.0;
/* move to the borders of each set of 4 pixels to force it
* to do bilinear averaging */
ch_u += width_i;
ch_v += height_i;
float2 sample_pos0 = float2(ch_u, ch_v);
float2 sample_pos1 = float2(ch_u + width_i2, ch_v);
float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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return float4(
dot(color_vec_u.xyz, rgb0) + color_vec_u.w,
dot(color_vec_v.xyz, rgb0) + color_vec_v.w,
dot(color_vec_u.xyz, rgb1) + color_vec_u.w,
dot(color_vec_v.xyz, rgb1) + color_vec_v.w
);
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}
}
float PSNV12_Y(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y;
}
float2 PSNV12_UV(FragTex frag_in) : TARGET
{
float3 rgb = image.Sample(def_sampler, frag_in.uv).rgb;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
return float2(u, v);
}
float4 PSPlanar420(FragTex frag_in) : TARGET
{
float v_mul = floor(frag_in.uv.y * input_height);
float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float2 sample_pos0, sample_pos1, sample_pos2, sample_pos3;
if (byte_offset < u_plane_offset) {
#ifdef DEBUGGING
return float4(1.0, 1.0, 1.0, 1.0);
#endif
float lum_u = floor(fmod(byte_offset, width)) * width_i;
float lum_v = floor(byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
lum_u += width_i * 0.5;
lum_v += height_i * 0.5;
sample_pos0 = float2(lum_u, lum_v);
sample_pos1 = float2(lum_u += width_i, lum_v);
sample_pos2 = float2(lum_u += width_i, lum_v);
sample_pos3 = float2(lum_u + width_i, lum_v);
} else {
#ifdef DEBUGGING
return ((byte_offset < v_plane_offset) ?
float4(0.5, 0.5, 0.5, 0.5) :
float4(0.2, 0.2, 0.2, 0.2));
#endif
float new_offset = byte_offset -
((byte_offset < v_plane_offset) ?
u_plane_offset : v_plane_offset);
float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
float width_i2 = width_i*2.0;
/* move to the borders of each set of 4 pixels to force it
* to do bilinear averaging */
ch_u += width_i;
ch_v += height_i;
/* set up coordinates for next chroma line, in case
* (width / 2) % 4 == 2, i.e. the current set of 4 pixels is split
* between the current and the next chroma line; do note that the next
* chroma line is two source lines below the current source line */
float ch_u_n = 0. + width_i;
float ch_v_n = ch_v + height_i * 3;
sample_pos0 = float2(ch_u, ch_v);
sample_pos1 = float2(ch_u += width_i2, ch_v);
ch_u += width_i2;
// check if ch_u overflowed the current source and chroma line
if (ch_u > 1.0) {
sample_pos2 = float2(ch_u_n, ch_v_n);
sample_pos2 = float2(ch_u_n + width_i2, ch_v_n);
} else {
sample_pos2 = float2(ch_u, ch_v);
sample_pos3 = float2(ch_u + width_i2, ch_v);
}
}
float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
float4 color_vec;
if (byte_offset < u_plane_offset)
color_vec = color_vec_y;
else if (byte_offset < v_plane_offset)
color_vec = color_vec_u;
else
color_vec = color_vec_v;
return float4(
dot(color_vec.xyz, rgb0) + color_vec.w,
dot(color_vec.xyz, rgb1) + color_vec.w,
dot(color_vec.xyz, rgb2) + color_vec.w,
dot(color_vec.xyz, rgb3) + color_vec.w
);
}
float4 PSPlanar444(FragTex frag_in) : TARGET
{
float v_mul = floor(frag_in.uv.y * input_height);
float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float new_byte_offset = byte_offset;
if (byte_offset >= v_plane_offset)
new_byte_offset -= v_plane_offset;
else if (byte_offset >= u_plane_offset)
new_byte_offset -= u_plane_offset;
float u_val = floor(fmod(new_byte_offset, width)) * width_i;
float v_val = floor(new_byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
u_val += width_i * 0.5;
v_val += height_i * 0.5;
float2 sample_pos0 = float2(u_val, v_val);
float2 sample_pos1 = float2(u_val += width_i, v_val);
float2 sample_pos2 = float2(u_val += width_i, v_val);
float2 sample_pos3 = float2(u_val + width_i, v_val);
float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
float4 color_vec;
if (byte_offset < u_plane_offset)
color_vec = color_vec_y;
else if (byte_offset < v_plane_offset)
color_vec = color_vec_u;
else
color_vec = color_vec_v;
return float4(
dot(color_vec.xyz, rgb0) + color_vec.w,
dot(color_vec.xyz, rgb1) + color_vec.w,
dot(color_vec.xyz, rgb2) + color_vec.w,
dot(color_vec.xyz, rgb3) + color_vec.w
);
}
float GetIntOffsetColor(int offset)
{
return image.Load(int3(offset % int_input_width,
offset / int_input_width,
0)).r;
}
float4 PSPacked422_Reverse(FragTex frag_in, int u_pos, int v_pos,
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int y0_pos, int y1_pos) : TARGET
{
float y = frag_in.uv.y;
float odd = floor(fmod(width * frag_in.uv.x + PRECISION_OFFSET, 2.0));
float x = floor(width_d2 * frag_in.uv.x + PRECISION_OFFSET) *
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width_d2_i;
x += input_width_i_d2;
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float4 texel = image.Sample(def_sampler, float2(x, y));
float3 yuv = float3(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
texel[u_pos], texel[v_pos]);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
float4 PSPlanar420_Reverse(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
int chroma1 = int_u_plane_offset + chroma_offset;
int chroma2 = int_v_plane_offset + chroma_offset;
float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma1),
GetIntOffsetColor(chroma2)
);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
}
float4 PSPlanar444_Reverse(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
int lum_offset = y * int_width + x;
int chroma_offset = y * int_width + x;
int chroma1 = int_u_plane_offset + chroma_offset;
int chroma2 = int_v_plane_offset + chroma_offset;
float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma1),
GetIntOffsetColor(chroma2)
);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
}
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float4 PSNV12_Reverse(FragTex frag_in) : TARGET
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{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
int chroma = int_u_plane_offset + chroma_offset * 2;
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float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma),
GetIntOffsetColor(chroma + 1)
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);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
float4 PSY800_Limited(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
float limited = image.Load(int3(x, y, 0)).x;
float full = saturate((limited - (16.0 / 255.0)) * (255.0 / 219.0));
return float4(full, full, full, 1.0);
}
float4 PSY800_Full(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
float3 full = image.Load(int3(x, y, 0)).xxx;
return float4(full, 1.0);
}
float4 PSRGB_Limited(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
float4 rgba = image.Load(int3(x, y, 0));
rgba.rgb = saturate((rgba.rgb - (16.0 / 255.0)) * (255.0 / 219.0));
return rgba;
}
float4 PSBGR3_Limited(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
float b = image.Load(int3(x - 1, y, 0)).x;
float g = image.Load(int3(x, y, 0)).x;
float r = image.Load(int3(x + 1, y, 0)).x;
float3 rgb = float3(r, g, b);
rgb = saturate((rgb - (16.0 / 255.0)) * (255.0 / 219.0));
return float4(rgb, 1.0);
}
float4 PSBGR3_Full(FragTex frag_in) : TARGET
{
int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
float b = image.Load(int3(x - 1, y, 0)).x;
float g = image.Load(int3(x, y, 0)).x;
float r = image.Load(int3(x + 1, y, 0)).x;
float3 rgb = float3(r, g, b);
return float4(rgb, 1.0);
}
technique Planar420
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPlanar420(frag_in);
}
}
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technique Planar444
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPlanar444(frag_in);
}
}
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technique NV12
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSNV12(frag_in);
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}
}
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technique NV12_Y
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSNV12_Y(frag_in);
}
}
technique NV12_UV
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSNV12_UV(frag_in);
}
}
technique UYVY_Reverse
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{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPacked422_Reverse(frag_in, 2, 0, 1, 3);
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}
}
technique YUY2_Reverse
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPacked422_Reverse(frag_in, 1, 3, 2, 0);
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}
}
technique YVYU_Reverse
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPacked422_Reverse(frag_in, 3, 1, 2, 0);
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}
}
technique I420_Reverse
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPlanar420_Reverse(frag_in);
}
}
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technique I444_Reverse
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSPlanar444_Reverse(frag_in);
}
}
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technique NV12_Reverse
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSNV12_Reverse(frag_in);
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}
}
technique Y800_Limited
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSY800_Limited(frag_in);
}
}
technique Y800_Full
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSY800_Full(frag_in);
}
}
technique RGB_Limited
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSRGB_Limited(frag_in);
}
}
technique BGR3_Limited
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSBGR3_Limited(frag_in);
}
}
technique BGR3_Full
{
pass
{
vertex_shader = VSPosTex(id);
pixel_shader = PSBGR3_Full(frag_in);
}
}