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@@ -44,6 +44,10 @@ uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float4 color_vec_y;
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uniform float4 color_vec_u;
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uniform float4 color_vec_v;
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uniform texture2d image;
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sampler_state def_sampler {
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@@ -52,12 +56,33 @@ sampler_state def_sampler {
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AddressV = Clamp;
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};
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struct VertInOut {
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struct FragPos {
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float4 pos : POSITION;
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};
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struct VertTexPos {
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float2 uv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct FragTex {
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(uint id : VERTEXID)
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FragPos VSPos(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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FragPos vert_out;
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPos VSPosTex(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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@@ -68,24 +93,22 @@ VertInOut VSDefault(uint id : VERTEXID)
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertInOut vert_out;
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vert_out.pos = float4(x, y, 0.0, 1.0);
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VertTexPos vert_out;
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vert_out.uv = float2(u, v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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/* used to prevent internal GPU precision issues width fmod in particular */
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#define PRECISION_OFFSET 0.2
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float4 PSNV12(VertInOut vert_in) : TARGET
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float4 PSNV12(FragTex frag_in) : TARGET
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{
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float v_mul = floor(vert_in.uv.y * input_height);
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
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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;
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float2 sample_pos[4];
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if (byte_offset < u_plane_offset) {
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#ifdef DEBUGGING
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return float4(1.0, 1.0, 1.0, 1.0);
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@@ -98,19 +121,24 @@ float4 PSNV12(VertInOut vert_in) : TARGET
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lum_u += width_i * 0.5;
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lum_v += height_i * 0.5;
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sample_pos[0] = float2(lum_u, lum_v);
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sample_pos[1] = float2(lum_u += width_i, lum_v);
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sample_pos[2] = float2(lum_u += width_i, lum_v);
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sample_pos[3] = float2(lum_u + width_i, lum_v);
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float2 sample_pos0 = float2(lum_u, lum_v);
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float2 sample_pos1 = float2(lum_u += width_i, lum_v);
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float2 sample_pos2 = float2(lum_u += width_i, lum_v);
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float2 sample_pos3 = float2(lum_u + width_i, lum_v);
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float4x4 out_val = float4x4(
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image.Sample(def_sampler, sample_pos[0]),
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image.Sample(def_sampler, sample_pos[1]),
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image.Sample(def_sampler, sample_pos[2]),
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image.Sample(def_sampler, sample_pos[3])
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
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float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
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float4 out_val = float4(
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dot(color_vec_y.xyz, rgb0) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb1) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb2) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb3) + color_vec_y.w
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);
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return transpose(out_val)[1];
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return out_val;
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} else {
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#ifdef DEBUGGING
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return float4(0.5, 0.2, 0.5, 0.2);
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@@ -127,34 +155,44 @@ float4 PSNV12(VertInOut vert_in) : TARGET
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ch_u += width_i;
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ch_v += height_i;
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sample_pos[0] = float2(ch_u, ch_v);
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sample_pos[1] = float2(ch_u + width_i2, ch_v);
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float2 sample_pos0 = float2(ch_u, ch_v);
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float2 sample_pos1 = float2(ch_u + width_i2, ch_v);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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return float4(
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image.Sample(def_sampler, sample_pos[0]).rb,
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image.Sample(def_sampler, sample_pos[1]).rb
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);
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dot(color_vec_u.xyz, rgb0) + color_vec_u.w,
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dot(color_vec_v.xyz, rgb0) + color_vec_v.w,
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dot(color_vec_u.xyz, rgb1) + color_vec_u.w,
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dot(color_vec_v.xyz, rgb1) + color_vec_v.w
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);
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}
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}
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float PSNV12_Y(VertInOut vert_in) : TARGET
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float PSNV12_Y(FragPos frag_in) : TARGET
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{
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return image.Sample(def_sampler, vert_in.uv.xy).y;
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
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return y;
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}
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float2 PSNV12_UV(VertInOut vert_in) : TARGET
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float2 PSNV12_UV(FragTex frag_in) : TARGET
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{
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return image.Sample(def_sampler, vert_in.uv.xy).xz;
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float3 rgb = image.Sample(def_sampler, frag_in.uv).rgb;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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return float2(u, v);
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}
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float4 PSPlanar420(VertInOut vert_in) : TARGET
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float4 PSPlanar420(FragTex frag_in) : TARGET
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{
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float v_mul = floor(vert_in.uv.y * input_height);
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
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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;
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float2 sample_pos[4];
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float2 sample_pos0, sample_pos1, sample_pos2, sample_pos3;
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if (byte_offset < u_plane_offset) {
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#ifdef DEBUGGING
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@@ -168,10 +206,10 @@ float4 PSPlanar420(VertInOut vert_in) : TARGET
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lum_u += width_i * 0.5;
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lum_v += height_i * 0.5;
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sample_pos[0] = float2(lum_u, lum_v);
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sample_pos[1] = float2(lum_u += width_i, lum_v);
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sample_pos[2] = float2(lum_u += width_i, lum_v);
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sample_pos[3] = float2(lum_u + width_i, lum_v);
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sample_pos0 = float2(lum_u, lum_v);
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sample_pos1 = float2(lum_u += width_i, lum_v);
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sample_pos2 = float2(lum_u += width_i, lum_v);
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sample_pos3 = float2(lum_u + width_i, lum_v);
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} else {
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#ifdef DEBUGGING
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@@ -200,42 +238,46 @@ float4 PSPlanar420(VertInOut vert_in) : TARGET
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float ch_u_n = 0. + width_i;
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float ch_v_n = ch_v + height_i * 3;
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sample_pos[0] = float2(ch_u, ch_v);
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sample_pos[1] = float2(ch_u += width_i2, ch_v);
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sample_pos0 = float2(ch_u, ch_v);
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sample_pos1 = float2(ch_u += width_i2, ch_v);
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ch_u += width_i2;
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// check if ch_u overflowed the current source and chroma line
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if (ch_u > 1.0) {
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sample_pos[2] = float2(ch_u_n, ch_v_n);
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sample_pos[2] = float2(ch_u_n + width_i2, ch_v_n);
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sample_pos2 = float2(ch_u_n, ch_v_n);
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sample_pos2 = float2(ch_u_n + width_i2, ch_v_n);
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} else {
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sample_pos[2] = float2(ch_u, ch_v);
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sample_pos[3] = float2(ch_u + width_i2, ch_v);
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sample_pos2 = float2(ch_u, ch_v);
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sample_pos3 = float2(ch_u + width_i2, ch_v);
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}
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}
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float4x4 out_val = float4x4(
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image.Sample(def_sampler, sample_pos[0]),
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image.Sample(def_sampler, sample_pos[1]),
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image.Sample(def_sampler, sample_pos[2]),
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image.Sample(def_sampler, sample_pos[3])
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);
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out_val = transpose(out_val);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
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float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
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float4 color_vec;
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if (byte_offset < u_plane_offset)
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return out_val[1];
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color_vec = color_vec_y;
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else if (byte_offset < v_plane_offset)
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return out_val[0];
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color_vec = color_vec_u;
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else
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return out_val[2];
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color_vec = color_vec_v;
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return float4(
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dot(color_vec.xyz, rgb0) + color_vec.w,
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dot(color_vec.xyz, rgb1) + color_vec.w,
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dot(color_vec.xyz, rgb2) + color_vec.w,
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dot(color_vec.xyz, rgb3) + color_vec.w
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);
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}
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float4 PSPlanar444(VertInOut vert_in) : TARGET
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float4 PSPlanar444(FragTex frag_in) : TARGET
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{
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float v_mul = floor(vert_in.uv.y * input_height);
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
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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;
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float new_byte_offset = byte_offset;
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@@ -245,8 +287,6 @@ float4 PSPlanar444(VertInOut vert_in) : TARGET
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else if (byte_offset >= u_plane_offset)
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new_byte_offset -= u_plane_offset;
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float2 sample_pos[4];
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float u_val = floor(fmod(new_byte_offset, width)) * width_i;
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float v_val = floor(new_byte_offset * width_i) * height_i;
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@@ -254,26 +294,30 @@ float4 PSPlanar444(VertInOut vert_in) : TARGET
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u_val += width_i * 0.5;
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v_val += height_i * 0.5;
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sample_pos[0] = float2(u_val, v_val);
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sample_pos[1] = float2(u_val += width_i, v_val);
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sample_pos[2] = float2(u_val += width_i, v_val);
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sample_pos[3] = float2(u_val + width_i, v_val);
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float2 sample_pos0 = float2(u_val, v_val);
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float2 sample_pos1 = float2(u_val += width_i, v_val);
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float2 sample_pos2 = float2(u_val += width_i, v_val);
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float2 sample_pos3 = float2(u_val + width_i, v_val);
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float4x4 out_val = float4x4(
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image.Sample(def_sampler, sample_pos[0]),
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image.Sample(def_sampler, sample_pos[1]),
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image.Sample(def_sampler, sample_pos[2]),
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image.Sample(def_sampler, sample_pos[3])
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);
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out_val = transpose(out_val);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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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)
|
|
|
|
|
return out_val[1];
|
|
|
|
|
color_vec = color_vec_y;
|
|
|
|
|
else if (byte_offset < v_plane_offset)
|
|
|
|
|
return out_val[0];
|
|
|
|
|
color_vec = color_vec_u;
|
|
|
|
|
else
|
|
|
|
|
return out_val[2];
|
|
|
|
|
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)
|
|
|
|
@@ -283,12 +327,12 @@ float GetIntOffsetColor(int offset)
|
|
|
|
|
0)).r;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
|
|
|
|
|
float4 PSPacked422_Reverse(FragTex frag_in, int u_pos, int v_pos,
|
|
|
|
|
int y0_pos, int y1_pos) : TARGET
|
|
|
|
|
{
|
|
|
|
|
float y = vert_in.uv.y;
|
|
|
|
|
float odd = floor(fmod(width * vert_in.uv.x + PRECISION_OFFSET, 2.0));
|
|
|
|
|
float x = floor(width_d2 * vert_in.uv.x + PRECISION_OFFSET) *
|
|
|
|
|
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) *
|
|
|
|
|
width_d2_i;
|
|
|
|
|
|
|
|
|
|
x += input_width_i_d2;
|
|
|
|
@@ -300,10 +344,10 @@ float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
|
|
|
|
|
return saturate(mul(float4(yuv, 1.0), color_matrix));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSPlanar420_Reverse(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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 / 2) * (int_width / 2) + x / 2;
|
|
|
|
@@ -319,10 +363,10 @@ float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
return saturate(mul(float4(yuv, 1.0), color_matrix));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSPlanar444_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSPlanar444_Reverse(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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;
|
|
|
|
@@ -338,10 +382,10 @@ float4 PSPlanar444_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
return saturate(mul(float4(yuv, 1.0), color_matrix));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSNV12_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSNV12_Reverse(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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 / 2) * (int_width / 2) + x / 2;
|
|
|
|
@@ -356,39 +400,39 @@ float4 PSNV12_Reverse(VertInOut vert_in) : TARGET
|
|
|
|
|
return saturate(mul(float4(yuv, 1.0), color_matrix));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSY800_Limited(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSY800_Limited(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSY800_Full(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSRGB_Limited(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSBGR3_Limited(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width * 3.0 + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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;
|
|
|
|
@@ -398,10 +442,10 @@ float4 PSBGR3_Limited(VertInOut vert_in) : TARGET
|
|
|
|
|
return float4(rgb, 1.0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float4 PSBGR3_Full(VertInOut vert_in) : TARGET
|
|
|
|
|
float4 PSBGR3_Full(FragTex frag_in) : TARGET
|
|
|
|
|
{
|
|
|
|
|
int x = int(vert_in.uv.x * width * 3.0 + PRECISION_OFFSET);
|
|
|
|
|
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
|
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;
|
|
|
|
@@ -414,8 +458,8 @@ technique Planar420
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPlanar420(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPlanar420(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -423,8 +467,8 @@ technique Planar444
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPlanar444(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPlanar444(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -432,8 +476,8 @@ technique NV12
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSNV12(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSNV12(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -441,8 +485,8 @@ technique NV12_Y
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSNV12_Y(vert_in);
|
|
|
|
|
vertex_shader = VSPos(id);
|
|
|
|
|
pixel_shader = PSNV12_Y(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -450,8 +494,8 @@ technique NV12_UV
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSNV12_UV(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSNV12_UV(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -459,8 +503,8 @@ technique UYVY_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(vert_in, 2, 0, 1, 3);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 2, 0, 1, 3);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -468,8 +512,8 @@ technique YUY2_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(vert_in, 1, 3, 2, 0);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 1, 3, 2, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -477,8 +521,8 @@ technique YVYU_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(vert_in, 3, 1, 2, 0);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 3, 1, 2, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -486,8 +530,8 @@ technique I420_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPlanar420_Reverse(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -495,8 +539,8 @@ technique I444_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSPlanar444_Reverse(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -504,8 +548,8 @@ technique NV12_Reverse
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSNV12_Reverse(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -513,8 +557,8 @@ technique Y800_Limited
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSY800_Limited(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSY800_Limited(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -522,8 +566,8 @@ technique Y800_Full
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSY800_Full(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSY800_Full(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -531,8 +575,8 @@ technique RGB_Limited
|
|
|
|
|
{
|
|
|
|
|
pass
|
|
|
|
|
{
|
|
|
|
|
vertex_shader = VSDefault(id);
|
|
|
|
|
pixel_shader = PSRGB_Limited(vert_in);
|
|
|
|
|
vertex_shader = VSPosTex(id);
|
|
|
|
|
pixel_shader = PSRGB_Limited(frag_in);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@@ -540,8 +584,8 @@ technique BGR3_Limited
|
|
|
|
|
{
|
|
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pass
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{
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vertex_shader = VSDefault(id);
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pixel_shader = PSBGR3_Limited(vert_in);
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vertex_shader = VSPosTex(id);
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pixel_shader = PSBGR3_Limited(frag_in);
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}
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}
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@@ -549,7 +593,7 @@ technique BGR3_Full
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{
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pass
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{
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vertex_shader = VSDefault(id);
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pixel_shader = PSBGR3_Full(vert_in);
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vertex_shader = VSPosTex(id);
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pixel_shader = PSBGR3_Full(frag_in);
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}
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}
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