Move all data into the subdir it belongs to
Completely removes the build dir in favor of cmake based build layouting
This commit is contained in:
@@ -285,5 +285,5 @@ target_link_libraries(libobs
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${LIBAVUTIL_LIBRARIES})
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install_obs_core(libobs EXPORT LibObs)
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install_obs_data(libobs ../build/data/libobs libobs)
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install_obs_data(libobs data libobs)
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install_obs_headers(${libobs_HEADERS})
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54
libobs/data/default.effect
Normal file
54
libobs/data/default.effect
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@@ -0,0 +1,54 @@
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uniform float4x4 ViewProj;
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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 texture2d image;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSDrawBare(VertInOut vert_in) : TARGET
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{
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return image.Sample(def_sampler, vert_in.uv);
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}
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float4 PSDrawMatrix(VertInOut vert_in) : TARGET
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{
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float4 yuv = image.Sample(def_sampler, vert_in.uv);
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
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return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawBare(vert_in);
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawMatrix(vert_in);
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}
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}
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309
libobs/data/format_conversion.effect
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309
libobs/data/format_conversion.effect
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@@ -0,0 +1,309 @@
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/******************************************************************************
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Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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//#define DEBUGGING
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uniform float4x4 ViewProj;
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uniform float u_plane_offset;
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uniform float v_plane_offset;
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uniform float width;
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uniform float height;
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uniform float width_i;
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uniform float height_i;
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uniform float width_d2;
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uniform float height_d2;
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uniform float width_d2_i;
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uniform float height_d2_i;
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uniform float input_width;
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uniform float input_height;
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uniform float input_width_i;
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uniform float input_height_i;
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uniform float input_width_i_d2;
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uniform float input_height_i_d2;
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uniform texture2d image;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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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 0.1
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float4 PSNV12(VertInOut vert_in) : TARGET
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{
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#ifdef _OPENGL
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float v_mul = floor((1.0 - vert_in.uv.y) * input_height);
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#else
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float v_mul = floor(vert_in.uv.y * input_height);
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#endif
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float byte_offset = floor((v_mul + vert_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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#endif
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float lum_u = floor(fmod(byte_offset, width)) * width_i;
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float lum_v = floor(byte_offset * width_i) * height_i;
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/* move to texel centers to sample the 4 pixels properly */
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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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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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return transpose(out_val)[1];
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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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#endif
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float new_offset = byte_offset - u_plane_offset;
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float ch_u = floor(fmod(new_offset, width)) * width_i;
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float ch_v = floor(new_offset * width_i) * height_d2_i;
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float width_i2 = width_i*2.0;
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/* move to the borders of each set of 4 pixels to force it
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* to do bilinear averaging */
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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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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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}
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}
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float4 PSPlanar420(VertInOut vert_in) : TARGET
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{
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#ifdef _OPENGL
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float v_mul = floor((1.0 - vert_in.uv.y) * input_height);
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#else
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float v_mul = floor(vert_in.uv.y * input_height);
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#endif
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float byte_offset = floor((v_mul + vert_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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#endif
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float lum_u = floor(fmod(byte_offset, width)) * width_i;
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float lum_v = floor(byte_offset * width_i) * height_i;
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/* move to texel centers to sample the 4 pixels properly */
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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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} else {
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#ifdef DEBUGGING
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return ((byte_offset < v_plane_offset) ?
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float4(0.5, 0.5, 0.5, 0.5) :
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float4(0.2, 0.2, 0.2, 0.2));
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#endif
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float new_offset = byte_offset -
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((byte_offset < v_plane_offset) ?
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u_plane_offset : v_plane_offset);
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float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
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float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
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float width_i2 = width_i*2.0;
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/* move to the borders of each set of 4 pixels to force it
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* to do bilinear averaging */
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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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sample_pos[2] = float2(ch_u += width_i2, ch_v);
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sample_pos[3] = float2(ch_u + width_i2, ch_v);
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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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if (byte_offset < u_plane_offset)
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return out_val[1];
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else if (byte_offset < v_plane_offset)
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return out_val[0];
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else
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return out_val[2];
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}
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float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
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int y0_pos, int y1_pos) : TARGET
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{
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float y = vert_in.uv.y;
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#ifdef _OPENGL
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y = 1. - y;
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#endif
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float odd = floor(fmod(width * vert_in.uv.x + PRECISION_OFFSET, 2.0));
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float x = floor(width_d2 * vert_in.uv.x + PRECISION_OFFSET) *
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width_d2_i;
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x += input_width_i_d2;
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float4 texel = image.Sample(def_sampler, float2(x, y));
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return float4(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
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texel[u_pos], texel[v_pos], 1.0);
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}
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float GetOffsetColor(float offset)
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{
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float2 uv;
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offset += PRECISION_OFFSET;
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uv.x = floor(fmod(offset, input_width)) * input_width_i;
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uv.y = floor(offset * input_width_i) * input_height_i;
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uv.xy += float2(input_width_i_d2, input_height_i_d2);
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return image.Sample(def_sampler, uv).r;
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}
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float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
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{
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float x = vert_in.uv.x;
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float y = vert_in.uv.y;
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#ifdef _OPENGL
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y = 1. - y;
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#endif
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float x_offset = floor(x * width + PRECISION_OFFSET);
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float y_offset = floor(y * height + PRECISION_OFFSET);
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float lum_offset = y_offset * width + x_offset + PRECISION_OFFSET;
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lum_offset = floor(lum_offset);
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float ch_offset = floor(y_offset * 0.5 + PRECISION_OFFSET) * width_d2 +
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(x_offset * 0.5) + PRECISION_OFFSET;
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ch_offset = floor(ch_offset);
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return float4(
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GetOffsetColor(lum_offset),
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GetOffsetColor(u_plane_offset + ch_offset),
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GetOffsetColor(v_plane_offset + ch_offset),
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1.0
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);
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}
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technique Planar420
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSPlanar420(vert_in);
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}
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}
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technique NV12
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSNV12(vert_in);
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}
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}
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technique UYVY_Reverse
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSPacked422_Reverse(vert_in, 2, 0, 1, 3);
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}
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}
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technique YUY2_Reverse
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSPacked422_Reverse(vert_in, 1, 3, 2, 0);
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}
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}
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technique YVYU_Reverse
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSPacked422_Reverse(vert_in, 3, 1, 2, 0);
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}
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}
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technique I420_Reverse
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSPlanar420_Reverse(vert_in);
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}
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}
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54
libobs/data/solid.effect
Normal file
54
libobs/data/solid.effect
Normal file
@@ -0,0 +1,54 @@
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uniform float4x4 ViewProj;
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uniform float4 color = {1.0, 1.0, 1.0, 1.0};
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struct SolidVertInOut {
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float4 pos : POSITION;
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};
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SolidVertInOut VSSolid(SolidVertInOut vert_in)
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{
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SolidVertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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return vert_out;
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}
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float4 PSSolid(SolidVertInOut vert_in) : TARGET
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{
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return color;
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}
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struct SolidColoredVertInOut {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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SolidColoredVertInOut VSSolidColored(SolidColoredVertInOut vert_in)
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{
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SolidColoredVertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.color = vert_in.color;
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return vert_out;
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}
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float4 PSSolidColored(SolidColoredVertInOut vert_in) : TARGET
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{
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return vert_in.color * color;
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}
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technique Solid
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{
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pass
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{
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vertex_shader = VSSolid(vert_in);
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pixel_shader = PSSolid(vert_in);
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}
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}
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technique SolidColored
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{
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pass
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{
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vertex_shader = VSSolidColored(vert_in);
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pixel_shader = PSSolidColored(vert_in);
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}
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}
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Reference in New Issue
Block a user