libobs: Remove need for DrawMatrix technique in effects

(Note: This commit also modifies obs-filters and text-freetype2)

This simplifies writing of effects.  DrawMatrix is no longer necessary
because there are no sources that require drawing with a color matrix
other than async sources, and async sources are automatically processed
and don't defer their initial render stage to filters.
This commit is contained in:
jp9000
2016-03-03 17:16:49 -08:00
parent e9a814740b
commit 9e15e3d8fd
13 changed files with 11 additions and 294 deletions

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color;
@@ -44,19 +41,6 @@ float4 PSAddImageRGBA(VertDataOut v_in) : TARGET
return rgba;
}
float4 PSAddImageMatrix(VertDataOut v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
rgba.rgb = saturate(rgba.rgb + targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
@@ -65,12 +49,3 @@ technique Draw
pixel_shader = PSAddImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAddImageMatrix(v_in);
}
}

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color;
@@ -44,19 +41,6 @@ float4 PSMuliplyImageRGBA(VertDataOut v_in) : TARGET
return rgba;
}
float4 PSMuliplyImageMatrix(VertDataOut v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
rgba.rgb = saturate(rgba.rgb * targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
@@ -65,12 +49,3 @@ technique Draw
pixel_shader = PSMuliplyImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSMuliplyImageMatrix(v_in);
}
}

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color;
@@ -44,19 +41,6 @@ float4 PSSubtractImageRGBA(VertDataOut v_in) : TARGET
return rgba;
}
float4 PSSubtractImageMatrix(VertDataOut v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
rgba.rgb = saturate(rgba.rgb - targetRGB.rgb);
return rgba;
}
technique Draw
{
pass
@@ -65,12 +49,3 @@ technique Draw
pixel_shader = PSSubtractImageRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSSubtractImageMatrix(v_in);
}
}

View File

@@ -1,11 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform float4x4 yuv_mat = { 0.182586, 0.614231, 0.062007, 0.062745,
-0.100644, -0.338572, 0.439216, 0.501961,
@@ -107,12 +101,6 @@ float4 PSChromaKeyRGBA(VertData v_in) : TARGET
return ProcessChromaKey(rgba, v_in, false);
}
float4 PSChromaKeyMatrix(VertData v_in) : TARGET
{
float4 rgba = SampleYUVToRGB(v_in.uv) * color;
return ProcessChromaKey(rgba, v_in, true);
}
technique Draw
{
pass
@@ -121,12 +109,3 @@ technique Draw
pixel_shader = PSChromaKeyRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSChromaKeyMatrix(v_in);
}
}

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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;
uniform float contrast;
@@ -39,15 +36,6 @@ float4 PSColorFilterRGBA(VertData v_in) : TARGET
return CalcColor(rgba);
}
float4 PSColorFilterMatrix(VertData v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) * color;
return CalcColor(rgba);
}
technique Draw
{
pass
@@ -56,12 +44,3 @@ technique Draw
pixel_shader = PSColorFilterRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorFilterMatrix(v_in);
}
}

View File

@@ -1,11 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
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;
uniform float contrast;
@@ -67,12 +61,6 @@ float4 PSColorKeyRGBA(VertData v_in) : TARGET
return ProcessColorKey(rgba, v_in);
}
float4 PSColorKeyMatrix(VertData v_in) : TARGET
{
float4 rgba = SampleYUVToRGB(v_in.uv) * color;
return ProcessColorKey(rgba, v_in);
}
technique Draw
{
pass
@@ -81,12 +69,3 @@ technique Draw
pixel_shader = PSColorKeyRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorKeyMatrix(v_in);
}
}

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color;
@@ -44,19 +41,6 @@ float4 PSAlphaMaskRGBA(VertDataOut v_in) : TARGET
return rgba;
}
float4 PSAlphaMaskMatrix(VertDataOut v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
rgba.a = targetRGB.a;
return rgba;
}
technique Draw
{
pass
@@ -65,12 +49,3 @@ technique Draw
pixel_shader = PSAlphaMaskRGBA(v_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSAlphaMaskMatrix(v_in);
}
}

View File

@@ -1,8 +1,5 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color;
@@ -44,19 +41,6 @@ float4 PSColorMaskRGBA(VertDataOut v_in) : TARGET
return rgba;
}
float4 PSColorMaskMatrix(VertDataOut v_in) : TARGET
{
float4 yuv = image.Sample(textureSampler, v_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
float4 rgba = saturate(mul(float4(yuv.xyz, 1.0), color_matrix)) *
color;
float4 targetRGB = target.Sample(textureSampler, v_in.uv2);
rgba.a = (targetRGB.r + targetRGB.g + targetRGB.b) / 3.0;
return rgba;
}
technique Draw
{
pass
@@ -66,11 +50,3 @@ technique Draw
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSColorMaskMatrix(v_in);
}
}

View File

@@ -3,9 +3,6 @@
uniform float4x4 ViewProj;
uniform texture2d image;
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 texture2d target;
uniform float4 color = {1.0, 1.0, 1.0, 1.0};
@@ -74,31 +71,6 @@ float4 PSDrawBare(VertOut vert_in) : TARGET
return colorx;
}
float4 PSDrawMatrix(VertOut vert_in) : TARGET
{
float4 E = image.Sample(def_sampler, vert_in.uv);
float4 colorx = 8*E;
float4 B = image.Sample(def_sampler, vert_in.t1.yw);
float4 D = image.Sample(def_sampler, vert_in.t2.xw);
float4 F = image.Sample(def_sampler, vert_in.t2.zw);
float4 H = image.Sample(def_sampler, vert_in.t3.yw);
colorx -= image.Sample(def_sampler, vert_in.t1.xw);
colorx -= B;
colorx -= image.Sample(def_sampler, vert_in.t1.zw);
colorx -= D;
colorx -= F;
colorx -= image.Sample(def_sampler, vert_in.t3.xw);
colorx -= H;
colorx -= image.Sample(def_sampler, vert_in.t3.zw);
colorx = ((E!=F && E!=D) || (E!=B && E!=H)) ? saturate(E + colorx*sharpness) : E;
float4 yuv = colorx;
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
}
technique Draw
{
pass
@@ -107,12 +79,3 @@ technique Draw
pixel_shader = PSDrawBare(vert_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMatrix(vert_in);
}
}

View File

@@ -1,7 +1,4 @@
uniform float4x4 ViewProj;
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 texture2d image;
sampler_state def_sampler {
@@ -30,13 +27,6 @@ float4 PSDrawBare(VertInOut vert_in) : TARGET
return image.Sample(def_sampler, vert_in.uv) * vert_in.col;
}
float4 PSDrawMatrix(VertInOut vert_in) : TARGET
{
float4 yuv = image.Sample(def_sampler, vert_in.uv);
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max);
return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
}
technique Draw
{
pass
@@ -45,12 +35,3 @@ technique Draw
pixel_shader = PSDrawBare(vert_in);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawMatrix(vert_in);
}
}