libobs: Use tex.Load for reverse NV12/I420 funcs
Eventually, most things should be replaced with Load where applicable (though in some cases sub-pixel sampling is desired). This commit also fixes a bug where NV12 async sources wouldn't render correctly.
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@@ -37,6 +37,11 @@ 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 int int_width;
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uniform int int_input_width;
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uniform int int_u_plane_offset;
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uniform int int_v_plane_offset;
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uniform texture2d image;
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sampler_state def_sampler {
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@@ -235,6 +240,12 @@ float4 PSPlanar444(VertInOut vert_in) : TARGET
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return out_val[2];
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}
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float GetIntOffsetColor(int offset)
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{
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return image.Load(int2(offset % int_input_width,
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offset / int_input_width)).r;
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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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@@ -250,59 +261,37 @@ float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_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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float x_offset = floor(x * width + PRECISION_OFFSET);
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float y_offset = floor(y * height + PRECISION_OFFSET);
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int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
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int y = int(vert_in.uv.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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int lum_offset = y * int_width + x;
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int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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int chroma1 = int_u_plane_offset + chroma_offset;
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int chroma2 = int_v_plane_offset + chroma_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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GetIntOffsetColor(lum_offset),
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GetIntOffsetColor(chroma1),
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GetIntOffsetColor(chroma2),
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1.0
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);
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}
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float4 PSNV12_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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float x_offset = floor(x * width + PRECISION_OFFSET);
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float y_offset = floor(y * height + PRECISION_OFFSET);
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int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
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int y = int(vert_in.uv.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);
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ch_offset = floor(ch_offset * 2.0 + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
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int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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int chroma = int_u_plane_offset + chroma_offset * 2;
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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(u_plane_offset + ch_offset + 1.0),
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GetIntOffsetColor(lum_offset),
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GetIntOffsetColor(chroma),
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GetIntOffsetColor(chroma + 1),
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1.0
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);
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}
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