69c215345a
Currently several shaders need "DrawMatrix" techniques to support the possibility that the input texture is a "YUV" format. Also, "DrawMatrix" is overloaded for translation in both directions when it is written for RGB to "YUV" only. A cleaner solution is to handle "YUV" to RGB up-front as part of format conversion, and ensure only RGB inputs reach the other shaders. This is necessary to someday perform correct scale filtering without the cost of redundant "YUV" conversions per texture tap. A necessary prerequisite for this is to add conversion support for VIDEO_FORMAT_I444, and that is now in place. There was already a hack in place to cover VIDEO_FORMAT_Y800. All other "YUV" formats already have conversion functions. "DrawMatrix" has been removed from shaders that only supported "YUV" to RGB conversions. It still exists in shaders that perform RGB to "YUV" conversions, and the implementations have been sanitized accordingly.
37 lines
625 B
Plaintext
37 lines
625 B
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float2 scale;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Repeat;
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AddressV = Repeat;
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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 * scale;
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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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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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