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-rw-r--r--gfx/layers/d3d11/mlgshaders/ycbcr-ps.hlsl118
1 files changed, 118 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/ycbcr-ps.hlsl b/gfx/layers/d3d11/mlgshaders/ycbcr-ps.hlsl
new file mode 100644
index 0000000000..1a30e6cb5a
--- /dev/null
+++ b/gfx/layers/d3d11/mlgshaders/ycbcr-ps.hlsl
@@ -0,0 +1,118 @@
+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+#include "common-ps.hlsl"
+#include "textured-common.hlsl"
+
+Texture2D tY : register(ps, t0);
+Texture2D tCb : register(ps, t1);
+Texture2D tCr : register(ps, t2);
+
+cbuffer YCbCrBuffer : register(b1) {
+ row_major float3x3 YuvColorMatrix;
+};
+
+cbuffer vCoefficientBuffer : register(b2) {
+ float vCoefficient;
+}
+
+/* From Rec601:
+[R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16]
+[G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128]
+[B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128]
+
+For [0,1] instead of [0,255], and to 5 places:
+[R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275]
+[G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196]
+[B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196]
+
+From Rec709:
+[R] [1.1643835616438356, 4.2781193979771426e-17, 1.7927410714285714] [ Y - 16]
+[G] = [1.1643835616438358, -0.21324861427372963, -0.532909328559444] x [Cb - 128]
+[B] [1.1643835616438356, 2.1124017857142854, 0.0] [Cr - 128]
+
+For [0,1] instead of [0,255], and to 5 places:
+[R] [1.16438, 0.00000, 1.79274] [ Y - 0.06275]
+[G] = [1.16438, -0.21325, -0.53291] x [Cb - 0.50196]
+[B] [1.16438, 2.11240, 0.00000] [Cr - 0.50196]
+*/
+float4 CalculateYCbCrColor(float3 rgb)
+{
+ return float4(
+ mul(YuvColorMatrix,
+ float3(
+ rgb.r - 0.06275,
+ rgb.g - 0.50196,
+ rgb.b - 0.50196)),
+ 1.0);
+}
+
+float4 CalculateIMC4Color(const float2 aTexCoords)
+{
+ float3 yuv = float3(
+ tY.Sample(sSampler, aTexCoords).r,
+ tCb.Sample(sSampler, aTexCoords).r,
+ tCr.Sample(sSampler, aTexCoords).r);
+ return CalculateYCbCrColor(yuv * vCoefficient);
+}
+
+float4 CalculateNV12Color(const float2 aTexCoords)
+{
+ float y = tY.Sample(sSampler, aTexCoords).r;
+ float2 cbcr = tCb.Sample(sSampler, aTexCoords).rg;
+ return CalculateYCbCrColor(float3(y, cbcr) * vCoefficient);
+}
+
+float4 TexturedQuadIMC4(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target
+{
+ return CalculateIMC4Color(aInput.vTexCoords) * sOpacity;
+}
+
+float4 TexturedQuadNV12(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target
+{
+ return CalculateNV12Color(aInput.vTexCoords) * sOpacity;
+}
+
+float4 TexturedVertexIMC4(const VS_SAMPLEOUTPUT aInput) : SV_Target
+{
+ if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
+ return float4(0, 0, 0, 0);
+ }
+
+ float alpha = ReadMask(aInput.vMaskCoords);
+ return CalculateIMC4Color(aInput.vTexCoords) * alpha;
+}
+
+float4 TexturedVertexNV12(const VS_SAMPLEOUTPUT aInput) : SV_Target
+{
+ if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
+ return float4(0, 0, 0, 0);
+ }
+
+ float alpha = ReadMask(aInput.vMaskCoords);
+ return CalculateNV12Color(aInput.vTexCoords) * alpha;
+}
+
+float4 TexturedQuadIdentityIMC4(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target
+{
+ float3 rgb = float3(
+ tCr.Sample(sSampler, aInput.vTexCoords).r,
+ tY.Sample(sSampler, aInput.vTexCoords).r,
+ tCb.Sample(sSampler, aInput.vTexCoords).r);
+ return float4(rgb * vCoefficient, 1.0) * sOpacity;
+}
+
+float4 TexturedVertexIdentityIMC4(const VS_SAMPLEOUTPUT aInput) : SV_Target
+{
+ if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
+ return float4(0, 0, 0, 0);
+ }
+
+ float alpha = ReadMask(aInput.vMaskCoords);
+ float3 rgb = float3(
+ tCr.Sample(sSampler, aInput.vTexCoords).r,
+ tY.Sample(sSampler, aInput.vTexCoords).r,
+ tCb.Sample(sSampler, aInput.vTexCoords).r);
+ return float4(rgb * vCoefficient, 1.0) * alpha;
+}