/* * Copyright (C) 2005-2015 Team XBMC * http://xbmc.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with XBMC; see the file COPYING. If not, see * . * */ #include "convolution_d3d.fx" #include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { AddressU = CLAMP; AddressV = CLAMP; Filter = MIN_MAG_POINT_MIP_LINEAR; }; inline half3 weight(float pos) { #ifdef HAS_RGBA half3 w = g_KernelTexture.Sample(KernelSampler, pos).rgb; #else half3 w = g_KernelTexture.Sample(KernelSampler, pos).bgr; #endif #ifndef HAS_FLOAT_TEXTURE w = w * 2.0 - 1.0; #endif return w; } inline half3 pixel(float xpos, float ypos) { return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb; } half3 getLine(float ypos, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2) { return pixel(xpos1.r, ypos) * linetaps1.r + pixel(xpos1.g, ypos) * linetaps2.r + pixel(xpos1.b, ypos) * linetaps1.g + pixel(xpos2.r, ypos) * linetaps2.g + pixel(xpos2.g, ypos) * linetaps1.b + pixel(xpos2.b, ypos) * linetaps2.b; } // Code for first pass - horizontal float4 CONVOLUTION6x6Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET { float2 f = frac(TextureUV / g_StepXY.xy + 0.5); half3 linetaps1 = weight((1.0 - f.x) / 2.0); half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); // kernel generation code made sure taps add up to 1, no need to adjust here. float xstart = (-2.0 - f.x) * g_StepXY.x + TextureUV.x; float3 xpos1 = xstart + g_StepXY.x * float3(0.0, 1.0, 2.0); float3 xpos2 = xstart + g_StepXY.x * float3(3.0, 4.0, 5.0); return float4(getLine(TextureUV.y, xpos1, xpos2, linetaps1, linetaps2), 1.0); } // Code for second pass - vertical half3 getRow(float xpos, float3 ypos1, float3 ypos2, half3 columntaps1, half3 columntaps2) { return pixel(xpos, ypos1.r) * columntaps1.r + pixel(xpos, ypos1.g) * columntaps2.r + pixel(xpos, ypos1.b) * columntaps1.g + pixel(xpos, ypos2.r) * columntaps2.g + pixel(xpos, ypos2.g) * columntaps1.b + pixel(xpos, ypos2.b) * columntaps2.b; } float4 CONVOLUTION6x6Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET { float2 f = frac(TextureUV / g_StepXY.zw + 0.5); half3 columntaps1 = weight((1.0 - f.y) / 2.0); half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); // kernel generation code made sure taps add up to 1, no need to adjust here. float ystart = (-2.0 - f.y) * g_StepXY.w + TextureUV.y; float3 ypos1 = ystart + g_StepXY.w * float3(0.0, 1.0, 2.0); float3 ypos2 = ystart + g_StepXY.w * float3(3.0, 4.0, 5.0); return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2)), TextureUV); } technique11 SCALER_T { pass P0 { SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Horiz() ) ); } pass P1 { SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Vert() ) ); } };