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/*
* Copyright (C) 2005-2013 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
* <http://www.gnu.org/licenses/>.
*
*/
#include "output_d3d.fx"
texture2D g_Texture[3];
float4x4 g_ColorMatrix;
float2 g_StepXY;
float2 g_viewPort;
float4x4 g_primMat;
float g_gammaDstInv;
float g_gammaSrc;
SamplerState YUVSampler : IMMUTABLE
{
AddressU = CLAMP;
AddressV = CLAMP;
Filter = MIN_MAG_MIP_POINT;
};
struct VS_INPUT
{
float4 Position : POSITION;
float2 TextureY : TEXCOORD0;
float2 TextureUV : TEXCOORD1;
};
struct VS_OUTPUT
{
float2 TextureY : TEXCOORD0;
float2 TextureUV : TEXCOORD1;
float4 Position : SV_POSITION;
};
VS_OUTPUT VS(VS_INPUT In)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1;
output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1;
output.Position.z = output.Position.z;
output.Position.w = 1.0;
output.TextureY = In.TextureY;
output.TextureUV = In.TextureUV;
return output;
}
#ifdef NV12_SNORM_UV
inline float unormU(float c)
{
c *= 0.5;
if (c < 0.0) c += 1.0;
return saturate(c);
}
inline float2 unormUV(float2 rg)
{
return float2(unormU(rg.x), unormU(rg.y));
}
#endif
float4 YUV2RGB(VS_OUTPUT In) : SV_TARGET
{
#if defined(XBMC_YV12) //|| defined(XBMC_NV12)
float4 YUV = float4(g_Texture[0].Sample(YUVSampler, In.TextureY ).r
, g_Texture[1].Sample(YUVSampler, In.TextureUV).r
, g_Texture[2].Sample(YUVSampler, In.TextureUV).r
, 1.0);
#elif defined(XBMC_NV12)
float4 YUV = float4(g_Texture[0].Sample(YUVSampler, In.TextureY).r
#if defined(NV12_SNORM_UV)
, unormUV(g_Texture[1].Sample(YUVSampler, In.TextureUV).rg)
#else
, g_Texture[1].Sample(YUVSampler, In.TextureUV).rg
#endif
, 1.0);
#elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
// The HLSL compiler is smart enough to optimize away these redundant assignments.
// That way the code is almost identical to the OGL shader.
float2 stepxy = g_StepXY;
float2 pos = In.TextureY;
pos = float2(pos.x - (stepxy.x * 0.25), pos.y);
float2 f = frac(pos / stepxy);
//y axis will be correctly interpolated by opengl
//x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves
float4 c1 = g_Texture[0].Sample(YUVSampler, float2(pos.x + ((0.5 - f.x) * stepxy.x), pos.y));
float4 c2 = g_Texture[0].Sample(YUVSampler, float2(pos.x + ((1.5 - f.x) * stepxy.x), pos.y));
/* each pixel has two Y subpixels and one UV subpixel
YUV Y YUV
check if we're left or right of the middle Y subpixel and interpolate accordingly*/
#if defined(XBMC_YUY2) // BGRA = YUYV
float leftY = lerp(c1.b, c1.r, f.x * 2.0);
float rightY = lerp(c1.r, c2.b, f.x * 2.0 - 1.0);
float2 outUV = lerp(c1.ga, c2.ga, f.x);
#elif defined(XBMC_UYVY) // BGRA = UYVY
float leftY = lerp(c1.g, c1.a, f.x * 2.0);
float rightY = lerp(c1.a, c2.g, f.x * 2.0 - 1.0);
float2 outUV = lerp(c1.br, c2.br, f.x);
#endif
float outY = lerp(leftY, rightY, step(0.5, f.x));
float4 YUV = float4(outY, outUV, 1.0);
#endif
float4 rgb = mul(YUV, g_ColorMatrix);
#if defined(XBMC_COL_CONVERSION)
rgb.rgb = pow(max(0.0, rgb.rgb), g_gammaSrc);
rgb.rgb = max(0.0, mul(rgb, g_primMat).rgb);
rgb.rgb = pow(rgb.rgb, g_gammaDstInv);
#endif
return output4(rgb, In.TextureY);
}
technique11 YUV2RGB_T
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) );
SetPixelShader( CompileShader( ps_4_0_level_9_1, YUV2RGB() ) );
}
};
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