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-rw-r--r--src/libs/dxvk-native-1.9.2a/src/d3d9/shaders/d3d9_convert_common.h44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/libs/dxvk-native-1.9.2a/src/d3d9/shaders/d3d9_convert_common.h b/src/libs/dxvk-native-1.9.2a/src/d3d9/shaders/d3d9_convert_common.h
new file mode 100644
index 00000000..daca40e1
--- /dev/null
+++ b/src/libs/dxvk-native-1.9.2a/src/d3d9/shaders/d3d9_convert_common.h
@@ -0,0 +1,44 @@
+float unormalize(uint value, int bits) {
+ const int range = (1 << bits) - 1;
+
+ return float(value) / float(range);
+}
+
+float snormalize(int value, int bits) {
+ const int range = (1 << (bits - 1)) - 1;
+
+ // Min because, -32 and -31 map to -1.0f, and we
+ // divide by 31.
+ return max(float(value) / float(range), -1.0);
+}
+
+float unpackUnorm(uint p) {
+ return float(p) / 255.0;
+}
+
+vec2 unpackUnorm2x8(uint p) {
+ uvec2 value = uvec2(p & 0xFF, p >> 8);
+ return vec2(unpackUnorm(value.x), unpackUnorm(value.y));
+}
+
+mat3x4 g_yuv_to_rgb = {
+ { 298 / 256, 0, 409 / 256, 0.5 },
+ { 298 / 256, -100 / 256, -208 / 256, 0.5 },
+ { 298 / 256, 516 / 256, 0, 0.5 }
+};
+
+vec4 convertYUV(vec3 yuv) {
+ vec3 value = vec4(yuv, 1 / 255.0) * g_yuv_to_rgb;
+
+ return vec4(clamp(value, 0, 1), 1);
+}
+
+mat3x3 g_bt709_to_rgb = {
+ { 1.164, 0, 1.793 },
+ { 1.164, -0.213, -0.533 },
+ { 1.164, 2.112, 0 }
+};
+
+vec4 convertBT_709(vec3 cde) {
+ return vec4(clamp(cde * g_bt709_to_rgb, 0, 1), 1);
+}