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#version 450
#extension GL_GOOGLE_include_directive : enable
#include "d3d9_convert_common.h"
layout(
local_size_x = 8,
local_size_y = 8,
local_size_z = 1) in;
layout(binding = 0)
writeonly uniform image2D dst;
layout(binding = 1) uniform usamplerBuffer src;
layout(push_constant)
uniform u_info_t {
uvec2 extent;
} u_info;
vec2 fetchUnorm2x8(usamplerBuffer source, uint offset) {
return unpackUnorm2x8(texelFetch(src, int(offset)).r);
}
// Format is:
// YYYYYYYYYYYYYYY...
// YYYYYYYYYYYYYYY...
// UVUVUVUVUVUVUVU...
void main() {
ivec3 thread_id = ivec3(gl_GlobalInvocationID);
if (all(lessThan(thread_id.xy, u_info.extent))) {
uvec2 pitch = uvec2(u_info.extent.x, u_info.extent.y);
uint offset = thread_id.x
+ thread_id.y * pitch.x;
// Fetch 2 luminance samples.
vec2 y = fetchUnorm2x8(src, offset) - (16 / 255.0);
// Go into the second plane to get the chroma data.
// UV data is subsampled as [2, 2]
// So we need to divide thread_id.y by 2.
// thread_id.x is already accounted for as we read uint16
offset = thread_id.x
+ thread_id.y / 2 * pitch.x
+ pitch.x * pitch.y;
vec2 uv = fetchUnorm2x8(src, offset) - (128 / 255.0);
// The NV12 format seems to use the BT.709 color space.
vec4 color0 = convertBT_709(vec3(y.x, uv.x, uv.y));
vec4 color1 = convertBT_709(vec3(y.y, uv.x, uv.y));
// We write as a macropixel of [2, 1]
// So write out 2 pixels in this run.
ivec2 writePos = thread_id.xy * ivec2(2, 1);
imageStore(dst, ivec2(writePos.x, writePos.y), color0);
imageStore(dst, ivec2(writePos.x + 1, writePos.y), color1);
}
}
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