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@@ -5,12 +5,6 @@ uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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uniform texture2d image;
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-sampler_state def_sampler {
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- Filter = Linear;
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- AddressU = Clamp;
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- AddressV = Clamp;
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-};
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-
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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@@ -31,6 +25,9 @@ float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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+ // Handle potential OpenGL flip.
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+ uvdelta.y = abs(uvdelta.y);
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+
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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@@ -39,19 +36,20 @@ float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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float2 targetpos = uv / uvdelta;
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- float2 targetposleft = targetpos - 0.5;
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- float2 targetposright = targetpos + 0.5;
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+ float2 targetposmin = targetpos - 0.5;
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+ float2 targetposmax = targetpos + 0.5;
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+ float2 scale = base_dimension_i / uvdelta;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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- float2 loadindex = float2(loadindexx, loadindexy);
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- float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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- float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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- float2 targetmin = max(potentialtargetmin, targetposleft);
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- float2 targetmax = min(potentialtargetmax, targetposright);
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+ int2 loadindex = int2(loadindexx, loadindexy);
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+ float2 potentialtargetmin = float2(loadindex) * scale;
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+ float2 potentialtargetmax = potentialtargetmin + scale;
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+ float2 targetmin = max(potentialtargetmin, targetposmin);
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+ float2 targetmax = min(potentialtargetmax, targetposmax);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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- float4 sample = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0);
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+ float4 sample = image.Load(int3(loadindex, 0));
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totalcolor += area * float4(sample.rgb * sample.a, sample.a);
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}
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}
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@@ -72,6 +70,9 @@ float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET
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float2 uv = vert_in.uv;
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float2 uvdelta = float2(ddx(uv.x), ddy(uv.y));
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+ // Handle potential OpenGL flip.
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+ uvdelta.y = abs(uvdelta.y);
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+
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float2 uvhalfdelta = 0.5 * uvdelta;
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float2 uvmin = uv - uvhalfdelta;
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float2 uvmax = uv + uvhalfdelta;
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@@ -80,19 +81,20 @@ float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET
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int2 loadindexmax = int2(uvmax / base_dimension_i);
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float2 targetpos = uv / uvdelta;
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- float2 targetposleft = targetpos - 0.5;
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- float2 targetposright = targetpos + 0.5;
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+ float2 targetposmin = targetpos - 0.5;
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+ float2 targetposmax = targetpos + 0.5;
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+ float2 scale = base_dimension_i / uvdelta;
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for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy)
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{
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for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx)
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{
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- float2 loadindex = float2(loadindexx, loadindexy);
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- float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i;
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- float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i;
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- float2 targetmin = max(potentialtargetmin, targetposleft);
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- float2 targetmax = min(potentialtargetmax, targetposright);
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+ int2 loadindex = int2(loadindexx, loadindexy);
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+ float2 potentialtargetmin = float2(loadindex) * scale;
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+ float2 potentialtargetmax = potentialtargetmin + scale;
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+ float2 targetmin = max(potentialtargetmin, targetposmin);
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+ float2 targetmax = min(potentialtargetmax, targetposmax);
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float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y);
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- float3 yuv = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0).xyz;
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+ float3 yuv = image.Load(int3(loadindex, 0)).xyz;
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totalcolor += area * ConvertFromYuv(yuv);
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}
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}
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