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@@ -24,6 +24,7 @@ uniform float height_i;
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uniform float width_d2;
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uniform float height_d2;
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uniform float width_x2_i;
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+uniform float height_x2_i;
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uniform float maximum_over_sdr_white_nits;
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uniform float sdr_white_nits_over_maximum;
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uniform float hlg_exponent;
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@@ -56,8 +57,8 @@ struct VertTexPos {
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float4 pos : POSITION;
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};
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-struct VertPosWide {
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- float3 pos_wide : TEXCOORD0;
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+struct VertTexTexPos {
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+ float4 uvuv : TEXCOORD0;
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float4 pos : POSITION;
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};
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@@ -75,8 +76,8 @@ struct FragTex {
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float2 uv : TEXCOORD0;
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};
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-struct FragPosWide {
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- float3 pos_wide : TEXCOORD0;
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+struct FragTexTex {
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+ float4 uvuv : TEXCOORD0;
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};
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struct FragTexWide {
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@@ -144,41 +145,61 @@ VertTexPosWideWide VSTexPos_TopLeft(uint id : VERTEXID)
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return vert_out;
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}
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-VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID)
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+VertTexTexPos VSPacked422Left_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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- float x = idHigh * 4.0 - 1.0;
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- float y = idLow * 4.0 - 1.0;
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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- float u = idHigh * 2.0;
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- float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+ float u = idHigh * 2. + width_x2_i;
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+ float v = idLow * 2.;
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+ v = obs_glsl_compile ? v : (1. - v);
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+
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+ VertTexTexPos vert_out;
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+ vert_out.uvuv = float4(width_d2 * u, height * v, u, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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+ return vert_out;
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+}
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+
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+VertTexPos VS420Left_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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+
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+ float u = idHigh * 2. + width_x2_i;
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+ float v = idLow * 2.;
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+ v = obs_glsl_compile ? v : (1. - v);
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VertTexPos vert_out;
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- vert_out.uv = float2(width_d2 * u, height * v);
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- vert_out.pos = float4(x, y, 0.0, 1.0);
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+ vert_out.uv = float2(u, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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return vert_out;
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}
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-VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID)
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+VertTexPos VS420TopLeft_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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- float x = idHigh * 4.0 - 1.0;
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- float y = idLow * 4.0 - 1.0;
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+ float x = idHigh * 4. - 1.;
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+ float y = idLow * 4. - 1.;
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- float u = idHigh * 2.0;
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- float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+ float u = idHigh * 2. + width_x2_i;
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+ float v = idLow * 2. - height_x2_i;
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+ v = obs_glsl_compile ? v : (1. - v);
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VertTexPos vert_out;
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- vert_out.uv = float2(width_d2 * u, height_d2 * v);
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- vert_out.pos = float4(x, y, 0.0, 1.0);
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+ vert_out.uv = float2(u, v);
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+ vert_out.pos = float4(x, y, 0., 1.);
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return vert_out;
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}
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-VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
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+VertTexPos VS422Left_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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@@ -186,11 +207,11 @@ VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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- float u = idHigh * 2.0;
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+ float u = idHigh * 2.0 + width_x2_i;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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- VertPosWide vert_out;
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- vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v);
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+ VertTexPos vert_out;
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+ vert_out.uv = float2(u, v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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@@ -425,36 +446,33 @@ float3 YUV_to_RGB(float3 yuv)
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return float3(r, g, b);
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}
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-float3 PSUYVY_Reverse(FragTex frag_in) : TARGET
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+float3 PSUYVY_Reverse(FragTexTex frag_in) : TARGET
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{
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- float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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- float2 y01 = y2uv.yw;
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- float2 cbcr = y2uv.zx;
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- float leftover = frac(frag_in.uv.x);
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+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).yw;
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+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).zx;
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+ float leftover = frac(frag_in.uvuv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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-float3 PSYUY2_Reverse(FragTex frag_in) : TARGET
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+float3 PSYUY2_Reverse(FragTexTex frag_in) : TARGET
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{
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- float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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- float2 y01 = y2uv.zx;
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- float2 cbcr = y2uv.yw;
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- float leftover = frac(frag_in.uv.x);
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+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
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+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
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+ float leftover = frac(frag_in.uvuv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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-float4 PSYUY2_PQ_Reverse(FragTex frag_in) : TARGET
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+float4 PSYUY2_PQ_Reverse(FragTexTex frag_in) : TARGET
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{
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- float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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- float2 y01 = y2uv.zx;
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- float2 cbcr = y2uv.yw;
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- float leftover = frac(frag_in.uv.x);
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+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
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+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
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+ float leftover = frac(frag_in.uvuv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 pq = YUV_to_RGB(yuv);
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@@ -463,12 +481,11 @@ float4 PSYUY2_PQ_Reverse(FragTex frag_in) : TARGET
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return float4(rgb, 1.);
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}
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-float4 PSYUY2_HLG_Reverse(FragTex frag_in) : TARGET
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+float4 PSYUY2_HLG_Reverse(FragTexTex frag_in) : TARGET
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{
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- float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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- float2 y01 = y2uv.zx;
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- float2 cbcr = y2uv.yw;
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- float leftover = frac(frag_in.uv.x);
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+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
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+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).yw;
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+ float leftover = frac(frag_in.uvuv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 hlg = YUV_to_RGB(yuv);
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@@ -477,12 +494,11 @@ float4 PSYUY2_HLG_Reverse(FragTex frag_in) : TARGET
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return float4(rgb, 1.);
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}
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-float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
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+float3 PSYVYU_Reverse(FragTexTex frag_in) : TARGET
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{
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- float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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- float2 y01 = y2uv.zx;
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- float2 cbcr = y2uv.wy;
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- float leftover = frac(frag_in.uv.x);
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+ float2 y01 = image.Load(int3(frag_in.uvuv.xy, 0)).zx;
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+ float2 cbcr = image.Sample(def_sampler, frag_in.uvuv.zw, 0).wy;
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+ float leftover = frac(frag_in.uvuv.x);
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float y = (leftover < 0.5) ? y01.x : y01.y;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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@@ -492,9 +508,8 @@ float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
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float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- int3 xy0_chroma = int3(frag_in.uv, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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@@ -503,9 +518,8 @@ float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
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float4 PSPlanar420_PQ_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- int3 xy0_chroma = int3(frag_in.uv, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float3 pq = YUV_to_RGB(yuv);
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float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
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@@ -516,9 +530,8 @@ float4 PSPlanar420_PQ_Reverse(VertTexPos frag_in) : TARGET
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float4 PSPlanar420_HLG_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- int3 xy0_chroma = int3(frag_in.uv, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float3 hlg = YUV_to_RGB(yuv);
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float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
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@@ -530,32 +543,29 @@ float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET
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{
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int3 xy0_luma = int3(frag_in.pos.xy, 0);
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float y = image.Load(xy0_luma).x;
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- int3 xy0_chroma = int3(frag_in.uv, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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float alpha = image3.Load(xy0_luma).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float4 rgba = float4(YUV_to_RGB(yuv), alpha);
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return rgba;
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}
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-float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
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+float3 PSPlanar422_Reverse(VertTexPos frag_in) : TARGET
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{
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- float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
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- int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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}
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-float4 PSPlanar422_10LE_Reverse(FragPosWide frag_in) : TARGET
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+float4 PSPlanar422_10LE_Reverse(VertTexPos frag_in) : TARGET
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{
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- float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
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- int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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yuv *= 65535. / 1023.;
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float3 rgb = YUV_to_RGB(yuv);
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@@ -563,14 +573,13 @@ float4 PSPlanar422_10LE_Reverse(FragPosWide frag_in) : TARGET
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return float4(rgb, 1.);
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}
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-float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET
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+float4 PSPlanar422A_Reverse(VertTexPos frag_in) : TARGET
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{
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- int3 xy0_luma = int3(frag_in.pos_wide.xz, 0);
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+ int3 xy0_luma = int3(frag_in.pos.xy, 0);
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float y = image.Load(xy0_luma).x;
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- int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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- float cb = image1.Load(xy0_chroma).x;
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- float cr = image2.Load(xy0_chroma).x;
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float alpha = image3.Load(xy0_luma).x;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x;
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float3 yuv = float3(y, cb, cr);
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float4 rgba = float4(YUV_to_RGB(yuv), alpha);
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return rgba;
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@@ -636,7 +645,7 @@ float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
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float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
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+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
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float3 yuv = float3(y, cbcr);
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float3 rgb = YUV_to_RGB(yuv);
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return rgb;
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@@ -645,7 +654,7 @@ float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
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float4 PSNV12_PQ_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
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+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
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float3 yuv = float3(y, cbcr);
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float3 pq = YUV_to_RGB(yuv);
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float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
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@@ -656,7 +665,7 @@ float4 PSNV12_PQ_Reverse(VertTexPos frag_in) : TARGET
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float4 PSNV12_HLG_Reverse(VertTexPos frag_in) : TARGET
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{
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float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
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|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
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|
float3 yuv = float3(y, cbcr);
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|
float3 hlg = YUV_to_RGB(yuv);
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|
float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
@@ -668,9 +677,8 @@ float4 PSI010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float ratio = 65535. / 1023.;
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|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
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|
- int3 xy0_chroma = int3(frag_in.uv, 0);
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- float cb = image1.Load(xy0_chroma).x * ratio;
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- float cr = image2.Load(xy0_chroma).x * ratio;
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+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
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+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
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|
float3 yuv = float3(y, cb, cr);
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|
float3 rgb = YUV_to_RGB(yuv);
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rgb = srgb_nonlinear_to_linear(rgb);
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@@ -681,9 +689,8 @@ float4 PSI010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float ratio = 65535. / 1023.;
|
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|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
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- int3 xy0_chroma = int3(frag_in.uv, 0);
|
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|
- float cb = image1.Load(xy0_chroma).x * ratio;
|
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|
- float cr = image2.Load(xy0_chroma).x * ratio;
|
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|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
|
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|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
|
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|
float3 yuv = float3(y, cb, cr);
|
|
|
float3 pq = YUV_to_RGB(yuv);
|
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|
float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
@@ -695,9 +702,8 @@ float4 PSI010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float ratio = 65535. / 1023.;
|
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
|
- int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
|
- float cb = image1.Load(xy0_chroma).x * ratio;
|
|
|
- float cr = image2.Load(xy0_chroma).x * ratio;
|
|
|
+ float cb = image1.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
+ float cr = image2.Sample(def_sampler, frag_in.uv).x * ratio;
|
|
|
float3 yuv = float3(y, cb, cr);
|
|
|
float3 hlg = YUV_to_RGB(yuv);
|
|
|
float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
@@ -708,7 +714,7 @@ float4 PSI010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
float4 PSP010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
@@ -720,7 +726,7 @@ float4 PSP010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
|
float4 PSP010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
@@ -733,7 +739,7 @@ float4 PSP010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
float4 PSP010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
- float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
|
+ float2 cbcr = image1.Sample(def_sampler, frag_in.uv).xy;
|
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
@@ -988,7 +994,7 @@ technique UYVY_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
pixel_shader = PSUYVY_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -997,7 +1003,7 @@ technique YUY2_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
pixel_shader = PSYUY2_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1006,7 +1012,7 @@ technique YUY2_PQ_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
pixel_shader = PSYUY2_PQ_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1015,7 +1021,7 @@ technique YUY2_HLG_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
pixel_shader = PSYUY2_HLG_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1024,7 +1030,7 @@ technique YVYU_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ vertex_shader = VSPacked422Left_Reverse(id);
|
|
|
pixel_shader = PSYVYU_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1033,7 +1039,7 @@ technique I420_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1042,7 +1048,7 @@ technique I420_PQ_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSPlanar420_PQ_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1051,7 +1057,7 @@ technique I420_HLG_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSPlanar420_HLG_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1060,7 +1066,7 @@ technique I40A_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
pixel_shader = PSPlanar420A_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1069,7 +1075,7 @@ technique I422_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSPosWide_Reverse(id);
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
pixel_shader = PSPlanar422_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1078,7 +1084,7 @@ technique I210_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSPosWide_Reverse(id);
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
pixel_shader = PSPlanar422_10LE_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1087,7 +1093,7 @@ technique I42A_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSPosWide_Reverse(id);
|
|
|
+ vertex_shader = VS422Left_Reverse(id);
|
|
|
pixel_shader = PSPlanar422A_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1141,7 +1147,7 @@ technique NV12_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1150,7 +1156,7 @@ technique NV12_PQ_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSNV12_PQ_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1159,7 +1165,7 @@ technique NV12_HLG_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSNV12_HLG_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1168,7 +1174,7 @@ technique I010_SRGB_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
pixel_shader = PSI010_SRGB_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1177,7 +1183,7 @@ technique I010_PQ_2020_709_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSI010_PQ_2020_709_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1186,7 +1192,7 @@ technique I010_HLG_2020_709_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSI010_HLG_2020_709_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1195,7 +1201,7 @@ technique P010_SRGB_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420Left_Reverse(id);
|
|
|
pixel_shader = PSP010_SRGB_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1204,7 +1210,7 @@ technique P010_PQ_2020_709_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSP010_PQ_2020_709_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
@@ -1213,7 +1219,7 @@ technique P010_HLG_2020_709_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
+ vertex_shader = VS420TopLeft_Reverse(id);
|
|
|
pixel_shader = PSP010_HLG_2020_709_Reverse(frag_in);
|
|
|
}
|
|
|
}
|