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- /******************************************************************************
- Copyright (C) 2014 by Hugh Bailey <[email protected]>
- 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 of the License, 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 this program. If not, see <http://www.gnu.org/licenses/>.
- ******************************************************************************/
- //#define DEBUGGING
- uniform float4x4 ViewProj;
- uniform float u_plane_offset;
- uniform float v_plane_offset;
- uniform float width;
- uniform float height;
- uniform float width_i;
- uniform float height_i;
- uniform float width_d2;
- uniform float height_d2;
- uniform float width_d2_i;
- uniform float height_d2_i;
- uniform float input_height;
- uniform texture2d image;
- sampler_state def_sampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertInOut {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertInOut VSDefault(VertInOut vert_in)
- {
- VertInOut vert_out;
- vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = vert_in.uv;
- return vert_out;
- }
- /* used to prevent internal GPU precision issues width fmod in particular */
- #define PRECISION_OFFSET 0.1
- float4 PSPlanar420(VertInOut vert_in) : TARGET
- {
- #ifdef _OPENGL
- float v_mul = floor((1.0 - vert_in.uv.y) * input_height);
- #else
- float v_mul = floor(vert_in.uv.y * input_height);
- #endif
- float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
- byte_offset += PRECISION_OFFSET;
- float2 sample_pos[4];
- if (byte_offset < u_plane_offset) {
- #ifdef DEBUGGING
- return float4(1.0, 1.0, 1.0, 1.0);
- #endif
- float lum_u = floor(fmod(byte_offset, width)) * width_i;
- float lum_v = floor(byte_offset * width_i) * height_i;
- /* move to texel centers to sample the 4 pixels properly */
- lum_u += width_i * 0.5;
- lum_v += height_i * 0.5;
- sample_pos[0] = float2(lum_u, lum_v);
- sample_pos[1] = float2(lum_u += width_i, lum_v);
- sample_pos[2] = float2(lum_u += width_i, lum_v);
- sample_pos[3] = float2(lum_u + width_i, lum_v);
- } else {
- #ifdef DEBUGGING
- return ((byte_offset < v_plane_offset) ?
- float4(0.5, 0.5, 0.5, 0.5) :
- float4(0.2, 0.2, 0.2, 0.2));
- #endif
- float new_offset = byte_offset -
- ((byte_offset < v_plane_offset) ?
- u_plane_offset : v_plane_offset);
- float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
- float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
- float width_i2 = width_i*2.0;
- /* move to the borders of each set of 4 pixels to force it
- * to do bilinear averaging */
- ch_u += width_i;
- ch_v += height_i;
- sample_pos[0] = float2(ch_u, ch_v);
- sample_pos[1] = float2(ch_u += width_i2, ch_v);
- sample_pos[2] = float2(ch_u += width_i2, ch_v);
- sample_pos[3] = float2(ch_u + width_i2, ch_v);
- }
- float4x4 out_val = float4x4(
- image.Sample(def_sampler, sample_pos[0]),
- image.Sample(def_sampler, sample_pos[1]),
- image.Sample(def_sampler, sample_pos[2]),
- image.Sample(def_sampler, sample_pos[3])
- );
- out_val = transpose(out_val);
- if (byte_offset < u_plane_offset)
- return out_val[1];
- else if (byte_offset < v_plane_offset)
- return out_val[0];
- else
- return out_val[2];
- }
- technique Planar420
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSPlanar420(vert_in);
- }
- }
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