format_conversion.effect 8.2 KB

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  1. /******************************************************************************
  2. Copyright (C) 2014 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 2 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. //#define DEBUGGING
  15. uniform float4x4 ViewProj;
  16. uniform float u_plane_offset;
  17. uniform float v_plane_offset;
  18. uniform float width;
  19. uniform float height;
  20. uniform float width_i;
  21. uniform float height_i;
  22. uniform float width_d2;
  23. uniform float height_d2;
  24. uniform float width_d2_i;
  25. uniform float height_d2_i;
  26. uniform float input_width;
  27. uniform float input_height;
  28. uniform float input_width_i;
  29. uniform float input_height_i;
  30. uniform float input_width_i_d2;
  31. uniform float input_height_i_d2;
  32. uniform texture2d image;
  33. sampler_state def_sampler {
  34. Filter = Linear;
  35. AddressU = Clamp;
  36. AddressV = Clamp;
  37. };
  38. struct VertInOut {
  39. float4 pos : POSITION;
  40. float2 uv : TEXCOORD0;
  41. };
  42. VertInOut VSDefault(VertInOut vert_in)
  43. {
  44. VertInOut vert_out;
  45. vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
  46. vert_out.uv = vert_in.uv;
  47. return vert_out;
  48. }
  49. /* used to prevent internal GPU precision issues width fmod in particular */
  50. #define PRECISION_OFFSET 0.2
  51. float4 PSNV12(VertInOut vert_in) : TARGET
  52. {
  53. float v_mul = floor(vert_in.uv.y * input_height);
  54. float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
  55. byte_offset += PRECISION_OFFSET;
  56. float2 sample_pos[4];
  57. if (byte_offset < u_plane_offset) {
  58. #ifdef DEBUGGING
  59. return float4(1.0, 1.0, 1.0, 1.0);
  60. #endif
  61. float lum_u = floor(fmod(byte_offset, width)) * width_i;
  62. float lum_v = floor(byte_offset * width_i) * height_i;
  63. /* move to texel centers to sample the 4 pixels properly */
  64. lum_u += width_i * 0.5;
  65. lum_v += height_i * 0.5;
  66. sample_pos[0] = float2(lum_u, lum_v);
  67. sample_pos[1] = float2(lum_u += width_i, lum_v);
  68. sample_pos[2] = float2(lum_u += width_i, lum_v);
  69. sample_pos[3] = float2(lum_u + width_i, lum_v);
  70. float4x4 out_val = float4x4(
  71. image.Sample(def_sampler, sample_pos[0]),
  72. image.Sample(def_sampler, sample_pos[1]),
  73. image.Sample(def_sampler, sample_pos[2]),
  74. image.Sample(def_sampler, sample_pos[3])
  75. );
  76. return transpose(out_val)[1];
  77. } else {
  78. #ifdef DEBUGGING
  79. return float4(0.5, 0.2, 0.5, 0.2);
  80. #endif
  81. float new_offset = byte_offset - u_plane_offset;
  82. float ch_u = floor(fmod(new_offset, width)) * width_i;
  83. float ch_v = floor(new_offset * width_i) * height_d2_i;
  84. float width_i2 = width_i*2.0;
  85. /* move to the borders of each set of 4 pixels to force it
  86. * to do bilinear averaging */
  87. ch_u += width_i;
  88. ch_v += height_i;
  89. sample_pos[0] = float2(ch_u, ch_v);
  90. sample_pos[1] = float2(ch_u + width_i2, ch_v);
  91. return float4(
  92. image.Sample(def_sampler, sample_pos[0]).rb,
  93. image.Sample(def_sampler, sample_pos[1]).rb
  94. );
  95. }
  96. }
  97. float4 PSPlanar420(VertInOut vert_in) : TARGET
  98. {
  99. float v_mul = floor(vert_in.uv.y * input_height);
  100. float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
  101. byte_offset += PRECISION_OFFSET;
  102. float2 sample_pos[4];
  103. if (byte_offset < u_plane_offset) {
  104. #ifdef DEBUGGING
  105. return float4(1.0, 1.0, 1.0, 1.0);
  106. #endif
  107. float lum_u = floor(fmod(byte_offset, width)) * width_i;
  108. float lum_v = floor(byte_offset * width_i) * height_i;
  109. /* move to texel centers to sample the 4 pixels properly */
  110. lum_u += width_i * 0.5;
  111. lum_v += height_i * 0.5;
  112. sample_pos[0] = float2(lum_u, lum_v);
  113. sample_pos[1] = float2(lum_u += width_i, lum_v);
  114. sample_pos[2] = float2(lum_u += width_i, lum_v);
  115. sample_pos[3] = float2(lum_u + width_i, lum_v);
  116. } else {
  117. #ifdef DEBUGGING
  118. return ((byte_offset < v_plane_offset) ?
  119. float4(0.5, 0.5, 0.5, 0.5) :
  120. float4(0.2, 0.2, 0.2, 0.2));
  121. #endif
  122. float new_offset = byte_offset -
  123. ((byte_offset < v_plane_offset) ?
  124. u_plane_offset : v_plane_offset);
  125. float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
  126. float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
  127. float width_i2 = width_i*2.0;
  128. /* move to the borders of each set of 4 pixels to force it
  129. * to do bilinear averaging */
  130. ch_u += width_i;
  131. ch_v += height_i;
  132. sample_pos[0] = float2(ch_u, ch_v);
  133. sample_pos[1] = float2(ch_u += width_i2, ch_v);
  134. sample_pos[2] = float2(ch_u += width_i2, ch_v);
  135. sample_pos[3] = float2(ch_u + width_i2, ch_v);
  136. }
  137. float4x4 out_val = float4x4(
  138. image.Sample(def_sampler, sample_pos[0]),
  139. image.Sample(def_sampler, sample_pos[1]),
  140. image.Sample(def_sampler, sample_pos[2]),
  141. image.Sample(def_sampler, sample_pos[3])
  142. );
  143. out_val = transpose(out_val);
  144. if (byte_offset < u_plane_offset)
  145. return out_val[1];
  146. else if (byte_offset < v_plane_offset)
  147. return out_val[0];
  148. else
  149. return out_val[2];
  150. }
  151. float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
  152. int y0_pos, int y1_pos) : TARGET
  153. {
  154. float y = vert_in.uv.y;
  155. float odd = floor(fmod(width * vert_in.uv.x + PRECISION_OFFSET, 2.0));
  156. float x = floor(width_d2 * vert_in.uv.x + PRECISION_OFFSET) *
  157. width_d2_i;
  158. x += input_width_i_d2;
  159. float4 texel = image.Sample(def_sampler, float2(x, y));
  160. return float4(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
  161. texel[u_pos], texel[v_pos], 1.0);
  162. }
  163. float GetOffsetColor(float offset)
  164. {
  165. float2 uv;
  166. offset += PRECISION_OFFSET;
  167. uv.x = floor(fmod(offset, input_width)) * input_width_i;
  168. uv.y = floor(offset * input_width_i) * input_height_i;
  169. uv.xy += float2(input_width_i_d2, input_height_i_d2);
  170. return image.Sample(def_sampler, uv).r;
  171. }
  172. float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
  173. {
  174. float x = vert_in.uv.x;
  175. float y = vert_in.uv.y;
  176. float x_offset = floor(x * width + PRECISION_OFFSET);
  177. float y_offset = floor(y * height + PRECISION_OFFSET);
  178. float lum_offset = y_offset * width + x_offset + PRECISION_OFFSET;
  179. lum_offset = floor(lum_offset);
  180. float ch_offset = floor(y_offset * 0.5 + PRECISION_OFFSET) * width_d2 +
  181. (x_offset * 0.5) + PRECISION_OFFSET;
  182. ch_offset = floor(ch_offset);
  183. return float4(
  184. GetOffsetColor(lum_offset),
  185. GetOffsetColor(u_plane_offset + ch_offset),
  186. GetOffsetColor(v_plane_offset + ch_offset),
  187. 1.0
  188. );
  189. }
  190. float4 PSNV12_Reverse(VertInOut vert_in) : TARGET
  191. {
  192. float x = vert_in.uv.x;
  193. float y = vert_in.uv.y;
  194. float x_offset = floor(x * width + PRECISION_OFFSET);
  195. float y_offset = floor(y * height + PRECISION_OFFSET);
  196. float lum_offset = y_offset * width + x_offset + PRECISION_OFFSET;
  197. lum_offset = floor(lum_offset);
  198. float ch_offset = floor(y_offset * 0.5 + PRECISION_OFFSET) * width_d2 +
  199. (x_offset * 0.5);
  200. ch_offset = floor(ch_offset * 2.0 + PRECISION_OFFSET);
  201. return float4(
  202. GetOffsetColor(lum_offset),
  203. GetOffsetColor(u_plane_offset + ch_offset),
  204. GetOffsetColor(u_plane_offset + ch_offset + 1.0),
  205. 1.0
  206. );
  207. }
  208. technique Planar420
  209. {
  210. pass
  211. {
  212. vertex_shader = VSDefault(vert_in);
  213. pixel_shader = PSPlanar420(vert_in);
  214. }
  215. }
  216. technique NV12
  217. {
  218. pass
  219. {
  220. vertex_shader = VSDefault(vert_in);
  221. pixel_shader = PSNV12(vert_in);
  222. }
  223. }
  224. technique UYVY_Reverse
  225. {
  226. pass
  227. {
  228. vertex_shader = VSDefault(vert_in);
  229. pixel_shader = PSPacked422_Reverse(vert_in, 2, 0, 1, 3);
  230. }
  231. }
  232. technique YUY2_Reverse
  233. {
  234. pass
  235. {
  236. vertex_shader = VSDefault(vert_in);
  237. pixel_shader = PSPacked422_Reverse(vert_in, 1, 3, 2, 0);
  238. }
  239. }
  240. technique YVYU_Reverse
  241. {
  242. pass
  243. {
  244. vertex_shader = VSDefault(vert_in);
  245. pixel_shader = PSPacked422_Reverse(vert_in, 3, 1, 2, 0);
  246. }
  247. }
  248. technique I420_Reverse
  249. {
  250. pass
  251. {
  252. vertex_shader = VSDefault(vert_in);
  253. pixel_shader = PSPlanar420_Reverse(vert_in);
  254. }
  255. }
  256. technique NV12_Reverse
  257. {
  258. pass
  259. {
  260. vertex_shader = VSDefault(vert_in);
  261. pixel_shader = PSNV12_Reverse(vert_in);
  262. }
  263. }