diff options
author | Anton Fedchin <anightik@gmail.com> | 2017-04-17 11:42:44 +0300 |
---|---|---|
committer | Anton Fedchin <anightik@gmail.com> | 2017-07-17 11:43:02 +0300 |
commit | 159b839dc3fbc9b40f7f956ab5fc7b82c67c1458 (patch) | |
tree | 818a7b264990a4b0f9eb243d325c510f153cdd9d | |
parent | 320d0c55ecc48445c3e6d9f1bf7fa2a15c3d58f2 (diff) |
[shaders] fx: re-factor shaders.
-rw-r--r-- | system/shaders/convolution-4x4_d3d.fx | 45 | ||||
-rw-r--r-- | system/shaders/convolution-6x6_d3d.fx | 45 | ||||
-rw-r--r-- | system/shaders/convolution_d3d.fx | 61 | ||||
-rw-r--r-- | system/shaders/convolutionsep-4x4_d3d.fx | 47 | ||||
-rw-r--r-- | system/shaders/convolutionsep-6x6_d3d.fx | 47 | ||||
-rw-r--r-- | system/shaders/output_d3d.fx | 74 | ||||
-rw-r--r-- | system/shaders/yuv2rgb_d3d.fx | 4 |
7 files changed, 156 insertions, 167 deletions
diff --git a/system/shaders/convolution-4x4_d3d.fx b/system/shaders/convolution-4x4_d3d.fx index f7d87b7e47..19c2fece08 100644 --- a/system/shaders/convolution-4x4_d3d.fx +++ b/system/shaders/convolution-4x4_d3d.fx @@ -18,11 +18,8 @@ * */ -texture2D g_Texture; -texture2D g_KernelTexture; -float2 g_StepXY; -float2 g_viewPort; -float2 g_colorRange; +#include "convolution_d3d.fx" +#include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { @@ -31,40 +28,6 @@ SamplerState RGBSampler : IMMUTABLE Filter = MIN_MAG_MIP_POINT; }; -SamplerState KernelSampler : IMMUTABLE -{ - AddressU = CLAMP; - AddressV = CLAMP; - Filter = MIN_MAG_MIP_LINEAR; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float2 TextureUV : TEXCOORD0; -}; - -struct VS_OUTPUT -{ - float2 TextureUV : TEXCOORD0; - float4 Position : SV_POSITION; -}; - -// -// VS for rendering in screen space -// -VS_OUTPUT VS(VS_INPUT In) -{ - VS_OUTPUT output = (VS_OUTPUT)0; - output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; - output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; - output.Position.z = output.Position.z; - output.Position.w = 1.0; - output.TextureUV = In.TextureUV; - - return output; -} - inline half4 weight(float pos) { #ifdef HAS_RGBA @@ -112,14 +75,14 @@ float4 CONVOLUTION4x4(float2 TextureUV : TEXCOORD0) : SV_TARGET getLine(ypos.z, xpos, linetaps) * columntaps.b + getLine(ypos.w, xpos, linetaps) * columntaps.a; - return float4(g_colorRange.x + g_colorRange.y * saturate(rgb), 1.0); + return output(g_colorRange.x + g_colorRange.y * saturate(rgb)); } technique11 SCALER_T { pass P0 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4() ) ); } }; diff --git a/system/shaders/convolution-6x6_d3d.fx b/system/shaders/convolution-6x6_d3d.fx index 9ef8c080d8..6ca6f04354 100644 --- a/system/shaders/convolution-6x6_d3d.fx +++ b/system/shaders/convolution-6x6_d3d.fx @@ -18,11 +18,8 @@ * */ -texture2D g_Texture; -texture2D g_KernelTexture; -float2 g_StepXY; -float2 g_viewPort; -float2 g_colorRange; +#include "convolution_d3d.fx" +#include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { @@ -31,40 +28,6 @@ SamplerState RGBSampler : IMMUTABLE Filter = MIN_MAG_MIP_POINT; }; -SamplerState KernelSampler : IMMUTABLE -{ - AddressU = CLAMP; - AddressV = CLAMP; - Filter = MIN_MAG_MIP_LINEAR; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float2 TextureUV : TEXCOORD0; -}; - -struct VS_OUTPUT -{ - float2 TextureUV : TEXCOORD0; - float4 Position : SV_POSITION; -}; - -// -// VS for rendering in screen space -// -VS_OUTPUT VS(VS_INPUT In) -{ - VS_OUTPUT output = (VS_OUTPUT)0; - output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; - output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; - output.Position.z = output.Position.z; - output.Position.w = 1.0; - output.TextureUV = In.TextureUV; - - return output; -} - half3 weight(float pos) { #ifdef HAS_RGBA @@ -120,14 +83,14 @@ float4 CONVOLUTION6x6(in float2 TextureUV : TEXCOORD0) : SV_TARGET getLine(ypos2.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + getLine(ypos2.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; - return float4(g_colorRange.x + g_colorRange.y * saturate(rgb), 1.0); + return output(g_colorRange.x + g_colorRange.y * saturate(rgb)); } technique11 SCALER_T { pass P0 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6() ) ); } }; diff --git a/system/shaders/convolution_d3d.fx b/system/shaders/convolution_d3d.fx new file mode 100644 index 0000000000..6ff6150854 --- /dev/null +++ b/system/shaders/convolution_d3d.fx @@ -0,0 +1,61 @@ +/* + * Copyright (C) 2005-2015 Team XBMC + * http://xbmc.org + * + * 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, 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 XBMC; see the file COPYING. If not, see + * <http://www.gnu.org/licenses/>. + * + */ + +texture2D g_Texture; +texture2D g_KernelTexture; +float4 g_StepXY; +float2 g_viewPort; +float2 g_colorRange; + +SamplerState KernelSampler : IMMUTABLE +{ + AddressU = CLAMP; + AddressV = CLAMP; + Filter = MIN_MAG_MIP_LINEAR; +}; + +struct VS_INPUT +{ + float4 Position : POSITION; + float2 TextureUV : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float2 TextureUV : TEXCOORD0; + float4 Position : SV_POSITION; +}; + +// +// VS for rendering in screen space +// +VS_OUTPUT VS(VS_INPUT In) +{ + VS_OUTPUT output = (VS_OUTPUT)0; + output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; + output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; + output.Position.z = output.Position.z; + output.Position.w = 1.0; + output.TextureUV = In.TextureUV; + + return output; +} + +#define VS_SHADER CompileShader( vs_4_0_level_9_1, VS() ) diff --git a/system/shaders/convolutionsep-4x4_d3d.fx b/system/shaders/convolutionsep-4x4_d3d.fx index 40c14b632f..ca861ba740 100644 --- a/system/shaders/convolutionsep-4x4_d3d.fx +++ b/system/shaders/convolutionsep-4x4_d3d.fx @@ -18,11 +18,8 @@ * */ -texture2D g_Texture; -texture2D g_KernelTexture; -float4 g_StepXY; -float2 g_viewPort; -float2 g_colorRange; +#include "convolution_d3d.fx" +#include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { @@ -31,40 +28,6 @@ SamplerState RGBSampler : IMMUTABLE Filter = MIN_MAG_POINT_MIP_LINEAR; }; -SamplerState KernelSampler : IMMUTABLE -{ - AddressU = CLAMP; - AddressV = CLAMP; - Filter = MIN_MAG_MIP_LINEAR; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float2 TextureUV : TEXCOORD0; -}; - -struct VS_OUTPUT -{ - float2 TextureUV : TEXCOORD0; - float4 Position : SV_POSITION; -}; - -// -// VS for rendering in screen space -// -VS_OUTPUT VS(VS_INPUT In) -{ - VS_OUTPUT output = (VS_OUTPUT)0; - output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; - output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; - output.Position.z = output.Position.z; - output.Position.w = 1.0; - output.TextureUV = In.TextureUV; - - return output; -} - inline half4 weight(float pos) { #ifdef HAS_RGBA @@ -127,19 +90,19 @@ float4 CONVOLUTION4x4Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET float xystart = (-1.0 - f.y) * g_StepXY.w + TextureUV.y; float4 ypos = xystart + g_StepXY.w * float4(0.0, 1.0, 2.0, 3.0); - return float4(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos, columntaps)), 1.0); + return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos, columntaps))); } technique11 SCALER_T { pass P0 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4Horiz() ) ); } pass P1 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4Vert() ) ); } diff --git a/system/shaders/convolutionsep-6x6_d3d.fx b/system/shaders/convolutionsep-6x6_d3d.fx index 376963571f..1864ae3f01 100644 --- a/system/shaders/convolutionsep-6x6_d3d.fx +++ b/system/shaders/convolutionsep-6x6_d3d.fx @@ -18,11 +18,8 @@ * */ -texture2D g_Texture; -texture2D g_KernelTexture; -float4 g_StepXY; -float2 g_viewPort; -float2 g_colorRange; +#include "convolution_d3d.fx" +#include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { @@ -31,40 +28,6 @@ SamplerState RGBSampler : IMMUTABLE Filter = MIN_MAG_POINT_MIP_LINEAR; }; -SamplerState KernelSampler : IMMUTABLE -{ - AddressU = CLAMP; - AddressV = CLAMP; - Filter = MIN_MAG_MIP_LINEAR; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float2 TextureUV : TEXCOORD0; -}; - -struct VS_OUTPUT -{ - float2 TextureUV : TEXCOORD0; - float4 Position : SV_POSITION; -}; - -// -// VS for rendering in screen space -// -VS_OUTPUT VS(VS_INPUT In) -{ - VS_OUTPUT output = (VS_OUTPUT)0; - output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; - output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; - output.Position.z = output.Position.z; - output.Position.w = 1.0; - output.TextureUV = In.TextureUV; - - return output; -} - inline half3 weight(float pos) { #ifdef HAS_RGBA @@ -140,19 +103,19 @@ float4 CONVOLUTION6x6Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET float3 ypos1 = ystart + g_StepXY.w * float3(0.0, 1.0, 2.0); float3 ypos2 = ystart + g_StepXY.w * float3(3.0, 4.0, 5.0); - return float4(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2)), 1.0); + return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2))); } technique11 SCALER_T { pass P0 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Horiz() ) ); } pass P1 { - SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); + SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION6x6Vert() ) ); } }; diff --git a/system/shaders/output_d3d.fx b/system/shaders/output_d3d.fx new file mode 100644 index 0000000000..47536dc574 --- /dev/null +++ b/system/shaders/output_d3d.fx @@ -0,0 +1,74 @@ +/* + * Copyright (C) 2005-2015 Team XBMC + * http://xbmc.org + * + * 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, 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 XBMC; see the file COPYING. If not, see + * <http://www.gnu.org/licenses/>. + * + */ + +#if defined(KODI_3DLUT) +float m_CLUTsize; +texture3D m_CLUT; + +SamplerState LutSampler : IMMUTABLE +{ + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; + Filter = MIN_MAG_MIP_LINEAR; +}; +#endif + +float4 output4(float4 color) +{ +#if defined(KODI_3DLUT) + half3 scale = (m_CLUTsize - 1.0) / m_CLUTsize; + half3 offset = 1.0 / (2.0 * m_CLUTsize); + color.rgb = m_CLUT.Sample(LutSampler, color.rgb*scale + offset).rgb; +#endif + return color; +} + +float4 output(float3 color) +{ + return output4(float4(color, 1.0)); +} + +#if defined(KODI_OUTPUT_T) +#include "convolution_d3d.fx" +float3 m_params; // 0 - range (0 - full, 1 - limited), 1 - contrast, 2 - brightness + +float4 OUTPUT_PS(VS_OUTPUT In) : SV_TARGET +{ + float4 color = g_Texture.Sample(KernelSampler, In.TextureUV); + if (m_params.x) + color = saturate(0.0625 + color * 219.0 / 255.0); + + color *= m_params.y * 2.0; + color += m_params.z - 0.5; + color.a = 1.0; + + return output4(color); +} + +technique11 OUTPUT_T +{ + pass P0 + { + SetVertexShader( VS_SHADER ); + SetPixelShader( CompileShader( ps_4_0_level_9_1, OUTPUT_PS() ) ); + } +}; +#endif
\ No newline at end of file diff --git a/system/shaders/yuv2rgb_d3d.fx b/system/shaders/yuv2rgb_d3d.fx index 221de95e7f..c20d1d1fed 100644 --- a/system/shaders/yuv2rgb_d3d.fx +++ b/system/shaders/yuv2rgb_d3d.fx @@ -18,6 +18,8 @@ * */ +#include "output_d3d.fx" + texture2D g_Texture[3]; float4x4 g_ColorMatrix; float2 g_StepXY; @@ -123,7 +125,7 @@ float4 YUV2RGB(VS_OUTPUT In) : SV_TARGET float4 YUV = float4(outY, outUV, 1.0); #endif - return mul(YUV, g_ColorMatrix); + return output4(mul(YUV, g_ColorMatrix)); } technique11 YUV2RGB_T |