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authorAnton Fedchin <afedchin@ruswizards.com>2015-07-07 12:23:57 +0300
committerAnton Fedchin <afedchin@ruswizards.com>2015-07-11 11:12:24 +0300
commit1ece66f678cd8e7e1b57e94deaa74d0307703ef5 (patch)
treea194b28536ee7324a0882ee0421982508dc4f82f /system/shaders/convolution-4x4_d3d.fx
parentac54ddfe73672487aaaa54ab8d06b231d44e1201 (diff)
[dx11] WinVideoFilter: a little shaders optimizations.
Diffstat (limited to 'system/shaders/convolution-4x4_d3d.fx')
-rw-r--r--system/shaders/convolution-4x4_d3d.fx48
1 files changed, 24 insertions, 24 deletions
diff --git a/system/shaders/convolution-4x4_d3d.fx b/system/shaders/convolution-4x4_d3d.fx
index e1bec786c7..9d92b12b22 100644
--- a/system/shaders/convolution-4x4_d3d.fx
+++ b/system/shaders/convolution-4x4_d3d.fx
@@ -21,8 +21,7 @@
texture2D g_Texture;
texture2D g_KernelTexture;
float2 g_StepXY;
-float g_viewportWidth;
-float g_viewportHeight;
+float2 g_viewPort;
SamplerState RGBSampler : IMMUTABLE
{
@@ -46,8 +45,8 @@ struct VS_INPUT
struct VS_OUTPUT
{
- float4 Position : SV_POSITION;
float2 TextureUV : TEXCOORD0;
+ float4 Position : SV_POSITION;
};
//
@@ -56,8 +55,8 @@ struct VS_OUTPUT
VS_OUTPUT VS(VS_INPUT In)
{
VS_OUTPUT output = (VS_OUTPUT)0;
- output.Position.x = (In.Position.x / (g_viewportWidth / 2.0)) - 1;
- output.Position.y = -(In.Position.y / (g_viewportHeight / 2.0)) + 1;
+ 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;
@@ -79,46 +78,47 @@ inline half4 weight(float pos)
return w;
}
+inline half3 pixel(float xpos, float ypos)
+{
+ return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
+}
+
inline half3 getLine(float ypos, float4 xpos, half4 linetaps)
{
return
- g_Texture.Sample(RGBSampler, float2(xpos.r, ypos)).rgb * linetaps.r +
- g_Texture.Sample(RGBSampler, float2(xpos.g, ypos)).rgb * linetaps.g +
- g_Texture.Sample(RGBSampler, float2(xpos.b, ypos)).rgb * linetaps.b +
- g_Texture.Sample(RGBSampler, float2(xpos.a, ypos)).rgb * linetaps.a;
+ pixel(xpos.r, ypos) * linetaps.r +
+ pixel(xpos.g, ypos) * linetaps.g +
+ pixel(xpos.b, ypos) * linetaps.b +
+ pixel(xpos.a, ypos) * linetaps.a;
}
-float4 CONVOLUTION4x4(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION4x4(float2 TextureUV : TEXCOORD0) : SV_TARGET
{
- float2 pos = In.TextureUV + g_StepXY * 0.5;
- float2 f = frac(pos / g_StepXY);
+ float2 f = frac(TextureUV / g_StepXY + float2(0.5, 0.5));
half4 linetaps = weight(1.0 - f.x);
half4 columntaps = weight(1.0 - f.y);
// kernel generation code made sure taps add up to 1, no need to adjust here.
- float2 xystart = (-1.0 - f) * g_StepXY + In.TextureUV;
- float4 xpos = float4(
- xystart.x,
- xystart.x + g_StepXY.x,
- xystart.x + g_StepXY.x * 2.0,
- xystart.x + g_StepXY.x * 3.0);
+ float2 xystart = (-1.0 - f) * g_StepXY + TextureUV;
+ float4 xpos = xystart.x + g_StepXY.x * float4(0.0, 1.0, 2.0, 3.0);
+ float4 ypos = xystart.y + g_StepXY.y * float4(0.0, 1.0, 2.0, 3.0);
float3 rgb =
- getLine(xystart.y , xpos, linetaps) * columntaps.r +
- getLine(xystart.y + g_StepXY.y , xpos, linetaps) * columntaps.g +
- getLine(xystart.y + g_StepXY.y * 2.0, xpos, linetaps) * columntaps.b +
- getLine(xystart.y + g_StepXY.y * 3.0, xpos, linetaps) * columntaps.a;
+ getLine(ypos.x, xpos, linetaps) * columntaps.r +
+ getLine(ypos.y, xpos, linetaps) * columntaps.g +
+ getLine(ypos.z, xpos, linetaps) * columntaps.b +
+ getLine(ypos.w, xpos, linetaps) * columntaps.a;
return float4(rgb, 1.0);
}
-technique10 SCALER_T
+technique11 SCALER_T
{
pass P0
{
- SetVertexShader( CompileShader( vs_4_0_level_9_3, VS() ) );
+ SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) );
SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4() ) );
}
};