diff options
author | CrystalP <CrystalP@xbmc.org> | 2011-01-23 13:30:33 -0500 |
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committer | CrystalP <CrystalP@xbmc.org> | 2011-09-01 22:29:44 -0400 |
commit | 5c66ec4bd2fde909adc98b5aeef02e7583627a75 (patch) | |
tree | 3b8f21e2e6c074f4f58aa475d593f8d0ea910d58 /system/shaders/convolutionsep-6x6_d3d.fx | |
parent | 9389dc8389c9f099af55d5eed25d11f2f75fd369 (diff) |
First step - duplicate the convolution shader code in two child class of a new base class.
One will become the new 2 pass implementation and the base class allows easy runtime switch between the 1 pass and 2 pass implementations.
The bicubic and Lanczos2 activate 1 pass, Lanczos3 optimized and Lanczos3 activate 2 pass, making it very easy to compare performance and to check for visual bugs...
Diffstat (limited to 'system/shaders/convolutionsep-6x6_d3d.fx')
-rw-r--r-- | system/shaders/convolutionsep-6x6_d3d.fx | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/system/shaders/convolutionsep-6x6_d3d.fx b/system/shaders/convolutionsep-6x6_d3d.fx new file mode 100644 index 0000000000..dbb67926b4 --- /dev/null +++ b/system/shaders/convolutionsep-6x6_d3d.fx @@ -0,0 +1,176 @@ +/* + * Copyright (C) 2005-2010 Team XBMC + * http://www.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, write to + * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. + * http://www.gnu.org/copyleft/gpl.html + * + */ + +texture g_Texture; +texture g_KernelTexture; +float2 g_StepXY; + +sampler RGBSampler = + sampler_state { + Texture = <g_Texture>; + AddressU = CLAMP; + AddressV = CLAMP; + MipFilter = LINEAR; + MinFilter = POINT; + MagFilter = POINT; + }; + +sampler KernelSampler = + sampler_state + { + Texture = <g_KernelTexture>; + AddressU = CLAMP; + AddressV = CLAMP; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + }; + +struct VS_OUTPUT +{ + float4 Position : POSITION; + float2 TextureUV : TEXCOORD0; +}; + +struct PS_OUTPUT +{ + float4 RGBColor : COLOR0; +}; + +half3 weight(float pos) +{ + half3 w; +#ifdef HAS_RGBA + w = tex1D(KernelSampler, pos).rgb; +#else + w = tex1D(KernelSampler, pos).bgr; +#endif + +#ifdef HAS_FLOAT_TEXTURE + return w; +#else + return w * 2.0 - 1.0; +#endif +} + +half3 pixel(float xpos, float ypos) +{ + return tex2D(RGBSampler, float2(xpos, ypos)).rgb; +} + +half3 getLine(float ypos, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2) +{ + return + pixel(xpos1.r, ypos) * linetaps1.r + + pixel(xpos1.g, ypos) * linetaps2.r + + pixel(xpos1.b, ypos) * linetaps1.g + + pixel(xpos2.r, ypos) * linetaps2.g + + pixel(xpos2.g, ypos) * linetaps1.b + + pixel(xpos2.b, ypos) * linetaps2.b; +} + +PS_OUTPUT CONVOLUTION6x6Horiz(VS_OUTPUT In) +{ + PS_OUTPUT OUT; + + float2 pos = In.TextureUV + g_StepXY * 0.5; + float2 f = frac(pos / g_StepXY); + + half3 linetaps1 = weight((1.0 - f.x) / 2.0); + half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); + half3 columntaps1 = weight((1.0 - f.y) / 2.0); + half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); + + // kernel generation code made sure taps add up to 1, no need to adjust here. + + float2 xystart = (-2.0 - f) * g_StepXY + In.TextureUV; + float3 xpos1 = float3( + xystart.x, + xystart.x + g_StepXY.x, + xystart.x + g_StepXY.x * 2.0); + float3 xpos2 = half3( + xystart.x + g_StepXY.x * 3.0, + xystart.x + g_StepXY.x * 4.0, + xystart.x + g_StepXY.x * 5.0); + + OUT.RGBColor.rgb = getLine(xystart.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r + + getLine(xystart.y + g_StepXY.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r + + getLine(xystart.y + g_StepXY.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g + + getLine(xystart.y + g_StepXY.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g + + getLine(xystart.y + g_StepXY.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + + getLine(xystart.y + g_StepXY.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; + + OUT.RGBColor.a = 1.0; + return OUT; +} + +PS_OUTPUT CONVOLUTION6x6Vert(VS_OUTPUT In) +{ + PS_OUTPUT OUT; + + float2 pos = In.TextureUV + g_StepXY * 0.5; + float2 f = frac(pos / g_StepXY); + + half3 linetaps1 = weight((1.0 - f.x) / 2.0); + half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5); + half3 columntaps1 = weight((1.0 - f.y) / 2.0); + half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5); + + // kernel generation code made sure taps add up to 1, no need to adjust here. + + float2 xystart = (-2.0 - f) * g_StepXY + In.TextureUV; + float3 xpos1 = float3( + xystart.x, + xystart.x + g_StepXY.x, + xystart.x + g_StepXY.x * 2.0); + float3 xpos2 = half3( + xystart.x + g_StepXY.x * 3.0, + xystart.x + g_StepXY.x * 4.0, + xystart.x + g_StepXY.x * 5.0); + + OUT.RGBColor.rgb = getLine(xystart.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r + + getLine(xystart.y + g_StepXY.y , xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r + + getLine(xystart.y + g_StepXY.y * 2.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g + + getLine(xystart.y + g_StepXY.y * 3.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g + + getLine(xystart.y + g_StepXY.y * 4.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b + + getLine(xystart.y + g_StepXY.y * 5.0, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; + + OUT.RGBColor.a = 1.0; + return OUT; +} + +technique SCALER_T +{ + pass P0 + { + PixelShader = compile ps_3_0 CONVOLUTION6x6Horiz(); + ZEnable = False; + FillMode = Solid; + FogEnable = False; + } + pass P1 + { + PixelShader = compile ps_3_0 CONVOLUTION6x6Vert(); + ZEnable = False; + FillMode = Solid; + FogEnable = False; + } +}; |