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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
parentac54ddfe73672487aaaa54ab8d06b231d44e1201 (diff)
[dx11] WinVideoFilter: a little shaders optimizations.
Diffstat (limited to 'system/shaders')
-rw-r--r--system/shaders/convolution-4x4_d3d.fx48
-rw-r--r--system/shaders/convolution-6x6_d3d.fx61
-rw-r--r--system/shaders/convolutionsep-4x4_d3d.fx74
-rw-r--r--system/shaders/convolutionsep-6x6_d3d.fx84
-rw-r--r--system/shaders/testshader.fx6
-rw-r--r--system/shaders/yuv2rgb_d3d.fx12
6 files changed, 124 insertions, 161 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() ) );
}
};
diff --git a/system/shaders/convolution-6x6_d3d.fx b/system/shaders/convolution-6x6_d3d.fx
index a773a01855..d6f1210ba2 100644
--- a/system/shaders/convolution-6x6_d3d.fx
+++ b/system/shaders/convolution-6x6_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
{
@@ -40,8 +39,8 @@ SamplerState KernelSampler : IMMUTABLE
struct VS_OUTPUT
{
- float4 Position : SV_POSITION;
float2 TextureUV : TEXCOORD0;
+ float4 Position : SV_POSITION;
};
//
@@ -50,8 +49,8 @@ struct VS_OUTPUT
VS_OUTPUT VS(VS_OUTPUT 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;
@@ -73,21 +72,25 @@ half3 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, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2)
{
return
- g_Texture.Sample(RGBSampler, float2(xpos1.r, ypos)).rgb * linetaps1.r +
- g_Texture.Sample(RGBSampler, float2(xpos1.g, ypos)).rgb * linetaps2.r +
- g_Texture.Sample(RGBSampler, float2(xpos1.b, ypos)).rgb * linetaps1.g +
- g_Texture.Sample(RGBSampler, float2(xpos2.r, ypos)).rgb * linetaps2.g +
- g_Texture.Sample(RGBSampler, float2(xpos2.g, ypos)).rgb * linetaps1.b +
- g_Texture.Sample(RGBSampler, float2(xpos2.b, ypos)).rgb * linetaps2.b;
+ 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;
}
-float4 CONVOLUTION6x6(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION6x6(in 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 + 0.5);
half3 linetaps1 = weight((1.0 - f.x) / 2.0);
half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
@@ -96,32 +99,28 @@ float4 CONVOLUTION6x6(VS_OUTPUT In) : SV_TARGET
// 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);
+ float2 xystart = (-2.0 - f) * g_StepXY + TextureUV;
+ float3 xpos1 = xystart.x + g_StepXY.x * float3(0.0, 1.0, 2.0);
+ float3 xpos2 = xystart.x + g_StepXY.x * float3(3.0, 4.0, 5.0);
+ float3 ypos1 = xystart.y + g_StepXY.y * float3(0.0, 1.0, 2.0);
+ float3 ypos2 = xystart.y + g_StepXY.y * float3(3.0, 4.0, 5.0);
float3 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;
+ getLine(ypos1.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r +
+ getLine(ypos1.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r +
+ getLine(ypos1.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g +
+ getLine(ypos2.x, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g +
+ getLine(ypos2.y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b +
+ getLine(ypos2.z, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b;
return float4(rgb, 1.0f);
}
-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, CONVOLUTION6x6() ) );
}
};
diff --git a/system/shaders/convolutionsep-4x4_d3d.fx b/system/shaders/convolutionsep-4x4_d3d.fx
index 2816e7bbc2..a778987651 100644
--- a/system/shaders/convolutionsep-4x4_d3d.fx
+++ b/system/shaders/convolutionsep-4x4_d3d.fx
@@ -20,10 +20,8 @@
texture2D g_Texture;
texture2D g_KernelTexture;
-float2 g_StepXY_P0;
-float2 g_StepXY_P1;
-float g_viewportWidth;
-float g_viewportHeight;
+float4 g_StepXY;
+float2 g_viewPort;
SamplerState RGBSampler : IMMUTABLE
{
@@ -47,8 +45,8 @@ struct VS_INPUT
struct VS_OUTPUT
{
- float4 Position : SV_POSITION;
float2 TextureUV : TEXCOORD0;
+ float4 Position : SV_POSITION;
};
//
@@ -57,8 +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;
@@ -80,9 +78,9 @@ inline half4 weight(float pos)
return w;
}
-inline half3 pixel(texture2D tex, float xpos, float ypos)
+inline half3 pixel(float xpos, float ypos)
{
- return tex.Sample(RGBSampler, float2(xpos, ypos)).rgb;
+ return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
}
// Code for first pass - horizontal
@@ -90,30 +88,22 @@ inline half3 pixel(texture2D tex, float xpos, float ypos)
inline half3 getLine(float ypos, float4 xpos, half4 linetaps)
{
return
- pixel(g_Texture, xpos.r, ypos) * linetaps.r +
- pixel(g_Texture, xpos.g, ypos) * linetaps.g +
- pixel(g_Texture, xpos.b, ypos) * linetaps.b +
- pixel(g_Texture, xpos.a, ypos) * 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 CONVOLUTION4x4Horiz(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION4x4Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET
{
- float2 pos = In.TextureUV + g_StepXY_P0 * 0.5;
- float2 f = frac(pos / g_StepXY_P0);
-
+ float2 f = frac(TextureUV / g_StepXY.xy + 0.5);
half4 linetaps = weight(1.0 - f.x);
// kernel generation code made sure taps add up to 1, no need to adjust here.
+ float xystart = (-1.0 - f.x) * g_StepXY.x + TextureUV.x;
- float xystart = (-1.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x;
-
- float4 xpos = float4(
- xystart,
- xystart + g_StepXY_P0.x,
- xystart + g_StepXY_P0.x * 2.0,
- xystart + g_StepXY_P0.x * 3.0);
-
- return float4(getLine(In.TextureUV.y, xpos, linetaps), 1.0f);
+ float4 xpos = xystart + g_StepXY.x * float4(0.0, 1.0, 2.0, 3.0);
+ return float4(getLine(TextureUV.y, xpos, linetaps), 1.0f);
}
// Code for second pass - vertical
@@ -121,42 +111,34 @@ float4 CONVOLUTION4x4Horiz(VS_OUTPUT In) : SV_TARGET
inline half3 getRow(float xpos, float4 ypos, half4 columntaps)
{
return
- pixel(g_Texture, xpos, ypos.r) * columntaps.r +
- pixel(g_Texture, xpos, ypos.g) * columntaps.g +
- pixel(g_Texture, xpos, ypos.b) * columntaps.b +
- pixel(g_Texture, xpos, ypos.a) * columntaps.a;
+ pixel(xpos, ypos.r) * columntaps.r +
+ pixel(xpos, ypos.g) * columntaps.g +
+ pixel(xpos, ypos.b) * columntaps.b +
+ pixel(xpos, ypos.a) * columntaps.a;
}
-float4 CONVOLUTION4x4Vert(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION4x4Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET
{
- float2 pos = In.TextureUV + g_StepXY_P1 * 0.5;
- float2 f = frac(pos / g_StepXY_P1);
-
+ float2 f = frac(TextureUV / g_StepXY.zw + 0.5);
half4 columntaps = weight(1.0 - f.y);
// kernel generation code made sure taps add up to 1, no need to adjust here.
+ float xystart = (-1.0 - f.y) * g_StepXY.w + TextureUV.y;
- float xystart = (-1.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y;
-
- float4 ypos = float4(
- xystart,
- xystart + g_StepXY_P1.y,
- xystart + g_StepXY_P1.y * 2.0,
- xystart + g_StepXY_P1.y * 3.0);
-
- return float4(getRow(In.TextureUV.x, ypos, columntaps), 1.0f);
+ float4 ypos = xystart + g_StepXY.w * float4(0.0, 1.0, 2.0, 3.0);
+ return float4(getRow(TextureUV.x, ypos, columntaps), 1.0f);
}
-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, CONVOLUTION4x4Horiz() ) );
}
pass P1
{
- 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, CONVOLUTION4x4Vert() ) );
}
diff --git a/system/shaders/convolutionsep-6x6_d3d.fx b/system/shaders/convolutionsep-6x6_d3d.fx
index 9a5f27f8d3..bf31f31fc1 100644
--- a/system/shaders/convolutionsep-6x6_d3d.fx
+++ b/system/shaders/convolutionsep-6x6_d3d.fx
@@ -20,10 +20,8 @@
texture2D g_Texture;
texture2D g_KernelTexture;
-float2 g_StepXY_P0;
-float2 g_StepXY_P1;
-float g_viewportWidth;
-float g_viewportHeight;
+float4 g_StepXY;
+float2 g_viewPort;
SamplerState RGBSampler : IMMUTABLE
{
@@ -47,8 +45,8 @@ struct VS_INPUT
struct VS_OUTPUT
{
- float4 Position : SV_POSITION;
float2 TextureUV : TEXCOORD0;
+ float4 Position : SV_POSITION;
};
//
@@ -57,8 +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;
@@ -80,45 +78,38 @@ inline half3 weight(float pos)
return w;
}
-inline half3 pixel(texture2D tex, float xpos, float ypos)
+inline half3 pixel(float xpos, float ypos)
{
- return tex.Sample(RGBSampler, float2(xpos, ypos)).rgb;
+ return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb;
}
half3 getLine(float ypos, float3 xpos1, float3 xpos2, half3 linetaps1, half3 linetaps2)
{
return
- g_Texture.Sample(RGBSampler, float2(xpos1.r, ypos)).rgb * linetaps1.r +
- g_Texture.Sample(RGBSampler, float2(xpos1.g, ypos)).rgb * linetaps2.r +
- g_Texture.Sample(RGBSampler, float2(xpos1.b, ypos)).rgb * linetaps1.g +
- g_Texture.Sample(RGBSampler, float2(xpos2.r, ypos)).rgb * linetaps2.g +
- g_Texture.Sample(RGBSampler, float2(xpos2.g, ypos)).rgb * linetaps1.b +
- g_Texture.Sample(RGBSampler, float2(xpos2.b, ypos)).rgb * linetaps2.b;
+ 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;
}
// Code for first pass - horizontal
-float4 CONVOLUTION6x6Horiz(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION6x6Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET
{
- float2 pos = In.TextureUV + g_StepXY_P0 * 0.5;
- float2 f = frac(pos / g_StepXY_P0);
+ float2 f = frac(TextureUV / g_StepXY.xy + 0.5);
half3 linetaps1 = weight((1.0 - f.x) / 2.0);
half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
// kernel generation code made sure taps add up to 1, no need to adjust here.
- float xstart = (-2.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x;
+ float xstart = (-2.0 - f.x) * g_StepXY.x + TextureUV.x;
- float3 xpos1 = float3(
- xstart,
- xstart + g_StepXY_P0.x,
- xstart + g_StepXY_P0.x * 2.0);
- float3 xpos2 = half3(
- xstart + g_StepXY_P0.x * 3.0,
- xstart + g_StepXY_P0.x * 4.0,
- xstart + g_StepXY_P0.x * 5.0);
+ float3 xpos1 = xstart + g_StepXY.x * float3(0.0, 1.0, 2.0);
+ float3 xpos2 = xstart + g_StepXY.x * float3(3.0, 4.0, 5.0);
- return float4(getLine(In.TextureUV.y, xpos1, xpos2, linetaps1, linetaps2), 1.0);
+ return float4(getLine(TextureUV.y, xpos1, xpos2, linetaps1, linetaps2), 1.0);
}
// Code for second pass - vertical
@@ -126,48 +117,41 @@ float4 CONVOLUTION6x6Horiz(VS_OUTPUT In) : SV_TARGET
half3 getRow(float xpos, float3 ypos1, float3 ypos2, half3 columntaps1, half3 columntaps2)
{
return
- g_Texture.Sample(RGBSampler, float2(xpos, ypos1.r)).rgb * columntaps1.r +
- g_Texture.Sample(RGBSampler, float2(xpos, ypos1.g)).rgb * columntaps2.r +
- g_Texture.Sample(RGBSampler, float2(xpos, ypos1.b)).rgb * columntaps1.g +
- g_Texture.Sample(RGBSampler, float2(xpos, ypos2.r)).rgb * columntaps2.g +
- g_Texture.Sample(RGBSampler, float2(xpos, ypos2.g)).rgb * columntaps1.b +
- g_Texture.Sample(RGBSampler, float2(xpos, ypos2.b)).rgb * columntaps2.b;
+ pixel(xpos, ypos1.r) * columntaps1.r +
+ pixel(xpos, ypos1.g) * columntaps2.r +
+ pixel(xpos, ypos1.b) * columntaps1.g +
+ pixel(xpos, ypos2.r) * columntaps2.g +
+ pixel(xpos, ypos2.g) * columntaps1.b +
+ pixel(xpos, ypos2.b) * columntaps2.b;
}
-float4 CONVOLUTION6x6Vert(VS_OUTPUT In) : SV_TARGET
+float4 CONVOLUTION6x6Vert(in float2 TextureUV : TEXCOORD0) : SV_TARGET
{
- float2 pos = In.TextureUV + g_StepXY_P1 * 0.5;
- float2 f = frac(pos / g_StepXY_P1);
+ float2 f = frac(TextureUV / g_StepXY.zw + 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.
- float ystart = (-2.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y;
+ float ystart = (-2.0 - f.y) * g_StepXY.w + TextureUV.y;
- float3 ypos1 = float3(
- ystart,
- ystart + g_StepXY_P1.y,
- ystart + g_StepXY_P1.y * 2.0);
- float3 ypos2 = half3(
- ystart + g_StepXY_P1.y * 3.0,
- ystart + g_StepXY_P1.y * 4.0,
- ystart + g_StepXY_P1.y * 5.0);
+ 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(getRow(In.TextureUV.x, ypos1, ypos2, columntaps1, columntaps2), 1.0);
+ return float4(getRow(TextureUV.x, ypos1, ypos2, columntaps1, columntaps2), 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, CONVOLUTION6x6Horiz() ) );
}
pass P1
{
- 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, CONVOLUTION6x6Vert() ) );
}
};
diff --git a/system/shaders/testshader.fx b/system/shaders/testshader.fx
index ffe46ad5d0..8c41ee7edf 100644
--- a/system/shaders/testshader.fx
+++ b/system/shaders/testshader.fx
@@ -18,15 +18,15 @@
*
*/
-float4 TEST() : COLOR
+float4 TEST() : SV_TARGET
{
return float4(0.0, 0.0, 0.0, 0.0);
}
-technique TEST_T
+technique11 TEST_T
{
pass P0
{
- PixelShader = compile ps_2_0 TEST();
+ SetPixelShader( CompileShader( ps_4_0_level_9_3, TEST() ) );
}
};
diff --git a/system/shaders/yuv2rgb_d3d.fx b/system/shaders/yuv2rgb_d3d.fx
index 7621c60b7e..6fb9cf3829 100644
--- a/system/shaders/yuv2rgb_d3d.fx
+++ b/system/shaders/yuv2rgb_d3d.fx
@@ -23,8 +23,7 @@ texture2D g_UTexture;
texture2D g_VTexture;
float4x4 g_ColorMatrix;
float2 g_StepXY;
-float g_viewportWidth;
-float g_viewportHeight;
+float2 g_viewPort;
SamplerState YUVSampler : IMMUTABLE
@@ -52,17 +51,17 @@ struct VS_INPUT
struct VS_OUTPUT
{
- float4 Position : SV_POSITION;
float2 TextureY : TEXCOORD0;
float2 TextureU : TEXCOORD1;
float2 TextureV : TEXCOORD2;
+ float4 Position : SV_POSITION;
};
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.TextureY = In.TextureY;
@@ -132,12 +131,11 @@ float4 YUV2RGB(VS_OUTPUT In) : SV_TARGET
return float4(mul(YUV, g_ColorMatrix).rgb, 1.0);
}
-technique10 YUV2RGB_T
+technique11 YUV2RGB_T
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) );
- SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0_level_9_1, YUV2RGB() ) );
}
};