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authorbobo1on1 <bobo1on1@svn>2010-07-10 11:44:25 +0000
committerbobo1on1 <bobo1on1@svn>2010-07-10 11:44:25 +0000
commitaef0b1901d59ccfa172a8069ee1ef38c0b4c0bdf (patch)
tree61644739e513802badbd3a36b0518f65b6d3fe7a /system/shaders
parent57ec3a8656a315bb63fec8e50bc2a368f7607426 (diff)
added: YUY2 to rgb conversion with shaders
removed: double upload for YUY2 git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31688 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders')
-rw-r--r--system/shaders/yuv2rgb_basic.glsl39
-rw-r--r--system/shaders/yuv2rgb_basic_2d_YUY2.arb51
-rw-r--r--system/shaders/yuv2rgb_basic_rect_YUY2.arb45
3 files changed, 135 insertions, 0 deletions
diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/yuv2rgb_basic.glsl
index 0cbd1f8c74..31f07ee3db 100644
--- a/system/shaders/yuv2rgb_basic.glsl
+++ b/system/shaders/yuv2rgb_basic.glsl
@@ -11,6 +11,8 @@ varying vec2 m_cordY;
varying vec2 m_cordU;
varying vec2 m_cordV;
+uniform vec2 m_step;
+
uniform mat4 m_yuvmat;
uniform float m_stretch;
@@ -30,6 +32,8 @@ vec2 stretch(vec2 pos)
void main()
{
+#ifndef XBMC_YUY2
+
vec4 yuv, rgb;
yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
, texture2D(m_sampU, stretch(m_cordU)).g
@@ -39,4 +43,39 @@ void main()
rgb = m_yuvmat * yuv;
rgb.a = gl_Color.a;
gl_FragColor = rgb;
+
+#else
+
+#if(XBMC_texture_rectangle)
+ vec2 stepxy = vec2(1.0, 1.0);
+ vec2 pos = stretch(vec2(m_cordY.x * 0.5 - 0.25, m_cordY.y));
+ vec2 f = fract(pos);
+#else
+ vec2 stepxy = vec2(m_step.x * 2.0, m_step.y);
+ vec2 pos = stretch(vec2(m_cordY.x - stepxy.x * 0.25, m_cordY.y));
+ vec2 f = fract(pos / stepxy);
+#endif
+
+ //y axis will be correctly interpolated by opengl
+ //x axis will not, so we grab two pixels at the center of two columns and interpolate ourselves
+ vec4 c1 = texture2D(m_sampY, vec2(pos.x + (-0.5 - f.x) * stepxy.x, pos.y));
+ vec4 c2 = texture2D(m_sampY, vec2(pos.x + ( 0.5 - f.x) * stepxy.x, pos.y));
+
+ /* each pixel has two Y subpixels and one UV subpixel
+ YUV Y YUV
+ check if we're left or right of the middle Y subpixel and interpolate accordingly*/
+ float leftY = mix(c1.b, c1.r, f.x * 2.0);
+ float rightY = mix(c1.r, c2.b, f.x * 2.0 - 1.0);
+ float outY = mix(leftY, rightY, step(0.5, f.x));
+
+ //interpolate UV
+ vec2 outUV = mix(c1.ga, c2.ga, f.x);
+
+ vec4 yuv = vec4(outY, outUV, 1.0);
+ vec4 rgb = m_yuvmat * yuv;
+
+ gl_FragColor = rgb;
+ gl_FragColor.a = gl_Color.a;
+
+#endif
}
diff --git a/system/shaders/yuv2rgb_basic_2d_YUY2.arb b/system/shaders/yuv2rgb_basic_2d_YUY2.arb
new file mode 100644
index 0000000000..65f1a38c03
--- /dev/null
+++ b/system/shaders/yuv2rgb_basic_2d_YUY2.arb
@@ -0,0 +1,51 @@
+!!ARBfp1.0
+PARAM yuvmat[4] = { program.local[0..3] };
+#stepx, stepy, width, height
+PARAM dims[1] = { program.local[4] };
+TEMP stepY;
+TEMP f;
+TEMP pos;
+MUL stepY.x, dims[0].x, 2.0;
+MOV stepY.y, dims[0].y;
+RCP f.x , stepY.x;
+RCP f.y , stepY.y;
+MAD pos.x , stepY.x, -0.25, fragment.texcoord[0].x;
+MOV pos.y , fragment.texcoord[0].y;
+MUL f , pos, f;
+FRC f , f;
+
+TEMP c1pos;
+TEMP c2pos;
+SUB c1pos.x, -0.5, f.x;
+SUB c2pos.x, 0.5, f.x;
+MAD c1pos.x, c1pos.x, stepY.x, pos.x;
+MAD c2pos.x, c2pos.x, stepY.x, pos.x;
+MOV c1pos.y, pos.y;
+MOV c2pos.y, pos.y;
+
+TEMP c1;
+TEMP c2;
+TEX c1, c1pos, texture[0], 2D;
+TEX c2, c2pos, texture[0], 2D;
+
+TEMP cint;
+MUL cint.x, f.x, 2.0;
+MAD cint.y, f.x, 2.0, -1.0;
+SGE cint.z, f.x, 0.5;
+
+TEMP yuv;
+LRP yuv.g, cint.x, c1.r , c1.b;
+LRP yuv.b, cint.y, c2.b , c1.r;
+LRP yuv.r, cint.z, yuv.b, yuv.g;
+
+LRP yuv.g, f.x , c2.g , c1.g;
+LRP yuv.b, f.x , c2.a , c1.a;
+
+TEMP rgb;
+DPH rgb.r, yuv, yuvmat[0];
+DPH rgb.g, yuv, yuvmat[1];
+DPH rgb.b, yuv, yuvmat[2];
+MOV rgb.a, fragment.color.a;
+MOV result.color, rgb;
+
+END
diff --git a/system/shaders/yuv2rgb_basic_rect_YUY2.arb b/system/shaders/yuv2rgb_basic_rect_YUY2.arb
new file mode 100644
index 0000000000..42dd4e89fe
--- /dev/null
+++ b/system/shaders/yuv2rgb_basic_rect_YUY2.arb
@@ -0,0 +1,45 @@
+!!ARBfp1.0
+PARAM yuvmat[4] = { program.local[0..3] };
+#stepx, stepy, width, height
+PARAM dims[1] = { program.local[4] };
+TEMP f;
+TEMP pos;
+MAD pos.x , fragment.texcoord[0].x, 0.5, -0.25;
+MOV pos.y , fragment.texcoord[0].y;
+FRC f , pos;
+
+TEMP c1pos;
+TEMP c2pos;
+SUB c1pos.x, -0.5, f.x;
+SUB c2pos.x, 0.5, f.x;
+ADD c1pos.x, c1pos.x, pos.x;
+ADD c2pos.x, c2pos.x, pos.x;
+MOV c1pos.y, pos.y;
+MOV c2pos.y, pos.y;
+
+TEMP c1;
+TEMP c2;
+TEX c1, c1pos, texture[0], RECT;
+TEX c2, c2pos, texture[0], RECT;
+
+TEMP cint;
+MUL cint.x, f.x, 2.0;
+MAD cint.y, f.x, 2.0, -1.0;
+SGE cint.z, f.x, 0.5;
+
+TEMP yuv;
+LRP yuv.g, cint.x, c1.r , c1.b;
+LRP yuv.b, cint.y, c2.b , c1.r;
+LRP yuv.r, cint.z, yuv.b, yuv.g;
+
+LRP yuv.g, f.x , c2.g , c1.g;
+LRP yuv.b, f.x , c2.a , c1.a;
+
+TEMP rgb;
+DPH rgb.r, yuv, yuvmat[0];
+DPH rgb.g, yuv, yuvmat[1];
+DPH rgb.b, yuv, yuvmat[2];
+MOV rgb.a, fragment.color.a;
+MOV result.color, rgb;
+
+END