aboutsummaryrefslogtreecommitdiff
path: root/system
diff options
context:
space:
mode:
authorbobo1on1 <bobo1on1@svn>2010-07-15 23:37:10 +0000
committerbobo1on1 <bobo1on1@svn>2010-07-15 23:37:10 +0000
commit73db334552b34b36435e887b103d96fc07e21dee (patch)
tree7f45ffcc5a5a4562c0e8774c13abaed6f2a6132d /system
parentc13bfaa8ca023923cc42d0808fc4f4f83260b2f7 (diff)
added: UYVY support
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@31832 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system')
-rw-r--r--system/shaders/yuv2rgb_basic.glsl16
-rw-r--r--system/shaders/yuv2rgb_basic_2d_UYVY.arb47
-rw-r--r--system/shaders/yuv2rgb_basic_rect_UYVY.arb43
3 files changed, 100 insertions, 6 deletions
diff --git a/system/shaders/yuv2rgb_basic.glsl b/system/shaders/yuv2rgb_basic.glsl
index 4df222b0f6..f6589c9904 100644
--- a/system/shaders/yuv2rgb_basic.glsl
+++ b/system/shaders/yuv2rgb_basic.glsl
@@ -37,7 +37,7 @@ vec2 stretch(vec2 pos)
void main()
{
-#ifndef XBMC_YUY2
+#if defined(XBMC_YV12) || defined(XBMC_NV12)
vec4 yuv, rgb;
yuv.rgba = vec4( texture2D(m_sampY, stretch(m_cordY)).r
@@ -49,7 +49,7 @@ void main()
rgb.a = gl_Color.a;
gl_FragColor = rgb;
-#else
+#elif defined(XBMC_YUY2) || defined(XBMC_UYVY)
#if(XBMC_texture_rectangle)
vec2 stepxy = vec2(1.0, 1.0);
@@ -63,7 +63,6 @@ void main()
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));
@@ -72,12 +71,17 @@ void main()
/* 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*/
+#ifdef XBMC_YUY2 //BGRA = YUYV
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);
+#else //BGRA = UYVY
+ float leftY = mix(c1.g, c1.a, f.x * 2.0);
+ float rightY = mix(c1.a, c2.g, f.x * 2.0 - 1.0);
+ vec2 outUV = mix(c1.br, c2.br, f.x);
+#endif //XBMC_YUY2
+
+ float outY = mix(leftY, rightY, step(0.5, f.x));
vec4 yuv = vec4(outY, outUV, 1.0);
vec4 rgb = m_yuvmat * yuv;
diff --git a/system/shaders/yuv2rgb_basic_2d_UYVY.arb b/system/shaders/yuv2rgb_basic_2d_UYVY.arb
new file mode 100644
index 0000000000..ec1c90958f
--- /dev/null
+++ b/system/shaders/yuv2rgb_basic_2d_UYVY.arb
@@ -0,0 +1,47 @@
+!!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 , dims[0].x, -0.25, fragment.texcoord[0].x;
+MOV pos.y , fragment.texcoord[0].y;
+MUL f.x , dims[0].z, pos.x;
+MUL f.y , dims[0].w, pos.y;
+FRC f , f;
+
+TEMP c1pos;
+TEMP c2pos;
+SUB c1pos.x, 0.5, f.x;
+SUB c2pos.x, 1.5, f.x;
+MAD c1pos.x, c1pos.x, dims[0].x, pos.x;
+MAD c2pos.x, c2pos.x, dims[0].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.a , c1.g;
+LRP yuv.b, cint.y, c2.g , c1.a;
+LRP yuv.r, cint.z, yuv.b, yuv.g;
+
+LRP yuv.g, f.x , c2.b , c1.b;
+LRP yuv.b, f.x , c2.r , c1.r;
+
+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_UYVY.arb b/system/shaders/yuv2rgb_basic_rect_UYVY.arb
new file mode 100644
index 0000000000..dc635468cf
--- /dev/null
+++ b/system/shaders/yuv2rgb_basic_rect_UYVY.arb
@@ -0,0 +1,43 @@
+!!ARBfp1.0
+PARAM yuvmat[4] = { program.local[0..3] };
+TEMP f;
+TEMP pos;
+ADD pos.x , fragment.texcoord[0].x, -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, 1.5, 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.a , c1.g;
+LRP yuv.b, cint.y, c2.g , c1.a;
+LRP yuv.r, cint.z, yuv.b, yuv.g;
+
+LRP yuv.g, f.x , c2.b , c1.b;
+LRP yuv.b, f.x , c2.r , c1.r;
+
+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