diff options
author | CrystalP <CrystalP@xbmc.org> | 2011-01-24 03:57:47 -0500 |
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committer | CrystalP <CrystalP@xbmc.org> | 2011-09-02 00:02:05 -0400 |
commit | 0d983d87e7c7f8854c4ea6cebab0c057d4d7dd06 (patch) | |
tree | b54ada806292eece58f8a4a995633b8f0c233e1d /system | |
parent | dceffd2dcf190ee45e769f4aead65f34afc4191a (diff) |
Scale horizontally to an intermediate target, then vertically to the final target. Each step is materialized by a shader pass.
The intermediate render target now has the source height and the destination width, which is reflected in the vertex coordinates and the vertex coordinates stepping parameter.
Diffstat (limited to 'system')
-rw-r--r-- | system/shaders/convolutionsep-4x4_d3d.fx | 89 | ||||
-rw-r--r-- | system/shaders/convolutionsep-6x6_d3d.fx | 111 |
2 files changed, 100 insertions, 100 deletions
diff --git a/system/shaders/convolutionsep-4x4_d3d.fx b/system/shaders/convolutionsep-4x4_d3d.fx index d8700f16a2..9c55bc2b36 100644 --- a/system/shaders/convolutionsep-4x4_d3d.fx +++ b/system/shaders/convolutionsep-4x4_d3d.fx @@ -22,7 +22,8 @@ texture g_Texture; texture g_KernelTexture; texture g_IntermediateTexture; -float2 g_StepXY; +float2 g_StepXY_P0; +float2 g_StepXY_P1; sampler RGBSampler = sampler_state { @@ -82,84 +83,84 @@ half4 weight(float pos) #endif } -half3 pixel(float xpos, float ypos) +half3 pixel(sampler samp, float xpos, float ypos) { - return tex2D(RGBSampler, float2(xpos, ypos)).rgb; + return tex2D(samp, float2(xpos, ypos)).rgb; } +// Code for first pass - horizontal + half3 getLine(float ypos, float4 xpos, half4 linetaps) { return - pixel(xpos.r, ypos) * linetaps.r + - pixel(xpos.g, ypos) * linetaps.g + - pixel(xpos.b, ypos) * linetaps.b + - pixel(xpos.a, ypos) * linetaps.a; + pixel(RGBSampler, xpos.r, ypos) * linetaps.r + + pixel(RGBSampler, xpos.g, ypos) * linetaps.g + + pixel(RGBSampler, xpos.b, ypos) * linetaps.b + + pixel(RGBSampler, xpos.a, ypos) * linetaps.a; } PS_OUTPUT CONVOLUTION4x4Horiz(VS_OUTPUT In) { PS_OUTPUT OUT; - float2 pos = In.TextureUV + g_StepXY * 0.5; - float2 f = frac(pos / g_StepXY); + float2 pos = In.TextureUV + g_StepXY_P0 * 0.5; + float2 f = frac(pos / g_StepXY_P0); - half4 linetaps = weight(1.0 - f.x); - half4 columntaps = weight(1.0 - f.y); + half4 linetaps = weight(1.0 - f.x); // kernel generation code made sure taps add up to 1, no need to adjust here. - float2 xystart = (-1.0 - f) * g_StepXY + In.TextureUV; + float2 xystart; + xystart.x = (-1.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x; + xystart.y = In.TextureUV.y; + float4 xpos = float4( xystart.x, - xystart.x + g_StepXY.x, - xystart.x + g_StepXY.x * 2.0, - xystart.x + g_StepXY.x * 3.0); - - OUT.RGBColor.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; + xystart.x + g_StepXY_P0.x, + xystart.x + g_StepXY_P0.x * 2.0, + xystart.x + g_StepXY_P0.x * 3.0); + OUT.RGBColor.rgb = getLine(xystart.y, xpos, linetaps); OUT.RGBColor.a = 1.0; + return OUT; } +// Code for second pass - vertical + +half3 getRow(float xpos, float4 ypos, half4 columntaps) +{ + return + pixel(IntermediateSampler, xpos, ypos.r) * columntaps.r + + pixel(IntermediateSampler, xpos, ypos.g) * columntaps.g + + pixel(IntermediateSampler, xpos, ypos.b) * columntaps.b + + pixel(IntermediateSampler, xpos, ypos.a) * columntaps.a; +} + PS_OUTPUT CONVOLUTION4x4Vert(VS_OUTPUT In) { PS_OUTPUT OUT; - float2 pos = In.TextureUV + g_StepXY * 0.5; - float2 f = frac(pos / g_StepXY); + float2 pos = In.TextureUV + g_StepXY_P1 * 0.5; + float2 f = frac(pos / g_StepXY_P1); - 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; + xystart.x = In.TextureUV.x; + xystart.y = (-1.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y; - OUT.RGBColor.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; + float4 ypos = float4( + xystart.y, + xystart.y + g_StepXY_P1.y, + xystart.y + g_StepXY_P1.y * 2.0, + xystart.y + g_StepXY_P1.y * 3.0); + OUT.RGBColor.rgb = getRow(xystart.x, ypos, columntaps); OUT.RGBColor.a = 1.0; - return OUT; -} -PS_OUTPUT Nothing(VS_OUTPUT In) -{ - PS_OUTPUT OUT; - - OUT.RGBColor.rgb = tex2D(IntermediateSampler, In.TextureUV).rgb; - OUT.RGBColor.a = 1.0; return OUT; } @@ -174,7 +175,7 @@ technique SCALER_T } pass P1 { - PixelShader = compile ps_3_0 Nothing(); + PixelShader = compile ps_3_0 CONVOLUTION4x4Vert(); ZEnable = False; FillMode = Solid; FogEnable = False; diff --git a/system/shaders/convolutionsep-6x6_d3d.fx b/system/shaders/convolutionsep-6x6_d3d.fx index 52cc641664..07073e860e 100644 --- a/system/shaders/convolutionsep-6x6_d3d.fx +++ b/system/shaders/convolutionsep-6x6_d3d.fx @@ -22,7 +22,8 @@ texture g_Texture; texture g_KernelTexture; texture g_IntermediateTexture; -float2 g_StepXY; +float2 g_StepXY_P0; +float2 g_StepXY_P1; sampler RGBSampler = sampler_state { @@ -82,98 +83,96 @@ half3 weight(float pos) #endif } -half3 pixel(float xpos, float ypos) +half3 pixel(sampler samp, float xpos, float ypos) { - return tex2D(RGBSampler, float2(xpos, ypos)).rgb; + return tex2D(samp, float2(xpos, ypos)).rgb; } +// Code for first pass - horizontal + 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; + pixel(RGBSampler, xpos1.r, ypos) * linetaps1.r + + pixel(RGBSampler, xpos1.g, ypos) * linetaps2.r + + pixel(RGBSampler, xpos1.b, ypos) * linetaps1.g + + pixel(RGBSampler, xpos2.r, ypos) * linetaps2.g + + pixel(RGBSampler, xpos2.g, ypos) * linetaps1.b + + pixel(RGBSampler, 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); + float2 pos = In.TextureUV + g_StepXY_P0 * 0.5; + float2 f = frac(pos / g_StepXY_P0); - 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); + 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. - float2 xystart = (-2.0 - f) * g_StepXY + In.TextureUV; + float2 xystart; + xystart.x = (-2.0 - f.x) * g_StepXY_P0.x + In.TextureUV.x; + xystart.y = In.TextureUV.y; + float3 xpos1 = float3( xystart.x, - xystart.x + g_StepXY.x, - xystart.x + g_StepXY.x * 2.0); + xystart.x + g_StepXY_P0.x, + xystart.x + g_StepXY_P0.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; + xystart.x + g_StepXY_P0.x * 3.0, + xystart.x + g_StepXY_P0.x * 4.0, + xystart.x + g_StepXY_P0.x * 5.0); + OUT.RGBColor.rgb = getLine(xystart.y, xpos1, xpos2, linetaps1, linetaps2); OUT.RGBColor.a = 1.0; + return OUT; } +// Code for second pass - vertical + +half3 getRow(float xpos, float3 ypos1, float3 ypos2, half3 columntaps1, half3 columntaps2) +{ + return + pixel(IntermediateSampler, xpos, ypos1.r) * columntaps1.r + + pixel(IntermediateSampler, xpos, ypos1.g) * columntaps2.r + + pixel(IntermediateSampler, xpos, ypos1.b) * columntaps1.g + + pixel(IntermediateSampler, xpos, ypos2.r) * columntaps2.g + + pixel(IntermediateSampler, xpos, ypos2.g) * columntaps1.b + + pixel(IntermediateSampler, xpos, ypos2.b) * columntaps2.b; +} + PS_OUTPUT CONVOLUTION6x6Vert(VS_OUTPUT In) { PS_OUTPUT OUT; - float2 pos = In.TextureUV + g_StepXY * 0.5; - float2 f = frac(pos / g_StepXY); + float2 pos = In.TextureUV + g_StepXY_P1 * 0.5; + float2 f = frac(pos / g_StepXY_P1); - 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); + float2 xystart; + xystart.x = In.TextureUV.x; + xystart.y = (-2.0 - f.y) * g_StepXY_P1.y + In.TextureUV.y; - 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; + float3 ypos1 = float3( + xystart.y, + xystart.y + g_StepXY_P1.y, + xystart.y + g_StepXY_P1.y * 2.0); + float3 ypos2 = half3( + xystart.y + g_StepXY_P1.y * 3.0, + xystart.y + g_StepXY_P1.y * 4.0, + xystart.y + g_StepXY_P1.y * 5.0); + OUT.RGBColor.rgb = getRow(xystart.x, ypos1, ypos2, columntaps1, columntaps2); OUT.RGBColor.a = 1.0; - return OUT; -} -PS_OUTPUT Nothing(VS_OUTPUT In) -{ - PS_OUTPUT OUT; - - OUT.RGBColor.rgb = tex2D(IntermediateSampler, In.TextureUV).rgb; - OUT.RGBColor.a = 1.0; return OUT; } @@ -188,7 +187,7 @@ technique SCALER_T } pass P1 { - PixelShader = compile ps_3_0 Nothing(); + PixelShader = compile ps_3_0 CONVOLUTION6x6Vert(); ZEnable = False; FillMode = Solid; FogEnable = False; |