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-rw-r--r--system/shaders/convolutionsep-4x4_d3d.fx89
-rw-r--r--system/shaders/convolutionsep-6x6_d3d.fx111
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;