/* * Copyright (C) 2005-2015 Team XBMC * http://xbmc.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with XBMC; see the file COPYING. If not, see * . * */ #include "convolution_d3d.fx" #include "output_d3d.fx" SamplerState RGBSampler : IMMUTABLE { AddressU = CLAMP; AddressV = CLAMP; Filter = MIN_MAG_POINT_MIP_LINEAR; }; inline half4 weight(float pos) { #ifdef HAS_RGBA half4 w = g_KernelTexture.Sample(KernelSampler, pos); #else half4 w = g_KernelTexture.Sample(KernelSampler, pos).bgra; #endif #ifndef HAS_FLOAT_TEXTURE w = w * 2.0 - 1.0; #endif return w; } inline half3 pixel(float xpos, float ypos) { return g_Texture.Sample(RGBSampler, float2(xpos, ypos)).rgb; } // Code for first pass - horizontal inline 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; } float4 CONVOLUTION4x4Horiz(in float2 TextureUV : TEXCOORD0) : SV_TARGET { 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; 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 inline half3 getRow(float xpos, float4 ypos, half4 columntaps) { return 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(in float2 TextureUV : TEXCOORD0) : SV_TARGET { 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; float4 ypos = xystart + g_StepXY.w * float4(0.0, 1.0, 2.0, 3.0); return output(g_colorRange.x + g_colorRange.y * saturate(getRow(TextureUV.x, ypos, columntaps)), TextureUV); } technique11 SCALER_T { pass P0 { SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4Horiz() ) ); } pass P1 { SetVertexShader( VS_SHADER ); SetPixelShader( CompileShader( ps_4_0_level_9_3, CONVOLUTION4x4Vert() ) ); } };