/* * Copyright (C) 2005-2010-2013 Team XBMC * http://www.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, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ texture g_YTexture; texture g_UTexture; texture g_VTexture; float4x4 g_ColorMatrix; float2 g_StepXY; sampler YSampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MinFilter = LINEAR; MagFilter = LINEAR; }; sampler USampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MinFilter = LINEAR; MagFilter = LINEAR; }; sampler VSampler = sampler_state { Texture = ; AddressU = CLAMP; AddressV = CLAMP; MinFilter = LINEAR; MagFilter = LINEAR; }; struct VS_OUTPUT { float4 Position : POSITION; float2 TextureY : TEXCOORD0; float2 TextureU : TEXCOORD1; float2 TextureV : TEXCOORD2; }; struct PS_OUTPUT { float4 RGBColor : COLOR0; }; PS_OUTPUT YUV2RGB( VS_OUTPUT In) { PS_OUTPUT OUT; #if defined(XBMC_YV12) float4 YUV = float4(tex2D (YSampler, In.TextureY).x , tex2D (USampler, In.TextureU).x , tex2D (VSampler, In.TextureV).x , 1.0); #elif defined(XBMC_NV12) float4 YUV = float4(tex2D (YSampler, In.TextureY).x , tex2D (USampler, In.TextureU).ra , 1.0); #elif defined(XBMC_YUY2) || defined(XBMC_UYVY) // The HLSL compiler is smart enough to optimize away these redundant assignments. // That way the code is almost identical to the OGL shader. float2 stepxy = g_StepXY; float2 pos = In.TextureY; pos = float2(pos.x - (stepxy.x * 0.25), pos.y); float2 f = frac(pos / stepxy); //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 float4 c1 = tex2D(YSampler, float2(pos.x + ((0.5 - f.x) * stepxy.x), pos.y)); float4 c2 = tex2D(YSampler, float2(pos.x + ((1.5 - 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*/ #if defined(XBMC_YUY2) // BGRA = YUYV float leftY = lerp(c1.b, c1.r, f.x * 2.0); float rightY = lerp(c1.r, c2.b, f.x * 2.0 - 1.0); float2 outUV = lerp(c1.ga, c2.ga, f.x); #elif defined(XBMC_UYVY) // BGRA = UYVY float leftY = lerp(c1.g, c1.a, f.x * 2.0); float rightY = lerp(c1.a, c2.g, f.x * 2.0 - 1.0); float2 outUV = lerp(c1.br, c2.br, f.x); #endif float outY = lerp(leftY, rightY, step(0.5, f.x)); float4 YUV = float4(outY, outUV, 1.0); #endif OUT.RGBColor = mul(YUV, g_ColorMatrix); OUT.RGBColor.a = 1.0; return OUT; } technique YUV2RGB_T { pass P0 { PixelShader = compile ps_2_0 YUV2RGB(); ZEnable = False; FillMode = Solid; FogEnable = False; } };