/* * Copyright (C) 2005-2013 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 "output_d3d.fx" texture2D g_Texture[3]; float4x4 g_ColorMatrix; float2 g_StepXY; float2 g_viewPort; float4x4 g_primMat; float g_gammaDstInv; float g_gammaSrc; SamplerState YUVSampler : IMMUTABLE { AddressU = CLAMP; AddressV = CLAMP; Filter = MIN_MAG_MIP_LINEAR; }; #ifdef NV12_SNORM_UV SamplerState UVSamplerSNORM : IMMUTABLE { AddressU = CLAMP; AddressV = CLAMP; Filter = MIN_MAG_MIP_POINT; }; #endif struct VS_INPUT { float4 Position : POSITION; float2 TextureY : TEXCOORD0; float2 TextureUV : TEXCOORD1; }; struct VS_OUTPUT { float2 TextureY : TEXCOORD0; float2 TextureUV : TEXCOORD1; float4 Position : SV_POSITION; }; VS_OUTPUT VS(VS_INPUT In) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1; output.Position.y = -(In.Position.y / (g_viewPort.y / 2.0)) + 1; output.Position.z = output.Position.z; output.Position.w = 1.0; output.TextureY = In.TextureY; output.TextureUV = In.TextureUV; return output; } #ifdef NV12_SNORM_UV inline float unormU(float c) { c *= 0.5; if (c < 0.0) c += 1.0; return saturate(c); } inline float2 unormUV(float2 rg) { return float2(unormU(rg.x), unormU(rg.y)); } #endif float4 YUV2RGB(VS_OUTPUT In) : SV_TARGET { #if defined(XBMC_YV12) //|| defined(XBMC_NV12) float4 YUV = float4(g_Texture[0].Sample(YUVSampler, In.TextureY ).r , g_Texture[1].Sample(YUVSampler, In.TextureUV).r , g_Texture[2].Sample(YUVSampler, In.TextureUV).r , 1.0); #elif defined(XBMC_NV12) float4 YUV = float4(g_Texture[0].Sample(YUVSampler, In.TextureY).r #if defined(NV12_SNORM_UV) , unormUV(g_Texture[1].Sample(UVSamplerSNORM, In.TextureUV).rg) #else , g_Texture[1].Sample(YUVSampler, In.TextureUV).rg #endif , 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 = g_Texture[0].Sample(YUVSampler, float2(pos.x + ((0.5 - f.x) * stepxy.x), pos.y)); float4 c2 = g_Texture[0].Sample(YUVSampler, 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 float4 rgb = mul(YUV, g_ColorMatrix); #if defined(XBMC_COL_CONVERSION) rgb.rgb = pow(max(0.0, rgb.rgb), g_gammaSrc); rgb.rgb = max(0.0, mul(rgb, g_primMat).rgb); rgb.rgb = pow(rgb.rgb, g_gammaDstInv); #endif return output4(rgb, In.TextureY); } technique11 YUV2RGB_T { pass P0 { SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) ); SetPixelShader( CompileShader( ps_4_0_level_9_1, YUV2RGB() ) ); } };