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/*
* 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 = <g_YTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler USampler =
sampler_state {
Texture = <g_UTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler VSampler =
sampler_state
{
Texture = <g_VTexture>;
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;
}
};
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