Render luma onto nv12 surface

This commit is contained in:
loki
2021-04-30 20:01:15 +02:00
parent fe8c2ceab9
commit 127b5501d9
9 changed files with 601 additions and 132 deletions
+27
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//--------------------------------------------------------------------------------------
// CombinedUVMipsPS.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInputU : register(t0);
Texture2D txInputV : register(t1);
Texture1D txInputShift : register(t2);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float PS(PS_INPUT input) : SV_Target
{
float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x);
if(fShift == 0.0f)
return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f);
else
return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f);
}
+23
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//--------------------------------------------------------------------------------------
// CombinedUVVS.hlsl
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
{
PS_INPUT output = (PS_INPUT)0;
float2 texcoord = float2(vI & 1, vI >> 1);
output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
output.Tex = texcoord;
return output;
}
+20
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//--------------------------------------------------------------------------------------
// ScreenPS.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInput : register(t0);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float4 PS(PS_INPUT input) : SV_Target
{
return txInput.Sample(GenericSampler, input.Tex);
}
+23
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//--------------------------------------------------------------------------------------
// ScreenVS.hlsl
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
{
PS_INPUT output = (PS_INPUT)0;
float2 texcoord = float2(vI & 1, vI >> 1);
output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y - 0.5f) * 2.0f, 0.0f, 1.0f);
output.Tex = texcoord;
return output;
}
+40
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//--------------------------------------------------------------------------------------
// YCbCrPS2.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInput : register(t0);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
struct PS_OUTPUT
{
float ColorY : SV_Target0;
float2 ColorU: SV_Target1;
float2 ColorV: SV_Target2;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
PS_OUTPUT PS(PS_INPUT input) : SV_Target
{
PS_OUTPUT output;
float4 InputColor = txInput.Sample(GenericSampler, input.Tex);
// Range 0-255
output.ColorY = (0.257f * InputColor.r + 0.504f * InputColor.g + 0.098f * InputColor.b) + (16 / 256.0f);
output.ColorU = (-0.148f * InputColor.r - 0.291f * InputColor.g + 0.439f * InputColor.b) + (128.0f / 256.0f);
output.ColorV = (0.439f * InputColor.r - 0.368f * InputColor.g - 0.071f * InputColor.b) + (128.0f / 256.0f);
output.ColorY = clamp(output.ColorY, 0.0f, 255.0f);
output.ColorU = clamp(output.ColorU, 0.0f, 255.0f);
output.ColorV = clamp(output.ColorV, 0.0f, 255.0f);
return output;
}