Render luma onto nv12 surface
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//--------------------------------------------------------------------------------------
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// CombinedUVMipsPS.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInputU : register(t0);
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Texture2D txInputV : register(t1);
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Texture1D txInputShift : register(t2);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float PS(PS_INPUT input) : SV_Target
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{
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float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x);
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if(fShift == 0.0f)
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return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f);
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else
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return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f);
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}
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@@ -0,0 +1,23 @@
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//--------------------------------------------------------------------------------------
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// CombinedUVVS.hlsl
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//--------------------------------------------------------------------------------------
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(uint vI : SV_VERTEXID)
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{
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PS_INPUT output = (PS_INPUT)0;
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float2 texcoord = float2(vI & 1, vI >> 1);
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output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
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output.Tex = texcoord;
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return output;
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}
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@@ -0,0 +1,20 @@
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//--------------------------------------------------------------------------------------
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// ScreenPS.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInput : register(t0);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float4 PS(PS_INPUT input) : SV_Target
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{
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return txInput.Sample(GenericSampler, input.Tex);
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}
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@@ -0,0 +1,23 @@
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//--------------------------------------------------------------------------------------
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// ScreenVS.hlsl
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//--------------------------------------------------------------------------------------
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(uint vI : SV_VERTEXID)
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{
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PS_INPUT output = (PS_INPUT)0;
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float2 texcoord = float2(vI & 1, vI >> 1);
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output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y - 0.5f) * 2.0f, 0.0f, 1.0f);
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output.Tex = texcoord;
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return output;
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}
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@@ -0,0 +1,40 @@
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//--------------------------------------------------------------------------------------
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// YCbCrPS2.hlsl
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//--------------------------------------------------------------------------------------
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Texture2D txInput : register(t0);
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SamplerState GenericSampler : register(s0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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};
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struct PS_OUTPUT
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{
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float ColorY : SV_Target0;
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float2 ColorU: SV_Target1;
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float2 ColorV: SV_Target2;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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PS_OUTPUT PS(PS_INPUT input) : SV_Target
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{
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PS_OUTPUT output;
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float4 InputColor = txInput.Sample(GenericSampler, input.Tex);
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// Range 0-255
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output.ColorY = (0.257f * InputColor.r + 0.504f * InputColor.g + 0.098f * InputColor.b) + (16 / 256.0f);
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output.ColorU = (-0.148f * InputColor.r - 0.291f * InputColor.g + 0.439f * InputColor.b) + (128.0f / 256.0f);
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output.ColorV = (0.439f * InputColor.r - 0.368f * InputColor.g - 0.071f * InputColor.b) + (128.0f / 256.0f);
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output.ColorY = clamp(output.ColorY, 0.0f, 255.0f);
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output.ColorU = clamp(output.ColorU, 0.0f, 255.0f);
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output.ColorV = clamp(output.ColorV, 0.0f, 255.0f);
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return output;
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}
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