Render NV12 color format

This commit is contained in:
loki
2021-05-02 22:35:19 +02:00
parent 127b5501d9
commit 37a9256587
12 changed files with 220 additions and 371 deletions
+22 -17
View File
@@ -1,27 +1,32 @@
//--------------------------------------------------------------------------------------
// CombinedUVMipsPS.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInputU : register(t0);
Texture2D txInputV : register(t1);
Texture1D txInputShift : register(t2);
Texture2D image : register(t0);
SamplerState GenericSampler : register(s0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float PS(PS_INPUT input) : SV_Target
float2 PS(FragTexWide input) : SV_Target
{
float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x);
// float4 color_vec_y = { 0.301f, 0.586f, 0.113f, 0.0f };
// float4 color_vec_u = { -0.168f, -0.328f, 0.496f, 128.0f / 256.0f };
// float4 color_vec_v = { 0.496f, 0.414f, 0.082f, 128.0f / 256.0f };
float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
if(fShift == 0.0f)
return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f);
else
return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f);
// float4 color_vec_y = { 0.2578f, 0.5039f, 0.0977, 0.0625 };
// float4 color_vec_u = { -0.1484, 0.2891, 0.4375, 128.0f / 256.0f };
// float4 color_vec_v = { 0.4375, -0.3672, -0.0703, 128.0f / 256.0f };
float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
return float2(u, v);
}
+16 -13
View File
@@ -1,23 +1,26 @@
//--------------------------------------------------------------------------------------
// CombinedUVVS.hlsl
//--------------------------------------------------------------------------------------
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
VertTexPosWide VS(uint vI : SV_VERTEXID)
{
PS_INPUT output = (PS_INPUT)0;
float width_i = 1.0f / 1920.0f;
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float2 texcoord = float2(vI & 1, vI >> 1);
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
output.Pos = float4((texcoord.x - 0.5f) * 2.0f, -(texcoord.y + 0.0f) * 0.5f, 0.0f, 1.0f);
output.Tex = texcoord;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = 1.0 - idLow * 2.0;
return output;
VertTexPosWide vert_out;
vert_out.uuv = float3(u_left, u_right, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
+26
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@@ -0,0 +1,26 @@
//--------------------------------------------------------------------------------------
// YCbCrPS2.hlsl
//--------------------------------------------------------------------------------------
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float PS(PS_INPUT frag_in) : SV_Target
{
float4 color_vec_y = { 0.299, 0.587, 0.114, 0.0625 };
float4 color_vec_u = { -0.168736, -0.331264, 0.5, 0.5 };
float4 color_vec_v = { 0.5, -0.418688, -0.081312, 0.5 };
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y;
}
+22
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@@ -0,0 +1,22 @@
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
PS_INPUT VS(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
PS_INPUT vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
vert_out.tex = float2(idHigh, idLow);
return vert_out;
}
-20
View File
@@ -1,20 +0,0 @@
//--------------------------------------------------------------------------------------
// 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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@@ -1,23 +0,0 @@
//--------------------------------------------------------------------------------------
// 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
View File
@@ -1,40 +0,0 @@
//--------------------------------------------------------------------------------------
// 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;
}