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
+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;
}