Merge branch 'loki-47-6F-64:master' into web-ui
This commit is contained in:
33
assets/shaders/ConvertUVPS.hlsl
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33
assets/shaders/ConvertUVPS.hlsl
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Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float2 main_ps(FragTexWide input) : SV_Target
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{
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float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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u = u * range_uv.x + range_uv.y;
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v = v * range_uv.x + range_uv.y;
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return float2(u, v * 224.0f/256.0f + 0.0625);
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}
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29
assets/shaders/ConvertUVVS.hlsl
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29
assets/shaders/ConvertUVVS.hlsl
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struct VertTexPosWide {
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float3 uuv : TEXCOORD;
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float4 pos : SV_POSITION;
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};
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cbuffer info : register(b0) {
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float width_i;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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VertTexPosWide main_vs(uint vI : SV_VERTEXID)
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{
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float idHigh = float(vI >> 1);
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float idLow = float(vI & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u_right = idHigh * 2.0;
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float u_left = u_right - width_i;
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float v = 1.0 - idLow * 2.0;
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VertTexPosWide vert_out;
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vert_out.uuv = float3(u_left, u_right, v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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25
assets/shaders/ConvertYPS.hlsl
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25
assets/shaders/ConvertYPS.hlsl
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Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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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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float main_ps(PS_INPUT frag_in) : SV_Target
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{
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float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb;
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float y = dot(color_vec_y.xyz, rgb);
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return y * range_y.x + range_y.y;
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}
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14
assets/shaders/ScenePS.hlsl
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14
assets/shaders/ScenePS.hlsl
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Texture2D image : register(t0);
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SamplerState def_sampler : 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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float4 main_ps(PS_INPUT frag_in) : SV_Target
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{
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return image.Sample(def_sampler, frag_in.tex, 0);
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}
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22
assets/shaders/SceneVS.hlsl
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22
assets/shaders/SceneVS.hlsl
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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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PS_INPUT main_vs(uint vI : SV_VERTEXID)
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{
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float idHigh = float(vI >> 1);
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float idLow = float(vI & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = 1.0 - idLow * 2.0;
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PS_INPUT vert_out;
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vert_out.pos = float4(x, y, 0.0, 1.0);
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vert_out.tex = float2(u, v);
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return vert_out;
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}
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@@ -183,13 +183,11 @@
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# amd_preset = balanced
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#
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####### rate control #####
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# auto -- let ffmpeg decide rate control
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# constqp -- constant QP mode
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# vbr -- variable bitrate
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# cbr -- constant bitrate
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# cbr_hq -- cbr high quality
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# cbr_ld_hq -- cbr low delay high quality
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# vbr_hq -- vbr high quality
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# auto -- let ffmpeg decide rate control
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# constqp -- constant QP mode
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# vbr_latency -- Latency Constrained Variable Bitrate
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# vbr_peak -- Peak Contrained Variable Bitrate
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# cbr -- constant bitrate
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##########################
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# amd_rc = auto
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