New upstream version 19.0.3+dfsg1

This commit is contained in:
Sebastian Ramacher 2017-06-29 21:01:10 +02:00
parent 3708b8e092
commit 1f1bbb3518
534 changed files with 13862 additions and 2459 deletions

View file

@ -37,6 +37,11 @@ uniform float input_height_i;
uniform float input_width_i_d2;
uniform float input_height_i_d2;
uniform int int_width;
uniform int int_input_width;
uniform int int_u_plane_offset;
uniform int int_v_plane_offset;
uniform texture2d image;
sampler_state def_sampler {
@ -235,6 +240,13 @@ float4 PSPlanar444(VertInOut vert_in) : TARGET
return out_val[2];
}
float GetIntOffsetColor(int offset)
{
return image.Load(int3(offset % int_input_width,
offset / int_input_width,
0)).r;
}
float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
int y0_pos, int y1_pos) : TARGET
{
@ -250,59 +262,37 @@ float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
texel[u_pos], texel[v_pos], 1.0);
}
float GetOffsetColor(float offset)
{
float2 uv;
offset += PRECISION_OFFSET;
uv.x = floor(fmod(offset, input_width)) * input_width_i;
uv.y = floor(offset * input_width_i) * input_height_i;
uv.xy += float2(input_width_i_d2, input_height_i_d2);
return image.Sample(def_sampler, uv).r;
}
float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
{
float x = vert_in.uv.x;
float y = vert_in.uv.y;
float x_offset = floor(x * width + PRECISION_OFFSET);
float y_offset = floor(y * height + PRECISION_OFFSET);
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
float lum_offset = y_offset * width + x_offset + PRECISION_OFFSET;
lum_offset = floor(lum_offset);
float ch_offset = floor(y_offset * 0.5 + PRECISION_OFFSET) * width_d2 +
(x_offset * 0.5) + PRECISION_OFFSET;
ch_offset = floor(ch_offset);
int lum_offset = y * int_width + x;
int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
int chroma1 = int_u_plane_offset + chroma_offset;
int chroma2 = int_v_plane_offset + chroma_offset;
return float4(
GetOffsetColor(lum_offset),
GetOffsetColor(u_plane_offset + ch_offset),
GetOffsetColor(v_plane_offset + ch_offset),
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma1),
GetIntOffsetColor(chroma2),
1.0
);
}
float4 PSNV12_Reverse(VertInOut vert_in) : TARGET
{
float x = vert_in.uv.x;
float y = vert_in.uv.y;
float x_offset = floor(x * width + PRECISION_OFFSET);
float y_offset = floor(y * height + PRECISION_OFFSET);
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
float lum_offset = y_offset * width + x_offset + PRECISION_OFFSET;
lum_offset = floor(lum_offset);
float ch_offset = floor(y_offset * 0.5 + PRECISION_OFFSET) * width_d2 +
(x_offset * 0.5);
ch_offset = floor(ch_offset * 2.0 + PRECISION_OFFSET);
int lum_offset = y * int_width + x;
int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
int chroma = int_u_plane_offset + chroma_offset * 2;
return float4(
GetOffsetColor(lum_offset),
GetOffsetColor(u_plane_offset + ch_offset),
GetOffsetColor(u_plane_offset + ch_offset + 1.0),
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma),
GetIntOffsetColor(chroma + 1),
1.0
);
}