New upstream version 24.0.1+dfsg1

This commit is contained in:
Sebastian Ramacher 2019-09-22 23:19:10 +02:00
parent b14f9eae6d
commit 5a730d6ec3
842 changed files with 42245 additions and 33385 deletions

View file

@ -15,38 +15,23 @@
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
//#define DEBUGGING
uniform float4x4 ViewProj;
uniform float u_plane_offset;
uniform float v_plane_offset;
uniform float width;
uniform float height;
uniform float width_i;
uniform float height_i;
uniform float width_d2;
uniform float height_d2;
uniform float width_d2_i;
uniform float height_d2_i;
uniform float input_width;
uniform float input_height;
uniform float input_width_i;
uniform float input_height_i;
uniform float input_width_i_d2;
uniform float input_height_i_d2;
uniform float width_x2_i;
uniform int int_width;
uniform int int_input_width;
uniform int int_u_plane_offset;
uniform int int_v_plane_offset;
uniform float4x4 color_matrix;
uniform float4 color_vec0;
uniform float4 color_vec1;
uniform float4 color_vec2;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d image;
uniform texture2d image1;
uniform texture2d image2;
uniform texture2d image3;
sampler_state def_sampler {
Filter = Linear;
@ -54,354 +39,385 @@ sampler_state def_sampler {
AddressV = Clamp;
};
struct VertInOut {
struct FragPos {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertInOut VSDefault(VertInOut vert_in)
struct VertTexPos {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct VertPosWide {
float3 pos_wide : TEXCOORD0;
float4 pos : POSITION;
};
struct VertTexPosWide {
float3 uuv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragTex {
float2 uv : TEXCOORD0;
};
struct FragPosWide {
float3 pos_wide : TEXCOORD0;
};
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
FragPos VSPos(uint id : VERTEXID)
{
VertInOut vert_out;
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = vert_in.uv;
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
FragPos vert_out;
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
/* used to prevent internal GPU precision issues width fmod in particular */
#define PRECISION_OFFSET 0.2
float4 PSNV12(VertInOut vert_in) : TARGET
VertTexPosWide VSTexPos_Left(uint id : VERTEXID)
{
float v_mul = floor(vert_in.uv.y * input_height);
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float2 sample_pos[4];
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
if (byte_offset < u_plane_offset) {
#ifdef DEBUGGING
return float4(1.0, 1.0, 1.0, 1.0);
#endif
float lum_u = floor(fmod(byte_offset, width)) * width_i;
float lum_v = floor(byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
lum_u += width_i * 0.5;
lum_v += height_i * 0.5;
sample_pos[0] = float2(lum_u, lum_v);
sample_pos[1] = float2(lum_u += width_i, lum_v);
sample_pos[2] = float2(lum_u += width_i, lum_v);
sample_pos[3] = float2(lum_u + width_i, lum_v);
float4x4 out_val = float4x4(
image.Sample(def_sampler, sample_pos[0]),
image.Sample(def_sampler, sample_pos[1]),
image.Sample(def_sampler, sample_pos[2]),
image.Sample(def_sampler, sample_pos[3])
);
return transpose(out_val)[1];
} else {
#ifdef DEBUGGING
return float4(0.5, 0.2, 0.5, 0.2);
#endif
float new_offset = byte_offset - u_plane_offset;
float ch_u = floor(fmod(new_offset, width)) * width_i;
float ch_v = floor(new_offset * width_i) * height_d2_i;
float width_i2 = width_i*2.0;
/* move to the borders of each set of 4 pixels to force it
* to do bilinear averaging */
ch_u += width_i;
ch_v += height_i;
sample_pos[0] = float2(ch_u, ch_v);
sample_pos[1] = float2(ch_u + width_i2, ch_v);
return float4(
image.Sample(def_sampler, sample_pos[0]).rb,
image.Sample(def_sampler, sample_pos[1]).rb
);
}
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;
}
float PSNV12_Y(VertInOut vert_in) : TARGET
VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID)
{
return image.Sample(def_sampler, vert_in.uv.xy).y;
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
VertTexPos vert_out;
vert_out.uv = float2(width_d2 * u, height * v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
float2 PSNV12_UV(VertInOut vert_in) : TARGET
VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID)
{
return image.Sample(def_sampler, vert_in.uv.xy).xz;
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
VertTexPos vert_out;
vert_out.uv = float2(width_d2 * u, height_d2 * v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
float4 PSPlanar420(VertInOut vert_in) : TARGET
VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
{
float v_mul = floor(vert_in.uv.y * input_height);
float idHigh = float(id >> 1);
float idLow = float(id & uint(1));
float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float2 sample_pos[4];
float u = idHigh * 2.0;
float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
if (byte_offset < u_plane_offset) {
#ifdef DEBUGGING
return float4(1.0, 1.0, 1.0, 1.0);
#endif
float lum_u = floor(fmod(byte_offset, width)) * width_i;
float lum_v = floor(byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
lum_u += width_i * 0.5;
lum_v += height_i * 0.5;
sample_pos[0] = float2(lum_u, lum_v);
sample_pos[1] = float2(lum_u += width_i, lum_v);
sample_pos[2] = float2(lum_u += width_i, lum_v);
sample_pos[3] = float2(lum_u + width_i, lum_v);
} else {
#ifdef DEBUGGING
return ((byte_offset < v_plane_offset) ?
float4(0.5, 0.5, 0.5, 0.5) :
float4(0.2, 0.2, 0.2, 0.2));
#endif
float new_offset = byte_offset -
((byte_offset < v_plane_offset) ?
u_plane_offset : v_plane_offset);
float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
float width_i2 = width_i*2.0;
/* move to the borders of each set of 4 pixels to force it
* to do bilinear averaging */
ch_u += width_i;
ch_v += height_i;
/* set up coordinates for next chroma line, in case
* (width / 2) % 4 == 2, i.e. the current set of 4 pixels is split
* between the current and the next chroma line; do note that the next
* chroma line is two source lines below the current source line */
float ch_u_n = 0. + width_i;
float ch_v_n = ch_v + height_i * 3;
sample_pos[0] = float2(ch_u, ch_v);
sample_pos[1] = float2(ch_u += width_i2, ch_v);
ch_u += width_i2;
// check if ch_u overflowed the current source and chroma line
if (ch_u > 1.0) {
sample_pos[2] = float2(ch_u_n, ch_v_n);
sample_pos[2] = float2(ch_u_n + width_i2, ch_v_n);
} else {
sample_pos[2] = float2(ch_u, ch_v);
sample_pos[3] = float2(ch_u + width_i2, ch_v);
}
}
float4x4 out_val = float4x4(
image.Sample(def_sampler, sample_pos[0]),
image.Sample(def_sampler, sample_pos[1]),
image.Sample(def_sampler, sample_pos[2]),
image.Sample(def_sampler, sample_pos[3])
);
out_val = transpose(out_val);
if (byte_offset < u_plane_offset)
return out_val[1];
else if (byte_offset < v_plane_offset)
return out_val[0];
else
return out_val[2];
VertPosWide vert_out;
vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}
float4 PSPlanar444(VertInOut vert_in) : TARGET
float PS_Y(FragPos frag_in) : TARGET
{
float v_mul = floor(vert_in.uv.y * input_height);
float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float new_byte_offset = byte_offset;
if (byte_offset >= v_plane_offset)
new_byte_offset -= v_plane_offset;
else if (byte_offset >= u_plane_offset)
new_byte_offset -= u_plane_offset;
float2 sample_pos[4];
float u_val = floor(fmod(new_byte_offset, width)) * width_i;
float v_val = floor(new_byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
u_val += width_i * 0.5;
v_val += height_i * 0.5;
sample_pos[0] = float2(u_val, v_val);
sample_pos[1] = float2(u_val += width_i, v_val);
sample_pos[2] = float2(u_val += width_i, v_val);
sample_pos[3] = float2(u_val + width_i, v_val);
float4x4 out_val = float4x4(
image.Sample(def_sampler, sample_pos[0]),
image.Sample(def_sampler, sample_pos[1]),
image.Sample(def_sampler, sample_pos[2]),
image.Sample(def_sampler, sample_pos[3])
);
out_val = transpose(out_val);
if (byte_offset < u_plane_offset)
return out_val[1];
else if (byte_offset < v_plane_offset)
return out_val[0];
else
return out_val[2];
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
return y;
}
float GetIntOffsetColor(int offset)
float2 PS_UV_Wide(FragTexWide frag_in) : TARGET
{
return image.Load(int3(offset % int_input_width,
offset / int_input_width,
0)).r;
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
return float2(u, v);
}
float4 PSPacked422_Reverse(VertInOut vert_in, int u_pos, int v_pos,
int y0_pos, int y1_pos) : TARGET
float PS_U(FragPos frag_in) : TARGET
{
float y = vert_in.uv.y;
float odd = floor(fmod(width * vert_in.uv.x + PRECISION_OFFSET, 2.0));
float x = floor(width_d2 * vert_in.uv.x + PRECISION_OFFSET) *
width_d2_i;
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
return u;
}
x += input_width_i_d2;
float PS_V(FragPos frag_in) : TARGET
{
float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
return v;
}
float4 texel = image.Sample(def_sampler, float2(x, y));
float3 yuv = float3(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
texel[u_pos], texel[v_pos]);
float PS_U_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
return u;
}
float PS_V_Wide(FragTexWide frag_in) : TARGET
{
float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
return v;
}
float3 YUV_to_RGB(float3 yuv)
{
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
float r = dot(color_vec0.xyz, yuv) + color_vec0.w;
float g = dot(color_vec1.xyz, yuv) + color_vec1.w;
float b = dot(color_vec2.xyz, yuv) + color_vec2.w;
return float3(r, g, b);
}
float4 PSPlanar420_Reverse(VertInOut vert_in) : TARGET
float3 PSUYVY_Reverse(FragTex frag_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_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;
float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma1),
GetIntOffsetColor(chroma2)
);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
float2 y01 = y2uv.yw;
float2 cbcr = y2uv.zx;
float leftover = frac(frag_in.uv.x);
float y = (leftover < 0.5) ? y01.x : y01.y;
float3 yuv = float3(y, cbcr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSPlanar444_Reverse(VertInOut vert_in) : TARGET
float3 PSYUY2_Reverse(FragTex frag_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
int lum_offset = y * int_width + x;
int chroma_offset = y * int_width + x;
int chroma1 = int_u_plane_offset + chroma_offset;
int chroma2 = int_v_plane_offset + chroma_offset;
float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma1),
GetIntOffsetColor(chroma2)
);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
float2 y01 = y2uv.zx;
float2 cbcr = y2uv.yw;
float leftover = frac(frag_in.uv.x);
float y = (leftover < 0.5) ? y01.x : y01.y;
float3 yuv = float3(y, cbcr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSNV12_Reverse(VertInOut vert_in) : TARGET
float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + 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;
float3 yuv = float3(
GetIntOffsetColor(lum_offset),
GetIntOffsetColor(chroma),
GetIntOffsetColor(chroma + 1)
);
yuv = clamp(yuv, color_range_min, color_range_max);
return saturate(mul(float4(yuv, 1.0), color_matrix));
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
float2 y01 = y2uv.zx;
float2 cbcr = y2uv.wy;
float leftover = frac(frag_in.uv.x);
float y = (leftover < 0.5) ? y01.x : y01.y;
float3 yuv = float3(y, cbcr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSY800_Limited(VertInOut vert_in) : TARGET
float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
float limited = image.Load(int3(x, y, 0)).x;
float full = saturate((limited - (16.0 / 255.0)) * (255.0 / 219.0));
return float4(full, full, full, 1.0);
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
int3 xy0_chroma = int3(frag_in.uv, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float3 yuv = float3(y, cb, cr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSY800_Full(VertInOut vert_in) : TARGET
float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
float3 full = image.Load(int3(x, y, 0)).xxx;
return float4(full, 1.0);
}
float4 PSRGB_Limited(VertInOut vert_in) : TARGET
{
int x = int(vert_in.uv.x * width + PRECISION_OFFSET);
int y = int(vert_in.uv.y * height + PRECISION_OFFSET);
float4 rgba = image.Load(int3(x, y, 0));
rgba.rgb = saturate((rgba.rgb - (16.0 / 255.0)) * (255.0 / 219.0));
int3 xy0_luma = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0_luma).x;
int3 xy0_chroma = int3(frag_in.uv, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float alpha = image3.Load(xy0_luma).x;
float3 yuv = float3(y, cb, cr);
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
return rgba;
}
technique Planar420
float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
{
float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float3 yuv = float3(y, cb, cr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET
{
int3 xy0_luma = int3(frag_in.pos_wide.xz, 0);
float y = image.Load(xy0_luma).x;
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
float cb = image1.Load(xy0_chroma).x;
float cr = image2.Load(xy0_chroma).x;
float alpha = image3.Load(xy0_luma).x;
float3 yuv = float3(y, cb, cr);
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
return rgba;
}
float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
{
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float3 yuv = float3(y, cb, cr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
{
int3 xy0 = int3(frag_in.pos.xy, 0);
float y = image.Load(xy0).x;
float cb = image1.Load(xy0).x;
float cr = image2.Load(xy0).x;
float alpha = image3.Load(xy0).x;
float3 yuv = float3(y, cb, cr);
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
return rgba;
}
float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
{
float4 yuva = image.Load(int3(frag_in.pos.xy, 0));
float4 rgba = float4(YUV_to_RGB(yuva.xyz), yuva.a);
return rgba;
}
float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
{
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
float3 yuv = float3(y, cbcr);
float3 rgb = YUV_to_RGB(yuv);
return rgb;
}
float3 PSY800_Limited(FragPos frag_in) : TARGET
{
float limited = image.Load(int3(frag_in.pos.xy, 0)).x;
float full = (255.0 / 219.0) * limited - (16.0 / 219.0);
return float3(full, full, full);
}
float3 PSY800_Full(FragPos frag_in) : TARGET
{
float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx;
return full;
}
float4 PSRGB_Limited(FragPos frag_in) : TARGET
{
float4 rgba = image.Load(int3(frag_in.pos.xy, 0));
rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0);
return rgba;
}
float3 PSBGR3_Limited(FragPos frag_in) : TARGET
{
float x = frag_in.pos.x * 3.0;
float y = frag_in.pos.y;
float b = image.Load(int3(x - 1.0, y, 0)).x;
float g = image.Load(int3(x, y, 0)).x;
float r = image.Load(int3(x + 1.0, y, 0)).x;
float3 rgb = float3(r, g, b);
rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0);
return rgb;
}
float3 PSBGR3_Full(FragPos frag_in) : TARGET
{
float x = frag_in.pos.x * 3.0;
float y = frag_in.pos.y;
float b = image.Load(int3(x - 1.0, y, 0)).x;
float g = image.Load(int3(x, y, 0)).x;
float r = image.Load(int3(x + 1.0, y, 0)).x;
float3 rgb = float3(r, g, b);
return rgb;
}
technique Planar_Y
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPlanar420(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PS_Y(frag_in);
}
}
technique Planar444
technique Planar_U
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPlanar444(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PS_U(frag_in);
}
}
technique NV12
technique Planar_V
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSNV12(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PS_V(frag_in);
}
}
technique Planar_U_Left
{
pass
{
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_U_Wide(frag_in);
}
}
technique Planar_V_Left
{
pass
{
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_V_Wide(frag_in);
}
}
@ -409,8 +425,8 @@ technique NV12_Y
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSNV12_Y(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PS_Y(frag_in);
}
}
@ -418,8 +434,8 @@ technique NV12_UV
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSNV12_UV(vert_in);
vertex_shader = VSTexPos_Left(id);
pixel_shader = PS_UV_Wide(frag_in);
}
}
@ -427,8 +443,8 @@ technique UYVY_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPacked422_Reverse(vert_in, 2, 0, 1, 3);
vertex_shader = VSTexPosHalf_Reverse(id);
pixel_shader = PSUYVY_Reverse(frag_in);
}
}
@ -436,8 +452,8 @@ technique YUY2_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPacked422_Reverse(vert_in, 1, 3, 2, 0);
vertex_shader = VSTexPosHalf_Reverse(id);
pixel_shader = PSYUY2_Reverse(frag_in);
}
}
@ -445,8 +461,8 @@ technique YVYU_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPacked422_Reverse(vert_in, 3, 1, 2, 0);
vertex_shader = VSTexPosHalf_Reverse(id);
pixel_shader = PSYVYU_Reverse(frag_in);
}
}
@ -454,8 +470,35 @@ technique I420_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPlanar420_Reverse(vert_in);
vertex_shader = VSTexPosHalfHalf_Reverse(id);
pixel_shader = PSPlanar420_Reverse(frag_in);
}
}
technique I40A_Reverse
{
pass
{
vertex_shader = VSTexPosHalfHalf_Reverse(id);
pixel_shader = PSPlanar420A_Reverse(frag_in);
}
}
technique I422_Reverse
{
pass
{
vertex_shader = VSPosWide_Reverse(id);
pixel_shader = PSPlanar422_Reverse(frag_in);
}
}
technique I42A_Reverse
{
pass
{
vertex_shader = VSPosWide_Reverse(id);
pixel_shader = PSPlanar422A_Reverse(frag_in);
}
}
@ -463,8 +506,26 @@ technique I444_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSPlanar444_Reverse(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444_Reverse(frag_in);
}
}
technique YUVA_Reverse
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSPlanar444A_Reverse(frag_in);
}
}
technique AYUV_Reverse
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSAYUV_Reverse(frag_in);
}
}
@ -472,8 +533,8 @@ technique NV12_Reverse
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSNV12_Reverse(vert_in);
vertex_shader = VSTexPosHalfHalf_Reverse(id);
pixel_shader = PSNV12_Reverse(frag_in);
}
}
@ -481,8 +542,8 @@ technique Y800_Limited
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSY800_Limited(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PSY800_Limited(frag_in);
}
}
@ -490,8 +551,8 @@ technique Y800_Full
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSY800_Full(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PSY800_Full(frag_in);
}
}
@ -499,7 +560,25 @@ technique RGB_Limited
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSRGB_Limited(vert_in);
vertex_shader = VSPos(id);
pixel_shader = PSRGB_Limited(frag_in);
}
}
technique BGR3_Limited
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSBGR3_Limited(frag_in);
}
}
technique BGR3_Full
{
pass
{
vertex_shader = VSPos(id);
pixel_shader = PSBGR3_Full(frag_in);
}
}