New upstream version 18.0.1+dfsg1
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1337 changed files with 41178 additions and 84670 deletions
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@ -10,6 +10,7 @@ uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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uniform float undistort_factor = 1.0;
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sampler_state textureSampler {
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Filter = Linear;
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@ -63,21 +64,41 @@ float4 weight4(float x)
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weight(x + 1.0));
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}
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float4 pixel(float xpos, float ypos)
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float AspectUndistortX(float x, float a)
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{
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return image.Sample(textureSampler, float2(xpos, ypos));
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// The higher the power, the longer the linear part will be.
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return (1.0 - a) * (x * x * x * x * x) + a * x;
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}
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float4 get_line(float ypos, float4 xpos, float4 linetaps)
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float AspectUndistortU(float u)
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{
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// Normalize texture coord to -1.0 to 1.0 range, and back.
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return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
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}
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float2 pixel_coord(float xpos, float ypos)
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{
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return float2(AspectUndistortU(xpos), ypos);
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}
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float4 pixel(float xpos, float ypos, bool undistort)
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{
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if (undistort)
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return image.Sample(textureSampler, pixel_coord(xpos, ypos));
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else
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return image.Sample(textureSampler, float2(xpos, ypos));
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}
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float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort)
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{
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return
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pixel(xpos.r, ypos) * linetaps.r +
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pixel(xpos.g, ypos) * linetaps.g +
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pixel(xpos.b, ypos) * linetaps.b +
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pixel(xpos.a, ypos) * linetaps.a;
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pixel(xpos.r, ypos, undistort) * linetaps.r +
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pixel(xpos.g, ypos, undistort) * linetaps.g +
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pixel(xpos.b, ypos, undistort) * linetaps.b +
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pixel(xpos.a, ypos, undistort) * linetaps.a;
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}
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float4 DrawBicubic(VertData v_in)
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float4 DrawBicubic(VertData v_in, bool undistort)
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{
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float2 stepxy = base_dimension_i;
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float2 pos = v_in.uv + stepxy * 0.5;
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@ -100,20 +121,20 @@ float4 DrawBicubic(VertData v_in)
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);
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return
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get_line(xystart.y , xpos, rowtaps) * coltaps.r +
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get_line(xystart.y + stepxy.y , xpos, rowtaps) * coltaps.g +
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get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps) * coltaps.b +
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get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps) * coltaps.a;
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get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r +
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get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g +
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get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b +
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get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a;
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}
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float4 PSDrawBicubicRGBA(VertData v_in) : TARGET
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float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET
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{
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return DrawBicubic(v_in);
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return DrawBicubic(v_in, undistort);
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}
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float4 PSDrawBicubicMatrix(VertData v_in) : TARGET
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{
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float4 rgba = DrawBicubic(v_in);
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float4 rgba = DrawBicubic(v_in, false);
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float4 yuv;
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yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
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@ -125,7 +146,16 @@ technique Draw
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBA(v_in);
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pixel_shader = PSDrawBicubicRGBA(v_in, false);
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}
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}
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technique DrawUndistort
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBA(v_in, true);
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}
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}
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