[vlc-commits] direct3d11: add a pixel shader to render BT.2020 colors for biplanar chroma
Steve Lhomme
git at videolan.org
Mon Aug 1 09:55:21 CEST 2016
vlc | branch: master | Steve Lhomme <robUx4 at videolabs.io> | Fri Jul 29 14:52:59 2016 +0200| [636a7d71783c31c3c956dd745810858ae0c6465f] | committer: Jean-Baptiste Kempf
direct3d11: add a pixel shader to render BT.2020 colors for biplanar chroma
Signed-off-by: Jean-Baptiste Kempf <jb at videolan.org>
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=636a7d71783c31c3c956dd745810858ae0c6465f
---
modules/video_output/win32/direct3d11.c | 41 ++++++++++++++++++++++++++++++++-
1 file changed, 40 insertions(+), 1 deletion(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 160b58d..d359650 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -269,6 +269,39 @@ static const char *globPixelShaderBiplanarYUV_BT709_2RGB = "\
}\
";
+/* RGB-709 to RGB-2020 based on https://www.researchgate.net/publication/258434326_Beyond_BT709 */
+static const char *globPixelShaderBiplanarYUV_BT2020_2RGB = "\
+ Texture2D shaderTextureY;\
+ Texture2D shaderTextureUV;\
+ SamplerState SampleType;\
+ \
+ struct PS_INPUT\
+ {\
+ float4 Position : SV_POSITION;\
+ float2 Texture : TEXCOORD0;\
+ float Opacity : OPACITY;\
+ };\
+ \
+ float4 PS( PS_INPUT In ) : SV_TARGET\
+ {\
+ float3 yuv;\
+ float4 rgba;\
+ yuv.x = shaderTextureY.Sample(SampleType, In.Texture).x;\
+ yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
+ yuv.x = 1.164383561643836 * (yuv.x-0.0625);\
+ yuv.y = yuv.y - 0.5;\
+ yuv.z = yuv.z - 0.5;\
+ rgba.x = saturate(yuv.x + 1.792741071428571 * yuv.z);\
+ rgba.y = saturate(yuv.x - 0.532909328559444 * yuv.z - 0.21324861427373 * yuv.y);\
+ rgba.z = saturate(yuv.x + 2.112401785714286 * yuv.y);\
+ rgba.x = saturate( 1.661 * rgba.x - 0.588 * rgba.y - 0.073 * rgba.z);\
+ rgba.y = saturate(-0.125 * rgba.x + 1.133 * rgba.y - 0.008 * rgba.z);\
+ rgba.z = saturate(-0.018 * rgba.x - 0.101 * rgba.y + 1.119 * rgba.z);\
+ rgba.a = In.Opacity;\
+ return rgba;\
+ }\
+";
+
static const char *globPixelShaderBiplanarYUYV_BT709_2RGB = "\
Texture2D shaderTextureYUYV;\
SamplerState SampleType;\
@@ -1228,7 +1261,13 @@ static int Direct3D11Open(vout_display_t *vd, video_format_t *fmt)
if (sys->picQuadConfig.resourceFormatYRGB == DXGI_FORMAT_R8_UNORM ||
sys->picQuadConfig.resourceFormatYRGB == DXGI_FORMAT_R16_UNORM)
{
- if( fmt->i_height > 576 )
+ if (vd->fmt.space == COLOR_SPACE_BT2020)
+ sys->d3dPxShader = globPixelShaderBiplanarYUV_BT2020_2RGB;
+ else if (vd->fmt.space == COLOR_SPACE_BT709)
+ sys->d3dPxShader = globPixelShaderBiplanarYUV_BT709_2RGB;
+ else if (vd->fmt.space == COLOR_SPACE_BT601)
+ sys->d3dPxShader = globPixelShaderBiplanarYUV_BT601_2RGB;
+ else if( fmt->i_height > 576 )
sys->d3dPxShader = globPixelShaderBiplanarYUV_BT709_2RGB;
else
sys->d3dPxShader = globPixelShaderBiplanarYUV_BT601_2RGB;
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