[vlc-commits] d3d_dynamic_shader: fix shader source indentation
Steve Lhomme
git at videolan.org
Thu Feb 18 06:46:08 UTC 2021
vlc | branch: master | Steve Lhomme <robux4 at ycbcr.xyz> | Wed Feb 17 10:25:21 2021 +0100| [f2a1efc68eb5754110928efc9067c3a3e4a24c41] | committer: Steve Lhomme
d3d_dynamic_shader: fix shader source indentation
> http://git.videolan.org/gitweb.cgi/vlc.git/?a=commit;h=f2a1efc68eb5754110928efc9067c3a3e4a24c41
---
modules/video_output/win32/d3d_dynamic_shader.c | 128 ++++++++++++------------
1 file changed, 64 insertions(+), 64 deletions(-)
diff --git a/modules/video_output/win32/d3d_dynamic_shader.c b/modules/video_output/win32/d3d_dynamic_shader.c
index 73153d8da7..bcd0ec447d 100644
--- a/modules/video_output/win32/d3d_dynamic_shader.c
+++ b/modules/video_output/win32/d3d_dynamic_shader.c
@@ -36,8 +36,8 @@
#include "d3d_dynamic_shader.h"
static const char globPixelShaderDefault[] = "\
- cbuffer PS_CONSTANT_BUFFER : register(b0)\n\
- {\n\
+cbuffer PS_CONSTANT_BUFFER : register(b0)\n\
+{\n\
float4x4 WhitePoint;\n\
float4x4 Colorspace;\n\
float4x4 Primaries;\n\
@@ -45,17 +45,17 @@ static const char globPixelShaderDefault[] = "\
float LuminanceScale;\n\
float BoundaryX;\n\
float BoundaryY;\n\
- };\n\
- Texture2D shaderTexture[4];\n\
- SamplerState normalSampler : register(s0);\n\
- SamplerState borderSampler : register(s1);\n\
- \n\
- struct PS_INPUT\n\
- {\n\
+};\n\
+Texture2D shaderTexture[4];\n\
+SamplerState normalSampler : register(s0);\n\
+SamplerState borderSampler : register(s1);\n\
+\n\
+struct PS_INPUT\n\
+{\n\
float4 Position : SV_POSITION;\n\
float2 uv : TEXCOORD;\n\
- };\n\
- \n\
+};\n\
+\n\
#define TONE_MAP_HABLE 1\n\
\n\
#define SRC_TRANSFER_709 1\n\
@@ -89,29 +89,29 @@ static const char globPixelShaderDefault[] = "\
#define SAMPLE_PLANAR_YUVA_TO_NV_UV 15\n\
\n\
#if (TONE_MAPPING==TONE_MAP_HABLE)\n\
- /* see http://filmicworlds.com/blog/filmic-tonemapping-operators/ */\n\
- inline float4 hable(float4 x) {\n\
- const float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30;\n\
- return ((x * (A*x + (C*B))+(D*E))/(x * (A*x + B) + (D*F))) - E/F;\n\
- }\n\
+/* see http://filmicworlds.com/blog/filmic-tonemapping-operators/ */\n\
+inline float4 hable(float4 x) {\n\
+ const float A = 0.15, B = 0.50, C = 0.10, D = 0.20, E = 0.02, F = 0.30;\n\
+ return ((x * (A*x + (C*B))+(D*E))/(x * (A*x + B) + (D*F))) - E/F;\n\
+}\n\
#endif\n\
- \n\
+\n\
#if (SRC_TO_LINEAR==SRC_TRANSFER_HLG)\n\
- /* https://en.wikipedia.org/wiki/Hybrid_Log-Gamma#Technical_details */\n\
- inline float inverse_HLG(float x){\n\
- const float B67_a = 0.17883277;\n\
- const float B67_b = 0.28466892;\n\
- const float B67_c = 0.55991073;\n\
- const float B67_inv_r2 = 4.0; /* 1/0.5² */\n\
- if (x <= 0.5)\n\
- x = x * x * B67_inv_r2;\n\
- else\n\
- x = exp((x - B67_c) / B67_a) + B67_b;\n\
- return x;\n\
- }\n\
+/* https://en.wikipedia.org/wiki/Hybrid_Log-Gamma#Technical_details */\n\
+inline float inverse_HLG(float x){\n\
+ const float B67_a = 0.17883277;\n\
+ const float B67_b = 0.28466892;\n\
+ const float B67_c = 0.55991073;\n\
+ const float B67_inv_r2 = 4.0; /* 1/0.5² */\n\
+ if (x <= 0.5)\n\
+ x = x * x * B67_inv_r2;\n\
+ else\n\
+ x = exp((x - B67_c) / B67_a) + B67_b;\n\
+ return x;\n\
+}\n\
#endif\n\
- \n\
- inline float4 sourceToLinear(float4 rgb) {\n\
+\n\
+inline float4 sourceToLinear(float4 rgb) {\n\
#if (SRC_TO_LINEAR==SRC_TRANSFER_PQ)\n\
const float ST2084_m1 = 2610.0 / (4096.0 * 4);\n\
const float ST2084_m2 = (2523.0 / 4096.0) * 128.0;\n\
@@ -140,9 +140,9 @@ static const char globPixelShaderDefault[] = "\
#else\n\
return rgb;\n\
#endif\n\
- }\n\
- \n\
- inline float4 linearToDisplay(float4 rgb) {\n\
+}\n\
+\n\
+inline float4 linearToDisplay(float4 rgb) {\n\
#if (LINEAR_TO_DST==DST_TRANSFER_SRGB)\n\
return pow(rgb, 1.0 / 2.2);\n\
#elif (LINEAR_TO_DST==DST_TRANSFER_PQ)\n\
@@ -157,34 +157,34 @@ static const char globPixelShaderDefault[] = "\
#else\n\
return rgb;\n\
#endif\n\
- }\n\
- \n\
- inline float4 transformPrimaries(float4 rgb) {\n\
+}\n\
+\n\
+inline float4 transformPrimaries(float4 rgb) {\n\
#if (PRIMARIES_MODE==TRANSFORM_PRIMARIES)\n\
return max(mul(rgb, Primaries), 0);\n\
#else\n\
return rgb;\n\
#endif\n\
- }\n\
- \n\
- inline float4 toneMapping(float4 rgb) {\n\
+}\n\
+\n\
+inline float4 toneMapping(float4 rgb) {\n\
rgb = rgb * LuminanceScale;\n\
#if (TONE_MAPPING==TONE_MAP_HABLE)\n\
const float4 HABLE_DIV = hable(11.2);\n\
rgb = hable(rgb) / HABLE_DIV;\n\
#endif\n\
- return rgb;\n\
- }\n\
- \n\
- inline float4 adjustRange(float4 rgb) {\n\
+ return rgb;\n\
+}\n\
+\n\
+inline float4 adjustRange(float4 rgb) {\n\
#if (RANGE_ADJUST==ADJUST_RANGE)\n\
return clamp((rgb + BLACK_LEVEL_SHIFT) * RANGE_FACTOR, MIN_BLACK_VALUE, MAX_BLACK_VALUE);\n\
#else\n\
return rgb;\n\
#endif\n\
- }\n\
- \n\
- inline float4 sampleTexture(SamplerState samplerState, float2 coords) {\n\
+}\n\
+\n\
+inline float4 sampleTexture(SamplerState samplerState, float2 coords) {\n\
float4 sample;\n\
/* sampling routine in sample */\n\
#if (SAMPLE_TEXTURES==SAMPLE_NV12_TO_YUVA)\n\
@@ -257,10 +257,10 @@ static const char globPixelShaderDefault[] = "\
sample.a = shaderTexture[3].Sample(samplerState, coords).x;\n\
#endif\n\
return sample;\n\
- }\n\
- \n\
- float4 main( PS_INPUT In ) : SV_TARGET\n\
- {\n\
+}\n\
+\n\
+float4 main( PS_INPUT In ) : SV_TARGET\n\
+{\n\
float4 sample;\n\
\n\
if (In.uv.x > BoundaryX || In.uv.y > BoundaryY) \n\
@@ -276,42 +276,42 @@ static const char globPixelShaderDefault[] = "\
rgb = linearToDisplay(rgb);\n\
rgb = adjustRange(rgb);\n\
return float4(rgb.rgb, saturate(opacity));\n\
- }\n\
+}\n\
";
static const char globVertexShader[] = "\n\
#if HAS_PROJECTION\n\
cbuffer VS_PROJECTION_CONST : register(b0)\n\
{\n\
- float4x4 View;\n\
- float4x4 Zoom;\n\
- float4x4 Projection;\n\
+ float4x4 View;\n\
+ float4x4 Zoom;\n\
+ float4x4 Projection;\n\
};\n\
#endif\n\
struct d3d_vertex_t\n\
{\n\
- float3 Position : POSITION;\n\
- float2 uv : TEXCOORD;\n\
+ float3 Position : POSITION;\n\
+ float2 uv : TEXCOORD;\n\
};\n\
\n\
struct PS_INPUT\n\
{\n\
- float4 Position : SV_POSITION;\n\
- float2 uv : TEXCOORD;\n\
+ float4 Position : SV_POSITION;\n\
+ float2 uv : TEXCOORD;\n\
};\n\
\n\
PS_INPUT main( d3d_vertex_t In )\n\
{\n\
- PS_INPUT Output;\n\
- float4 pos = float4(In.Position, 1);\n\
+ PS_INPUT Output;\n\
+ float4 pos = float4(In.Position, 1);\n\
#if HAS_PROJECTION\n\
pos = mul(View, pos);\n\
pos = mul(Zoom, pos);\n\
pos = mul(Projection, pos);\n\
#endif\n\
- Output.Position = pos;\n\
- Output.uv = In.uv;\n\
- return Output;\n\
+ Output.Position = pos;\n\
+ Output.uv = In.uv;\n\
+ return Output;\n\
}\n\
";
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