[vlc-devel] [PATCH] direct3d11: slighty better rgb precision

Steve Lhomme robux4 at videolabs.io
Wed Mar 25 18:21:56 CET 2015


No, from here https://msdn.microsoft.com/de-de/library/windows/desktop/dd206750%28v=vs.85%29.aspx

Section "Converting 8-bit YUV to RGB888"

On Wed, Mar 25, 2015 at 5:54 PM, Jean-Baptiste Kempf <jb at videolan.org> wrote:
> Did you take those values from the OpenGL one?
>
> On 25 Mar, Steve Lhomme wrote :
>> ---
>>  modules/video_output/msw/direct3d11.c | 8 ++++----
>>  1 file changed, 4 insertions(+), 4 deletions(-)
>>
>> diff --git a/modules/video_output/msw/direct3d11.c b/modules/video_output/msw/direct3d11.c
>> index 333fa60..952c309 100644
>> --- a/modules/video_output/msw/direct3d11.c
>> +++ b/modules/video_output/msw/direct3d11.c
>> @@ -156,12 +156,12 @@ static const char* globVertexShaderDefault = "\
>>      float4 rgba;\
>>      yuv.x  = shaderTextureY.Sample(SampleType, In.Texture).x;\
>>      yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
>> -    yuv.x  = 1.164 * (yuv.x-0.0625);\
>> +    yuv.x  = 1.164383 * (yuv.x-0.0625);\
>>      yuv.y  = yuv.y - 0.5;\
>>      yuv.z  = yuv.z - 0.5;\
>> -    rgba.x = saturate(yuv.x + 1.596 * yuv.z);\
>> -    rgba.y = saturate(yuv.x - 0.813 * yuv.z - 0.391 * yuv.y);\
>> -    rgba.z = saturate(yuv.x + 2.018 * yuv.y);\
>> +    rgba.x = saturate(yuv.x + 1.596027 * yuv.z);\
>> +    rgba.y = saturate(yuv.x - 0.812968 * yuv.z - 0.391762 * yuv.y);\
>> +    rgba.z = saturate(yuv.x + 2.017232 * yuv.y);\
>>      rgba.w = 1.0;\
>>      return rgba;\
>>    }\
>> --
>> 2.3.0
>>
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>
> --
> With my kindest regards,
>
> --
> Jean-Baptiste Kempf
> http://www.jbkempf.com/ - +33 672 704 734
> Sent from my Electronic Device
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