[vlc-devel] [PATCH 6/6] direct3d11: factorize similar Pixel Shaders
Steve Lhomme
robux4 at videolabs.io
Wed Nov 23 17:24:01 CET 2016
---
modules/video_output/win32/direct3d11.c | 148 +-------------------------------
1 file changed, 4 insertions(+), 144 deletions(-)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 27b94fc..1bc584e 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -266,7 +266,7 @@ static const char* globPixelShaderDefault = "\
}\
";
-static const char *globPixelShaderBiplanarYUV_BT601_2RGB = "\
+static const char *globPixelShaderBiplanarYUV_2RGB = "\
cbuffer PS_CONSTANT_BUFFER : register(b0)\
{\
float Opacity;\
@@ -305,131 +305,7 @@ static const char *globPixelShaderBiplanarYUV_BT601_2RGB = "\
}\
";
-static const char *globPixelShaderBiplanarYUV_BT709_2RGB = "\
- cbuffer PS_CONSTANT_BUFFER : register(b0)\
- {\
- float Opacity;\
- float opacityPadding[3];\
- };\
- cbuffer PS_COLOR_TRANSFORM : register(b1)\
- {\
- float WhitePointX;\
- float WhitePointY;\
- float WhitePointZ;\
- float whitePadding;\
- float4x4 Colorspace;\
- };\
- Texture2D shaderTextureY;\
- Texture2D shaderTextureUV;\
- SamplerState SampleType;\
- \
- struct PS_INPUT\
- {\
- float4 Position : SV_POSITION;\
- float2 Texture : TEXCOORD0;\
- };\
- \
- float4 PS( PS_INPUT In ) : SV_TARGET\
- {\
- float4 yuv;\
- float4 rgba;\
- yuv.x = shaderTextureY.Sample(SampleType, In.Texture).x;\
- yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
- yuv.a = Opacity;\
- yuv.x += WhitePointX;\
- yuv.y += WhitePointY;\
- yuv.z += WhitePointZ;\
- rgba = saturate(mul(yuv, Colorspace));\
- return rgba;\
- }\
-";
-
-/* RGB-709 to RGB-2020 based on https://www.researchgate.net/publication/258434326_Beyond_BT709 */
-static const char *globPixelShaderBiplanarYUV_BT2020_2RGB = "\
- cbuffer PS_CONSTANT_BUFFER : register(b0)\
- {\
- float Opacity;\
- float opacityPadding[3];\
- };\
- cbuffer PS_COLOR_TRANSFORM : register(b1)\
- {\
- float WhitePointX;\
- float WhitePointY;\
- float WhitePointZ;\
- float whitePadding;\
- float4x4 Colorspace;\
- };\
- Texture2D shaderTextureY;\
- Texture2D shaderTextureUV;\
- SamplerState SampleType;\
- \
- struct PS_INPUT\
- {\
- float4 Position : SV_POSITION;\
- float2 Texture : TEXCOORD0;\
- };\
- \
- float4 PS( PS_INPUT In ) : SV_TARGET\
- {\
- float4 yuv;\
- float4 rgba;\
- yuv.x = shaderTextureY.Sample(SampleType, In.Texture).x;\
- yuv.yz = shaderTextureUV.Sample(SampleType, In.Texture).xy;\
- yuv.a = Opacity;\
- yuv.x += WhitePointX;\
- yuv.y += WhitePointY;\
- yuv.z += WhitePointZ;\
- rgba.x = 1.164383561643836 * yuv.x + 1.792741071428571 * yuv.z;\
- rgba.y = 1.164383561643836 * yuv.x - 0.532909328559444 * yuv.z - 0.21324861427373 * yuv.y;\
- rgba.z = 1.164383561643836 * 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 = saturate(1.0 * yuv.a);\
- return rgba;\
- }\
-";
-
-static const char *globPixelShaderBiplanarYUYV_BT709_2RGB = "\
- cbuffer PS_CONSTANT_BUFFER : register(b0)\
- {\
- float Opacity;\
- float opacityPadding[3];\
- };\
- cbuffer PS_COLOR_TRANSFORM : register(b1)\
- {\
- float WhitePointX;\
- float WhitePointY;\
- float WhitePointZ;\
- float whitePadding;\
- float4x4 Colorspace;\
- };\
- Texture2D shaderTextureYUYV;\
- SamplerState SampleType;\
- \
- struct PS_INPUT\
- {\
- float4 Position : SV_POSITION;\
- float2 Texture : TEXCOORD0;\
- };\
- \
- float4 PS( PS_INPUT In ) : SV_TARGET\
- {\
- float4 yuv;\
- float4 rgba;\
- yuv.x = shaderTextureYUYV.Sample(SampleType, In.Texture).x;\
- yuv.y = shaderTextureYUYV.Sample(SampleType, In.Texture).y;\
- yuv.z = shaderTextureYUYV.Sample(SampleType, In.Texture).a;\
- yuv.a = Opacity;\
- yuv.x += WhitePointX;\
- yuv.y += WhitePointY;\
- yuv.z += WhitePointZ;\
- rgba = saturate(mul(yuv, Colorspace));\
- return rgba;\
- }\
-";
-
-static const char *globPixelShaderBiplanarYUYV_BT601_2RGB = "\
+static const char *globPixelShaderBiplanarYUYV_2RGB = "\
cbuffer PS_CONSTANT_BUFFER : register(b0)\
{\
float Opacity;\
@@ -1522,26 +1398,10 @@ 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 (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;
- }
+ sys->d3dPxShader = globPixelShaderBiplanarYUV_2RGB;
else
if (fmt->i_chroma == VLC_CODEC_YUYV)
- {
- if( fmt->i_height > 576 )
- sys->d3dPxShader = globPixelShaderBiplanarYUYV_BT709_2RGB;
- else
- sys->d3dPxShader = globPixelShaderBiplanarYUYV_BT601_2RGB;
- }
+ sys->d3dPxShader = globPixelShaderBiplanarYUYV_2RGB;
else
sys->d3dPxShader = globPixelShaderDefault;
--
2.10.1
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