[vlc-devel] [PATCH 04/15] direct3d11: tweak the pixel shader for the Xbox
Steve Lhomme
robux4 at videolabs.io
Wed Feb 8 14:26:51 CET 2017
although we deliver full range RGB the Xbox assumes it's studio range RGB and
expand the values even more. So we don't apply the studio->full range already
in the pixel shaders.
---
modules/video_output/win32/direct3d11.c | 20 ++++++++++++++++++++
1 file changed, 20 insertions(+)
diff --git a/modules/video_output/win32/direct3d11.c b/modules/video_output/win32/direct3d11.c
index 9981b78..c86c38d 100644
--- a/modules/video_output/win32/direct3d11.c
+++ b/modules/video_output/win32/direct3d11.c
@@ -2035,6 +2035,26 @@ static int AllocQuad(vout_display_t *vd, const video_format_t *fmt, d3d_quad_t *
ppColorspace = COLORSPACE_BT601_TO_FULL;
break;
}
+
+#if VLC_WINSTORE_APP
+ if (isXboxHardware(sys->d3ddevice)) {
+ static const FLOAT FULL_TO_STUDIO_RATIO = (256.f - 16.f - 20.f) / 256.f;
+ /* limit to 16-235 range as it's expanded again by the hardware */
+ WHITE_POINT_D65_TO_FULL[0] += FULL_TO_STUDIO_SHIFT;
+ if (RGB_shader) {
+ WHITE_POINT_D65_TO_FULL[1] += FULL_TO_STUDIO_SHIFT;
+ WHITE_POINT_D65_TO_FULL[2] += FULL_TO_STUDIO_SHIFT;
+ ppColorspace[0 * 5] *= FULL_TO_STUDIO_RATIO;
+ ppColorspace[1 * 5] *= FULL_TO_STUDIO_RATIO;
+ ppColorspace[2 * 5] *= FULL_TO_STUDIO_RATIO;
+ } else {
+ ppColorspace[0 * 4] *= FULL_TO_STUDIO_RATIO;
+ ppColorspace[1 * 4] *= FULL_TO_STUDIO_RATIO;
+ ppColorspace[2 * 4] *= FULL_TO_STUDIO_RATIO;
+ }
+ }
+#endif
+
memcpy(colorspace.Colorspace, ppColorspace, sizeof(colorspace.Colorspace));
memcpy(colorspace.WhitePoint, WHITE_POINT_D65_TO_FULL, sizeof(colorspace.WhitePoint));
constantInit.pSysMem = &colorspace;
--
2.10.2
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