mirror of
https://github.com/encounter/SDL.git
synced 2025-12-10 05:57:44 +00:00
Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
This commit is contained in:
@@ -39,85 +39,7 @@
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#include <d3d9.h>
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#endif
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#ifdef ASSEMBLE_SHADER
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#pragma comment(lib, "d3dx9.lib")
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/**************************************************************************
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* ID3DXBuffer:
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* ------------
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* The buffer object is used by D3DX to return arbitrary size data.
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*
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* GetBufferPointer -
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* Returns a pointer to the beginning of the buffer.
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*
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* GetBufferSize -
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* Returns the size of the buffer, in bytes.
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**************************************************************************/
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typedef interface ID3DXBuffer ID3DXBuffer;
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typedef interface ID3DXBuffer *LPD3DXBUFFER;
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/* {8BA5FB08-5195-40e2-AC58-0D989C3A0102} */
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DEFINE_GUID(IID_ID3DXBuffer,
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0x8ba5fb08, 0x5195, 0x40e2, 0xac, 0x58, 0xd, 0x98, 0x9c, 0x3a, 0x1, 0x2);
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#undef INTERFACE
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#define INTERFACE ID3DXBuffer
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typedef interface ID3DXBuffer {
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const struct ID3DXBufferVtbl FAR* lpVtbl;
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} ID3DXBuffer;
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typedef const struct ID3DXBufferVtbl ID3DXBufferVtbl;
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const struct ID3DXBufferVtbl
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{
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/* IUnknown */
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STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
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STDMETHOD_(ULONG, AddRef)(THIS) PURE;
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STDMETHOD_(ULONG, Release)(THIS) PURE;
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/* ID3DXBuffer */
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STDMETHOD_(LPVOID, GetBufferPointer)(THIS) PURE;
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STDMETHOD_(DWORD, GetBufferSize)(THIS) PURE;
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};
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HRESULT WINAPI
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D3DXAssembleShader(
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LPCSTR pSrcData,
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UINT SrcDataLen,
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CONST LPVOID* pDefines,
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LPVOID pInclude,
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DWORD Flags,
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LPD3DXBUFFER* ppShader,
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LPD3DXBUFFER* ppErrorMsgs);
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static void PrintShaderData(LPDWORD shader_data, DWORD shader_size)
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{
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OutputDebugStringA("const DWORD shader_data[] = {\n\t");
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{
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SDL_bool newline = SDL_FALSE;
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unsigned i;
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for (i = 0; i < shader_size / sizeof(DWORD); ++i) {
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char dword[11];
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if (i > 0) {
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if ((i%6) == 0) {
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newline = SDL_TRUE;
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}
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if (newline) {
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OutputDebugStringA(",\n ");
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newline = SDL_FALSE;
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} else {
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OutputDebugStringA(", ");
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}
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}
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SDL_snprintf(dword, sizeof(dword), "0x%8.8x", shader_data[i]);
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OutputDebugStringA(dword);
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}
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OutputDebugStringA("\n};\n");
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}
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}
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#endif /* ASSEMBLE_SHADER */
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#include "SDL_shaders_d3d.h"
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/* Direct3D renderer implementation */
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@@ -188,7 +110,7 @@ typedef struct
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IDirect3DSurface9 *defaultRenderTarget;
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IDirect3DSurface9 *currentRenderTarget;
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void* d3dxDLL;
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LPDIRECT3DPIXELSHADER9 ps_yuv;
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LPDIRECT3DPIXELSHADER9 shaders[NUM_SHADERS];
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} D3D_RenderData;
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typedef struct
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@@ -197,6 +119,7 @@ typedef struct
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int w, h;
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DWORD usage;
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Uint32 format;
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D3DFORMAT d3dfmt;
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IDirect3DTexture9 *texture;
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IDirect3DTexture9 *staging;
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} D3D_TextureRep;
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@@ -313,6 +236,8 @@ PixelFormatToD3DFMT(Uint32 format)
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return D3DFMT_A8R8G8B8;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_NV12:
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case SDL_PIXELFORMAT_NV21:
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return D3DFMT_L8;
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default:
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return D3DFMT_UNKNOWN;
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@@ -661,137 +586,19 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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/* Set up parameters for rendering */
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D3D_InitRenderState(data);
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if (caps.MaxSimultaneousTextures >= 3)
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{
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#ifdef ASSEMBLE_SHADER
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/* This shader was created by running the following HLSL through the fxc compiler
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and then tuning the generated assembly.
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fxc /T fx_4_0 /O3 /Gfa /Fc yuv.fxc yuv.fx
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--- yuv.fx ---
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Texture2D g_txY;
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Texture2D g_txU;
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Texture2D g_txV;
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SamplerState samLinear
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{
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Filter = ANISOTROPIC;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxAnisotropy = 1;
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};
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struct VS_OUTPUT
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{
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float2 TextureUV : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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float4 RGBAColor : SV_Target;
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};
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PS_OUTPUT YUV420( VS_OUTPUT In )
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.164, 0.000, 1.596};
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const float3 Gcoeff = {1.164, -0.391, -0.813};
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const float3 Bcoeff = {1.164, 2.018, 0.000};
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PS_OUTPUT Output;
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float2 TextureUV = In.TextureUV;
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float3 yuv;
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yuv.x = g_txY.Sample( samLinear, TextureUV ).r;
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yuv.y = g_txU.Sample( samLinear, TextureUV ).r;
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yuv.z = g_txV.Sample( samLinear, TextureUV ).r;
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yuv += offset;
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Output.RGBAColor.r = dot(yuv, Rcoeff);
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Output.RGBAColor.g = dot(yuv, Gcoeff);
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Output.RGBAColor.b = dot(yuv, Bcoeff);
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Output.RGBAColor.a = 1.0f;
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return Output;
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}
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technique10 RenderYUV420
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{
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pass P0
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{
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SetPixelShader( CompileShader( ps_4_0_level_9_0, YUV420() ) );
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}
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}
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*/
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const char *shader_text =
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"ps_2_0\n"
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"def c0, -0.0627451017, -0.501960814, -0.501960814, 1\n"
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"def c1, 1.16400003, 0, 1.59599996, 0\n"
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"def c2, 1.16400003, -0.391000003, -0.813000023, 0\n"
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"def c3, 1.16400003, 2.01799989, 0, 0\n"
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"dcl t0.xy\n"
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"dcl v0.xyzw\n"
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"dcl_2d s0\n"
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"dcl_2d s1\n"
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"dcl_2d s2\n"
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"texld r0, t0, s0\n"
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"texld r1, t0, s1\n"
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"texld r2, t0, s2\n"
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"mov r0.y, r1.x\n"
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"mov r0.z, r2.x\n"
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"add r0.xyz, r0, c0\n"
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"dp3 r1.x, r0, c1\n"
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"dp3 r1.y, r0, c2\n"
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"dp2add r1.z, r0, c3, c3.z\n" /* Logically this is "dp3 r1.z, r0, c3" but the optimizer did its magic */
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"mov r1.w, c0.w\n"
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"mul r0, r1, v0\n" /* Not in the HLSL, multiply by vertex color */
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"mov oC0, r0\n"
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;
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LPD3DXBUFFER pCode;
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LPD3DXBUFFER pErrorMsgs;
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LPDWORD shader_data = NULL;
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DWORD shader_size = 0;
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result = D3DXAssembleShader(shader_text, SDL_strlen(shader_text), NULL, NULL, 0, &pCode, &pErrorMsgs);
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if (!FAILED(result)) {
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shader_data = (DWORD*)pCode->lpVtbl->GetBufferPointer(pCode);
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shader_size = pCode->lpVtbl->GetBufferSize(pCode);
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PrintShaderData(shader_data, shader_size);
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} else {
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const char *error = (const char *)pErrorMsgs->lpVtbl->GetBufferPointer(pErrorMsgs);
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SDL_SetError("Couldn't assemble shader: %s", error);
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}
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if (shader_data != NULL)
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#else
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const DWORD shader_data[] = {
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0xffff0200, 0x05000051, 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081,
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0x3f800000, 0x05000051, 0xa00f0001, 0x3f94fdf4, 0x00000000, 0x3fcc49ba,
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0x00000000, 0x05000051, 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5,
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0x00000000, 0x05000051, 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000,
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0x00000000, 0x0200001f, 0x80000000, 0xb0030000, 0x0200001f, 0x80000000,
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0x900f0000, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000,
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0xa00f0801, 0x0200001f, 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000,
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0xb0e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801,
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0x03000042, 0x800f0002, 0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000,
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0x80000001, 0x02000001, 0x80040000, 0x80000002, 0x03000002, 0x80070000,
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0x80e40000, 0xa0e40000, 0x03000008, 0x80010001, 0x80e40000, 0xa0e40001,
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0x03000008, 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001,
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0x80e40000, 0xa0e40003, 0xa0aa0003, 0x02000001, 0x80080001, 0xa0ff0000,
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0x03000005, 0x800f0000, 0x80e40001, 0x90e40000, 0x02000001, 0x800f0800,
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0x80e40000, 0x0000ffff
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};
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#endif
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{
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result = IDirect3DDevice9_CreatePixelShader(data->device, shader_data, &data->ps_yuv);
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if (!FAILED(result)) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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} else {
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if (caps.MaxSimultaneousTextures >= 3) {
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int i;
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for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
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result = D3D9_CreatePixelShader(data->device, (D3D9_Shader)i, &data->shaders[i]);
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if (FAILED(result)) {
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D3D_SetError("CreatePixelShader()", result);
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}
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}
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if (data->shaders[SHADER_YUV_JPEG] && data->shaders[SHADER_YUV_BT601] && data->shaders[SHADER_YUV_BT709]) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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}
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}
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return renderer;
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}
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@@ -870,7 +677,7 @@ GetScaleQuality(void)
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}
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static int
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D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, int w, int h)
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D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD usage, Uint32 format, D3DFORMAT d3dfmt, int w, int h)
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{
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HRESULT result;
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@@ -879,6 +686,7 @@ D3D_CreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD us
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texture->h = h;
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texture->usage = usage;
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texture->format = format;
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texture->d3dfmt = d3dfmt;
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result = IDirect3DDevice9_CreateTexture(device, w, h, 1, usage,
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PixelFormatToD3DFMT(format),
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@@ -897,8 +705,7 @@ D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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if (texture->staging == NULL) {
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result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0,
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PixelFormatToD3DFMT(texture->format),
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D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
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texture->d3dfmt, D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
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if (FAILED(result)) {
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return D3D_SetError("CreateTexture(D3DPOOL_SYSTEMMEM)", result);
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}
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@@ -934,7 +741,7 @@ D3D_BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD samp
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}
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static int
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D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 format, int w, int h)
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D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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{
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if (texture->texture) {
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IDirect3DTexture9_Release(texture->texture);
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@@ -948,7 +755,7 @@ D3D_RecreateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32
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}
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static int
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D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch)
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D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, int x, int y, int w, int h, const void *pixels, int pitch)
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{
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RECT d3drect;
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D3DLOCKED_RECT locked;
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@@ -972,8 +779,8 @@ D3D_UpdateTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, Uint32 f
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}
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src = (const Uint8 *)pixels;
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dst = locked.pBits;
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length = w * SDL_BYTESPERPIXEL(format);
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dst = (Uint8 *)locked.pBits;
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length = w * SDL_BYTESPERPIXEL(texture->format);
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if (length == pitch && length == locked.Pitch) {
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SDL_memcpy(dst, src, length*h);
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} else {
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@@ -1032,7 +839,7 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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usage = 0;
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}
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if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, texture->w, texture->h) < 0) {
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if (D3D_CreateTextureRep(data->device, &texturedata->texture, usage, texture->format, PixelFormatToD3DFMT(texture->format), texture->w, texture->h) < 0) {
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return -1;
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}
|
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|
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@@ -1040,11 +847,11 @@ D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texture->format == SDL_PIXELFORMAT_IYUV) {
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texturedata->yuv = SDL_TRUE;
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if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, texture->w / 2, texture->h / 2) < 0) {
|
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if (D3D_CreateTextureRep(data->device, &texturedata->utexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
|
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return -1;
|
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}
|
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|
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if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, texture->w / 2, texture->h / 2) < 0) {
|
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if (D3D_CreateTextureRep(data->device, &texturedata->vtexture, usage, texture->format, PixelFormatToD3DFMT(texture->format), (texture->w + 1) / 2, (texture->h + 1) / 2) < 0) {
|
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return -1;
|
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}
|
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}
|
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@@ -1061,16 +868,16 @@ D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
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return 0;
|
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}
|
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|
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if (D3D_RecreateTextureRep(data->device, &texturedata->texture, texture->format, texture->w, texture->h) < 0) {
|
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if (D3D_RecreateTextureRep(data->device, &texturedata->texture) < 0) {
|
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return -1;
|
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}
|
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|
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if (texturedata->yuv) {
|
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if (D3D_RecreateTextureRep(data->device, &texturedata->utexture, texture->format, texture->w / 2, texture->h / 2) < 0) {
|
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if (D3D_RecreateTextureRep(data->device, &texturedata->utexture) < 0) {
|
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return -1;
|
||||
}
|
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|
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if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture, texture->format, texture->w / 2, texture->h / 2) < 0) {
|
||||
if (D3D_RecreateTextureRep(data->device, &texturedata->vtexture) < 0) {
|
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return -1;
|
||||
}
|
||||
}
|
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@@ -1089,7 +896,7 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
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return -1;
|
||||
}
|
||||
|
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if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
|
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if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
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@@ -1097,13 +904,13 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
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/* Skip to the correct offset into the next texture */
|
||||
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
|
||||
|
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if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) {
|
||||
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->vtexture : &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Skip to the correct offset into the next texture */
|
||||
pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
|
||||
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, pixels, pitch / 2) < 0) {
|
||||
pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2));
|
||||
if (D3D_UpdateTextureRep(data->device, texture->format == SDL_PIXELFORMAT_YV12 ? &texturedata->utexture : &texturedata->vtexture, rect->x / 2, (rect->y + 1) / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, pixels, (pitch + 1) / 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
@@ -1125,13 +932,13 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->utexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Uplane, Upitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
|
||||
if (D3D_UpdateTextureRep(data->device, &texturedata->vtexture, rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, Vplane, Vpitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
return 0;
|
||||
@@ -1609,13 +1416,60 @@ D3D_UpdateTextureScaleMode(D3D_RenderData *data, D3D_TextureData *texturedata, u
|
||||
}
|
||||
}
|
||||
|
||||
static int
|
||||
D3D_RenderSetupTextureState(SDL_Renderer * renderer, SDL_Texture * texture, LPDIRECT3DPIXELSHADER9 *shader)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3D_TextureData *texturedata;
|
||||
|
||||
*shader = NULL;
|
||||
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 0);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (texturedata->yuv) {
|
||||
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
|
||||
case SDL_YUV_CONVERSION_JPEG:
|
||||
*shader = data->shaders[SHADER_YUV_JPEG];
|
||||
break;
|
||||
case SDL_YUV_CONVERSION_BT601:
|
||||
*shader = data->shaders[SHADER_YUV_BT601];
|
||||
break;
|
||||
case SDL_YUV_CONVERSION_BT709:
|
||||
*shader = data->shaders[SHADER_YUV_BT709];
|
||||
break;
|
||||
default:
|
||||
return SDL_SetError("Unsupported YUV conversion mode");
|
||||
}
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 1);
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 2);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3D_TextureData *texturedata;
|
||||
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
||||
LPDIRECT3DPIXELSHADER9 shader;
|
||||
float minx, miny, maxx, maxy;
|
||||
float minu, maxu, minv, maxv;
|
||||
DWORD color;
|
||||
@@ -1626,12 +1480,6 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
return -1;
|
||||
}
|
||||
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
minx = dstrect->x - 0.5f;
|
||||
miny = dstrect->y - 0.5f;
|
||||
maxx = dstrect->x + dstrect->w - 0.5f;
|
||||
@@ -1674,45 +1522,25 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
|
||||
D3D_SetBlendMode(data, texture->blendMode);
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 0);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
|
||||
if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (texturedata->yuv) {
|
||||
shader = data->ps_yuv;
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 1);
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 2);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (shader) {
|
||||
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("SetShader()", result);
|
||||
}
|
||||
}
|
||||
result =
|
||||
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
||||
vertices, sizeof(*vertices));
|
||||
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
||||
vertices, sizeof(*vertices));
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("DrawPrimitiveUP()", result);
|
||||
D3D_SetError("DrawPrimitiveUP()", result);
|
||||
}
|
||||
if (shader) {
|
||||
result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("SetShader()", result);
|
||||
}
|
||||
IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
||||
}
|
||||
return 0;
|
||||
return FAILED(result) ? -1 : 0;
|
||||
}
|
||||
|
||||
|
||||
@@ -1722,7 +1550,6 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3D_TextureData *texturedata;
|
||||
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
||||
float minx, miny, maxx, maxy;
|
||||
float minu, maxu, minv, maxv;
|
||||
@@ -1736,12 +1563,6 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
return -1;
|
||||
}
|
||||
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
centerx = center->x;
|
||||
centery = center->y;
|
||||
|
||||
@@ -1798,54 +1619,37 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||
|
||||
D3D_SetBlendMode(data, texture->blendMode);
|
||||
|
||||
if (D3D_RenderSetupTextureState(renderer, texture, &shader) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Rotate and translate */
|
||||
modelMatrix = MatrixMultiply(
|
||||
MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
|
||||
MatrixTranslation(dstrect->x + center->x - 0.5f, dstrect->y + center->y - 0.5f, 0));
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 0);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->texture, 0) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (texturedata->yuv) {
|
||||
shader = data->ps_yuv;
|
||||
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 1);
|
||||
D3D_UpdateTextureScaleMode(data, texturedata, 2);
|
||||
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->utexture, 1) < 0) {
|
||||
return -1;
|
||||
}
|
||||
if (D3D_BindTextureRep(data->device, &texturedata->vtexture, 2) < 0) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (shader) {
|
||||
result = IDirect3DDevice9_SetPixelShader(data->device, shader);
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("SetShader()", result);
|
||||
D3D_SetError("SetShader()", result);
|
||||
goto done;
|
||||
}
|
||||
}
|
||||
result =
|
||||
IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
||||
vertices, sizeof(*vertices));
|
||||
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
|
||||
vertices, sizeof(*vertices));
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("DrawPrimitiveUP()", result);
|
||||
D3D_SetError("DrawPrimitiveUP()", result);
|
||||
}
|
||||
done:
|
||||
if (shader) {
|
||||
result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
||||
if (FAILED(result)) {
|
||||
return D3D_SetError("SetShader()", result);
|
||||
}
|
||||
IDirect3DDevice9_SetPixelShader(data->device, NULL);
|
||||
}
|
||||
|
||||
modelMatrix = MatrixIdentity();
|
||||
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
|
||||
return 0;
|
||||
|
||||
return FAILED(result) ? -1 : 0;
|
||||
}
|
||||
|
||||
static int
|
||||
@@ -1955,6 +1759,8 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
|
||||
if (data) {
|
||||
int i;
|
||||
|
||||
/* Release the render target */
|
||||
if (data->defaultRenderTarget) {
|
||||
IDirect3DSurface9_Release(data->defaultRenderTarget);
|
||||
@@ -1964,11 +1770,15 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
|
||||
IDirect3DSurface9_Release(data->currentRenderTarget);
|
||||
data->currentRenderTarget = NULL;
|
||||
}
|
||||
if (data->ps_yuv) {
|
||||
IDirect3DPixelShader9_Release(data->ps_yuv);
|
||||
for (i = 0; i < SDL_arraysize(data->shaders); ++i) {
|
||||
if (data->shaders[i]) {
|
||||
IDirect3DPixelShader9_Release(data->shaders[i]);
|
||||
data->shaders[i] = NULL;
|
||||
}
|
||||
}
|
||||
if (data->device) {
|
||||
IDirect3DDevice9_Release(data->device);
|
||||
data->device = NULL;
|
||||
}
|
||||
if (data->d3d) {
|
||||
IDirect3D9_Release(data->d3d);
|
||||
|
||||
274
src/render/direct3d/SDL_shaders_d3d.c
Normal file
274
src/render/direct3d/SDL_shaders_d3d.c
Normal file
@@ -0,0 +1,274 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "../../SDL_internal.h"
|
||||
|
||||
#include "SDL_render.h"
|
||||
#include "SDL_system.h"
|
||||
|
||||
#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
|
||||
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
|
||||
#include <d3d9.h>
|
||||
|
||||
#include "SDL_shaders_d3d.h"
|
||||
|
||||
/* The shaders here were compiled with:
|
||||
|
||||
fxc /T ps_2_0 /Fo"<OUTPUT FILE>" "<INPUT FILE>"
|
||||
|
||||
Shader object code was converted to a list of DWORDs via the following
|
||||
*nix style command (available separately from Windows + MSVC):
|
||||
|
||||
hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
|
||||
*/
|
||||
|
||||
/* --- D3D9_PixelShader_YUV_JPEG.hlsl ---
|
||||
Texture2D theTextureY : register(t0);
|
||||
Texture2D theTextureU : register(t1);
|
||||
Texture2D theTextureV : register(t2);
|
||||
SamplerState theSampler = sampler_state
|
||||
{
|
||||
addressU = Clamp;
|
||||
addressV = Clamp;
|
||||
mipfilter = NONE;
|
||||
minfilter = LINEAR;
|
||||
magfilter = LINEAR;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
const float3 offset = {0.0, -0.501960814, -0.501960814};
|
||||
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
|
||||
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
|
||||
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
|
||||
|
||||
float4 Output;
|
||||
|
||||
float3 yuv;
|
||||
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||||
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
||||
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
||||
|
||||
yuv += offset;
|
||||
Output.r = dot(yuv, Rcoeff);
|
||||
Output.g = dot(yuv, Gcoeff);
|
||||
Output.b = dot(yuv, Bcoeff);
|
||||
Output.a = 1.0f;
|
||||
|
||||
return Output * input.color;
|
||||
}
|
||||
*/
|
||||
static const DWORD D3D9_PixelShader_YUV_JPEG[] = {
|
||||
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
|
||||
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
|
||||
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
|
||||
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
|
||||
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
|
||||
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
|
||||
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
|
||||
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
|
||||
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
|
||||
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
|
||||
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
|
||||
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
|
||||
0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
|
||||
0x3f800000, 0x00000000, 0x3fb374bc, 0x00000000, 0x05000051, 0xa00f0002,
|
||||
0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003,
|
||||
0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
|
||||
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
|
||||
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
|
||||
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
|
||||
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
|
||||
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
|
||||
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
|
||||
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
|
||||
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
|
||||
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
|
||||
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
|
||||
};
|
||||
|
||||
/* --- D3D9_PixelShader_YUV_BT601.hlsl ---
|
||||
Texture2D theTextureY : register(t0);
|
||||
Texture2D theTextureU : register(t1);
|
||||
Texture2D theTextureV : register(t2);
|
||||
SamplerState theSampler = sampler_state
|
||||
{
|
||||
addressU = Clamp;
|
||||
addressV = Clamp;
|
||||
mipfilter = NONE;
|
||||
minfilter = LINEAR;
|
||||
magfilter = LINEAR;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
|
||||
const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
|
||||
const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
|
||||
const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
|
||||
|
||||
float4 Output;
|
||||
|
||||
float3 yuv;
|
||||
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||||
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
||||
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
||||
|
||||
yuv += offset;
|
||||
Output.r = dot(yuv, Rcoeff);
|
||||
Output.g = dot(yuv, Gcoeff);
|
||||
Output.b = dot(yuv, Bcoeff);
|
||||
Output.a = 1.0f;
|
||||
|
||||
return Output * input.color;
|
||||
}
|
||||
*/
|
||||
static const DWORD D3D9_PixelShader_YUV_BT601[] = {
|
||||
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
|
||||
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
|
||||
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
|
||||
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
|
||||
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
|
||||
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
|
||||
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
|
||||
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
|
||||
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
|
||||
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
|
||||
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
|
||||
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
|
||||
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
|
||||
0x3f950b0f, 0x00000000, 0x3fcc49ba, 0x00000000, 0x05000051, 0xa00f0002,
|
||||
0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003,
|
||||
0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
|
||||
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
|
||||
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
|
||||
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
|
||||
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
|
||||
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
|
||||
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
|
||||
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
|
||||
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
|
||||
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
|
||||
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
|
||||
};
|
||||
|
||||
/* --- D3D9_PixelShader_YUV_BT709.hlsl ---
|
||||
Texture2D theTextureY : register(t0);
|
||||
Texture2D theTextureU : register(t1);
|
||||
Texture2D theTextureV : register(t2);
|
||||
SamplerState theSampler = sampler_state
|
||||
{
|
||||
addressU = Clamp;
|
||||
addressV = Clamp;
|
||||
mipfilter = NONE;
|
||||
minfilter = LINEAR;
|
||||
magfilter = LINEAR;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
};
|
||||
|
||||
float4 main(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
|
||||
const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
|
||||
const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
|
||||
const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
|
||||
|
||||
float4 Output;
|
||||
|
||||
float3 yuv;
|
||||
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||||
yuv.y = theTextureU.Sample(theSampler, input.tex).r;
|
||||
yuv.z = theTextureV.Sample(theSampler, input.tex).r;
|
||||
|
||||
yuv += offset;
|
||||
Output.r = dot(yuv, Rcoeff);
|
||||
Output.g = dot(yuv, Gcoeff);
|
||||
Output.b = dot(yuv, Bcoeff);
|
||||
Output.a = 1.0f;
|
||||
|
||||
return Output * input.color;
|
||||
}
|
||||
*/
|
||||
static const DWORD D3D9_PixelShader_YUV_BT709[] = {
|
||||
0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
|
||||
0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
|
||||
0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
|
||||
0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
|
||||
0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
|
||||
0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
|
||||
0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
|
||||
0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
|
||||
0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
|
||||
0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
|
||||
0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
|
||||
0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
|
||||
0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
|
||||
0x3f950b0f, 0x00000000, 0x3fe57732, 0x00000000, 0x05000051, 0xa00f0002,
|
||||
0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003,
|
||||
0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
|
||||
0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
|
||||
0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
|
||||
0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
|
||||
0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
|
||||
0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
|
||||
0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
|
||||
0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
|
||||
0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
|
||||
0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
|
||||
0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
|
||||
};
|
||||
|
||||
|
||||
static const DWORD *D3D9_shaders[] = {
|
||||
D3D9_PixelShader_YUV_JPEG,
|
||||
D3D9_PixelShader_YUV_BT601,
|
||||
D3D9_PixelShader_YUV_BT709,
|
||||
};
|
||||
|
||||
HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
|
||||
{
|
||||
return IDirect3DDevice9_CreatePixelShader(d3dDevice, D3D9_shaders[shader], pixelShader);
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
34
src/render/direct3d/SDL_shaders_d3d.h
Normal file
34
src/render/direct3d/SDL_shaders_d3d.h
Normal file
@@ -0,0 +1,34 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "../../SDL_internal.h"
|
||||
|
||||
/* D3D9 shader implementation */
|
||||
|
||||
typedef enum {
|
||||
SHADER_YUV_JPEG,
|
||||
SHADER_YUV_BT601,
|
||||
SHADER_YUV_BT709,
|
||||
NUM_SHADERS
|
||||
} D3D9_Shader;
|
||||
|
||||
extern HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader);
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
Reference in New Issue
Block a user