mirror of
https://github.com/encounter/SDL.git
synced 2025-05-21 06:41:40 +00:00
275 lines
11 KiB
C
275 lines
11 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#include "SDL_render.h"
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#include "SDL_system.h"
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#if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED
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#include "../../core/windows/SDL_windows.h"
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#include <d3d9.h>
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#include "SDL_shaders_d3d.h"
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/* The shaders here were compiled with:
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fxc /T ps_2_0 /Fo"<OUTPUT FILE>" "<INPUT FILE>"
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Shader object code was converted to a list of DWORDs via the following
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*nix style command (available separately from Windows + MSVC):
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hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE>
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*/
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/* --- D3D9_PixelShader_YUV_JPEG.hlsl ---
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler = sampler_state
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{
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addressU = Clamp;
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addressV = Clamp;
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mipfilter = NONE;
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minfilter = LINEAR;
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magfilter = LINEAR;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {0.0, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
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const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
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const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.y = theTextureU.Sample(theSampler, input.tex).r;
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yuv.z = theTextureV.Sample(theSampler, input.tex).r;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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*/
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static const DWORD D3D9_PixelShader_YUV_JPEG[] = {
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0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
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0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
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0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
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0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
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0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
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0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
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0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
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0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
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0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
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0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
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0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
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0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
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0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
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0x3f800000, 0x00000000, 0x3fb374bc, 0x00000000, 0x05000051, 0xa00f0002,
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0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003,
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0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
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0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
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0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
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0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
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0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
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0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
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0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
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0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
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0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
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0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
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0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
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};
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/* --- D3D9_PixelShader_YUV_BT601.hlsl ---
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler = sampler_state
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{
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addressU = Clamp;
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addressV = Clamp;
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mipfilter = NONE;
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minfilter = LINEAR;
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magfilter = LINEAR;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.5960};
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const float3 Gcoeff = {1.1644, -0.3918, -0.8130};
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const float3 Bcoeff = {1.1644, 2.0172, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.y = theTextureU.Sample(theSampler, input.tex).r;
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yuv.z = theTextureV.Sample(theSampler, input.tex).r;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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*/
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static const DWORD D3D9_PixelShader_YUV_BT601[] = {
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0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
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0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
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0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
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0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
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0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
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0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
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0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
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0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
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0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
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0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
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0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
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0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
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0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
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0x3f950b0f, 0x00000000, 0x3fcc49ba, 0x00000000, 0x05000051, 0xa00f0002,
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0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003,
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0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
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0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
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0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
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0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
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0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
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0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
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0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
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0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
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0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
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0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
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0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
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};
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/* --- D3D9_PixelShader_YUV_BT709.hlsl ---
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Texture2D theTextureY : register(t0);
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Texture2D theTextureU : register(t1);
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Texture2D theTextureV : register(t2);
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SamplerState theSampler = sampler_state
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{
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addressU = Clamp;
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addressV = Clamp;
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mipfilter = NONE;
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minfilter = LINEAR;
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magfilter = LINEAR;
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};
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struct PixelShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.1644, 0.0000, 1.7927};
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const float3 Gcoeff = {1.1644, -0.2132, -0.5329};
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const float3 Bcoeff = {1.1644, 2.1124, 0.0000};
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float4 Output;
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float3 yuv;
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yuv.x = theTextureY.Sample(theSampler, input.tex).r;
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yuv.y = theTextureU.Sample(theSampler, input.tex).r;
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yuv.z = theTextureV.Sample(theSampler, input.tex).r;
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yuv += offset;
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Output.r = dot(yuv, Rcoeff);
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Output.g = dot(yuv, Gcoeff);
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Output.b = dot(yuv, Bcoeff);
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Output.a = 1.0f;
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return Output * input.color;
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}
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*/
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static const DWORD D3D9_PixelShader_YUV_BT709[] = {
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0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200,
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0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003,
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0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001,
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0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0,
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0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478,
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0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874,
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0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004,
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0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265,
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0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001,
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0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820,
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0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072,
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0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000,
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0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001,
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0x3f950b0f, 0x00000000, 0x3fe57732, 0x00000000, 0x05000051, 0xa00f0002,
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0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003,
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0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000,
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0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000,
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0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000,
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0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042,
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0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000,
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0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000,
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0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008,
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0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000,
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0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003,
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0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001,
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0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
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};
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static const DWORD *D3D9_shaders[] = {
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D3D9_PixelShader_YUV_JPEG,
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D3D9_PixelShader_YUV_BT601,
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D3D9_PixelShader_YUV_BT709,
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};
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HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
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{
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return IDirect3DDevice9_CreatePixelShader(d3dDevice, D3D9_shaders[shader], pixelShader);
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}
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#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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