struct GammaTransferParams { float G; float A; float B; float C; float D; float E; float F; uint padding; }; struct ExternalTextureParams { uint numPlanes; uint doYuvToRgbConversionOnly; float3x4 yuvToRgbConversionMatrix; GammaTransferParams gammaDecodeParams; GammaTransferParams gammaEncodeParams; float3x3 gamutConversionMatrix; }; Texture2D ext_tex_plane_1 : register(t1, space1); cbuffer cbuffer_ext_tex_params : register(b2, space1) { uint4 ext_tex_params[11]; }; Texture2D arg_0 : register(t0, space1); float3 gammaCorrection(float3 v, GammaTransferParams params) { const bool3 cond = (abs(v) < float3((params.D).xxx)); const float3 t = (sign(v) * ((params.C * abs(v)) + params.F)); const float3 f = (sign(v) * (pow(((params.A * abs(v)) + params.B), float3((params.G).xxx)) + params.E)); return (cond ? t : f); } float4 textureLoadExternal(Texture2D plane0, Texture2D plane1, int2 coord, ExternalTextureParams params) { float3 color = float3(0.0f, 0.0f, 0.0f); if ((params.numPlanes == 1u)) { color = plane0.Load(int3(coord, 0)).rgb; } else { color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(int3(coord, 0)).r, plane1.Load(int3(coord, 0)).rg, 1.0f)); } if ((params.doYuvToRgbConversionOnly == 0u)) { color = gammaCorrection(color, params.gammaDecodeParams); color = mul(color, params.gamutConversionMatrix); color = gammaCorrection(color, params.gammaEncodeParams); } return float4(color, 1.0f); } float4 textureLoad2d(Texture2D tint_symbol, Texture2D ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) { return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1); } float3x4 tint_symbol_4(uint4 buffer[11], uint offset) { const uint scalar_offset = ((offset + 0u)) / 4; const uint scalar_offset_1 = ((offset + 16u)) / 4; const uint scalar_offset_2 = ((offset + 32u)) / 4; return float3x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4])); } GammaTransferParams tint_symbol_6(uint4 buffer[11], uint offset) { const uint scalar_offset_3 = ((offset + 0u)) / 4; const uint scalar_offset_4 = ((offset + 4u)) / 4; const uint scalar_offset_5 = ((offset + 8u)) / 4; const uint scalar_offset_6 = ((offset + 12u)) / 4; const uint scalar_offset_7 = ((offset + 16u)) / 4; const uint scalar_offset_8 = ((offset + 20u)) / 4; const uint scalar_offset_9 = ((offset + 24u)) / 4; const uint scalar_offset_10 = ((offset + 28u)) / 4; const GammaTransferParams tint_symbol_10 = {asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4]), asfloat(buffer[scalar_offset_5 / 4][scalar_offset_5 % 4]), asfloat(buffer[scalar_offset_6 / 4][scalar_offset_6 % 4]), asfloat(buffer[scalar_offset_7 / 4][scalar_offset_7 % 4]), asfloat(buffer[scalar_offset_8 / 4][scalar_offset_8 % 4]), asfloat(buffer[scalar_offset_9 / 4][scalar_offset_9 % 4]), buffer[scalar_offset_10 / 4][scalar_offset_10 % 4]}; return tint_symbol_10; } float3x3 tint_symbol_8(uint4 buffer[11], uint offset) { const uint scalar_offset_11 = ((offset + 0u)) / 4; const uint scalar_offset_12 = ((offset + 16u)) / 4; const uint scalar_offset_13 = ((offset + 32u)) / 4; return float3x3(asfloat(buffer[scalar_offset_11 / 4].xyz), asfloat(buffer[scalar_offset_12 / 4].xyz), asfloat(buffer[scalar_offset_13 / 4].xyz)); } ExternalTextureParams tint_symbol_2(uint4 buffer[11], uint offset) { const uint scalar_offset_14 = ((offset + 0u)) / 4; const uint scalar_offset_15 = ((offset + 4u)) / 4; const ExternalTextureParams tint_symbol_11 = {buffer[scalar_offset_14 / 4][scalar_offset_14 % 4], buffer[scalar_offset_15 / 4][scalar_offset_15 % 4], tint_symbol_4(buffer, (offset + 16u)), tint_symbol_6(buffer, (offset + 64u)), tint_symbol_6(buffer, (offset + 96u)), tint_symbol_8(buffer, (offset + 128u))}; return tint_symbol_11; } void doTextureLoad() { float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), (0).xx); } struct tint_symbol_1 { float4 value : SV_Position; }; float4 vertex_main_inner() { doTextureLoad(); return (0.0f).xxxx; } tint_symbol_1 vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol_1 wrapper_result = (tint_symbol_1)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { doTextureLoad(); return; } [numthreads(1, 1, 1)] void compute_main() { doTextureLoad(); return; }