119 lines
4.6 KiB
HLSL
119 lines
4.6 KiB
HLSL
struct GammaTransferParams {
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float G;
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float A;
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float B;
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float C;
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float D;
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float E;
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float F;
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uint padding;
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};
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struct ExternalTextureParams {
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uint numPlanes;
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uint doYuvToRgbConversionOnly;
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float3x4 yuvToRgbConversionMatrix;
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GammaTransferParams gammaDecodeParams;
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GammaTransferParams gammaEncodeParams;
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float3x3 gamutConversionMatrix;
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float2x3 coordTransformationMatrix;
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};
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Texture2D<float4> ext_tex_plane_1 : register(t1, space1);
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cbuffer cbuffer_ext_tex_params : register(b2, space1) {
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uint4 ext_tex_params[13];
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};
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Texture2D<float4> arg_0 : register(t0, space1);
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float3 gammaCorrection(float3 v, GammaTransferParams params) {
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const bool3 cond = (abs(v) < float3((params.D).xxx));
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const float3 t = (sign(v) * ((params.C * abs(v)) + params.F));
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const float3 f = (sign(v) * (pow(((params.A * abs(v)) + params.B), float3((params.G).xxx)) + params.E));
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return (cond ? t : f);
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}
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float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, uint2 coord, ExternalTextureParams params) {
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float3 color = float3(0.0f, 0.0f, 0.0f);
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if ((params.numPlanes == 1u)) {
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color = plane0.Load(uint3(coord, uint(0))).rgb;
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} else {
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color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(uint3(coord, uint(0))).r, plane1.Load(uint3(coord, uint(0))).rg, 1.0f));
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}
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if ((params.doYuvToRgbConversionOnly == 0u)) {
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color = gammaCorrection(color, params.gammaDecodeParams);
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color = mul(color, params.gamutConversionMatrix);
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color = gammaCorrection(color, params.gammaEncodeParams);
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}
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return float4(color, 1.0f);
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}
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float3x4 tint_symbol_3(uint4 buffer[13], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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return float3x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4]));
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}
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GammaTransferParams tint_symbol_5(uint4 buffer[13], uint offset) {
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const uint scalar_offset_3 = ((offset + 0u)) / 4;
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const uint scalar_offset_4 = ((offset + 4u)) / 4;
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const uint scalar_offset_5 = ((offset + 8u)) / 4;
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const uint scalar_offset_6 = ((offset + 12u)) / 4;
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const uint scalar_offset_7 = ((offset + 16u)) / 4;
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const uint scalar_offset_8 = ((offset + 20u)) / 4;
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const uint scalar_offset_9 = ((offset + 24u)) / 4;
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const uint scalar_offset_10 = ((offset + 28u)) / 4;
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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]};
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return tint_symbol_10;
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}
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float3x3 tint_symbol_7(uint4 buffer[13], uint offset) {
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const uint scalar_offset_11 = ((offset + 0u)) / 4;
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const uint scalar_offset_12 = ((offset + 16u)) / 4;
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const uint scalar_offset_13 = ((offset + 32u)) / 4;
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return float3x3(asfloat(buffer[scalar_offset_11 / 4].xyz), asfloat(buffer[scalar_offset_12 / 4].xyz), asfloat(buffer[scalar_offset_13 / 4].xyz));
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}
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float2x3 tint_symbol_9(uint4 buffer[13], uint offset) {
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const uint scalar_offset_14 = ((offset + 0u)) / 4;
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const uint scalar_offset_15 = ((offset + 16u)) / 4;
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return float2x3(asfloat(buffer[scalar_offset_14 / 4].xyz), asfloat(buffer[scalar_offset_15 / 4].xyz));
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}
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ExternalTextureParams tint_symbol_1(uint4 buffer[13], uint offset) {
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const uint scalar_offset_16 = ((offset + 0u)) / 4;
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const uint scalar_offset_17 = ((offset + 4u)) / 4;
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const ExternalTextureParams tint_symbol_11 = {buffer[scalar_offset_16 / 4][scalar_offset_16 % 4], buffer[scalar_offset_17 / 4][scalar_offset_17 % 4], tint_symbol_3(buffer, (offset + 16u)), tint_symbol_5(buffer, (offset + 64u)), tint_symbol_5(buffer, (offset + 96u)), tint_symbol_7(buffer, (offset + 128u)), tint_symbol_9(buffer, (offset + 176u))};
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return tint_symbol_11;
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}
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void textureLoad_1bfdfb() {
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float4 res = textureLoadExternal(arg_0, ext_tex_plane_1, (1u).xx, tint_symbol_1(ext_tex_params, 0u));
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureLoad_1bfdfb();
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return (0.0f).xxxx;
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureLoad_1bfdfb();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureLoad_1bfdfb();
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return;
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}
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