113 lines
4.3 KiB
HLSL
113 lines
4.3 KiB
HLSL
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<float4> ext_tex_plane_1 : register(t1, space1);
|
|
cbuffer cbuffer_ext_tex_params : register(b2, space1) {
|
|
uint4 ext_tex_params[11];
|
|
};
|
|
Texture2D<float4> 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<float4> plane0, Texture2D<float4> plane1, uint2 coord, ExternalTextureParams params) {
|
|
float3 color = float3(0.0f, 0.0f, 0.0f);
|
|
if ((params.numPlanes == 1u)) {
|
|
color = plane0.Load(uint3(coord, uint(0))).rgb;
|
|
} else {
|
|
color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(uint3(coord, uint(0))).r, plane1.Load(uint3(coord, uint(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);
|
|
}
|
|
|
|
float3x4 tint_symbol_3(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_5(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_9 = {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_9;
|
|
}
|
|
|
|
float3x3 tint_symbol_7(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_1(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_10 = {buffer[scalar_offset_14 / 4][scalar_offset_14 % 4], buffer[scalar_offset_15 / 4][scalar_offset_15 % 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))};
|
|
return tint_symbol_10;
|
|
}
|
|
|
|
void textureLoad_1bfdfb() {
|
|
uint2 arg_1 = (1u).xx;
|
|
float4 res = textureLoadExternal(arg_0, ext_tex_plane_1, arg_1, tint_symbol_1(ext_tex_params, 0u));
|
|
}
|
|
|
|
struct tint_symbol {
|
|
float4 value : SV_Position;
|
|
};
|
|
|
|
float4 vertex_main_inner() {
|
|
textureLoad_1bfdfb();
|
|
return (0.0f).xxxx;
|
|
}
|
|
|
|
tint_symbol vertex_main() {
|
|
const float4 inner_result = vertex_main_inner();
|
|
tint_symbol wrapper_result = (tint_symbol)0;
|
|
wrapper_result.value = inner_result;
|
|
return wrapper_result;
|
|
}
|
|
|
|
void fragment_main() {
|
|
textureLoad_1bfdfb();
|
|
return;
|
|
}
|
|
|
|
[numthreads(1, 1, 1)]
|
|
void compute_main() {
|
|
textureLoad_1bfdfb();
|
|
return;
|
|
}
|