Refactor shaders

This commit is contained in:
ns6089 2023-09-10 12:36:08 +03:00 committed by Cameron Gutman
parent 2086cad96e
commit 7f2b96b3e0
30 changed files with 301 additions and 497 deletions

View File

@ -102,17 +102,17 @@ namespace platf::dxgi {
return blend;
}
blob_t convert_UV_vs_hlsl;
blob_t convert_UV_ps_hlsl;
blob_t convert_UV_linear_ps_hlsl;
blob_t convert_UV_PQ_ps_hlsl;
blob_t scene_vs_hlsl;
blob_t convert_yuv420_packed_uv_type0_ps_hlsl;
blob_t convert_yuv420_packed_uv_type0_ps_linear_hlsl;
blob_t convert_yuv420_packed_uv_type0_ps_perceptual_quantizer_hlsl;
blob_t convert_yuv420_packed_uv_type0_vs_hlsl;
blob_t convert_yuv420_planar_y_ps_hlsl;
blob_t convert_yuv420_planar_y_ps_linear_hlsl;
blob_t convert_yuv420_planar_y_ps_perceptual_quantizer_hlsl;
blob_t convert_yuv420_planar_y_vs_hlsl;
blob_t cursor_ps_hlsl;
blob_t cursor_ps_normalize_white_hlsl;
blob_t cursor_vs_hlsl;
blob_t convert_Y_ps_hlsl;
blob_t convert_Y_linear_ps_hlsl;
blob_t convert_Y_PQ_ps_hlsl;
blob_t scene_ps_hlsl;
blob_t scene_NW_ps_hlsl;
struct img_d3d_t: public platf::img_t {
// These objects are owned by the display_t's ID3D11Device
@ -464,14 +464,14 @@ namespace platf::dxgi {
outY_view = D3D11_VIEWPORT { offsetX, offsetY, out_width_f, out_height_f, 0.0f, 1.0f };
outUV_view = D3D11_VIEWPORT { offsetX / 2, offsetY / 2, out_width_f / 2, out_height_f / 2, 0.0f, 1.0f };
float info_in[16 / sizeof(float)] { 1.0f / (float) out_width_f }; // aligned to 16-byte
info_scene = make_buffer(device.get(), info_in);
float subsample_offset_in[16 / sizeof(float)] { 1.0f / (float) out_width_f, 1.0f / (float) out_height_f }; // aligned to 16-byte
subsample_offset = make_buffer(device.get(), subsample_offset_in);
if (!info_scene) {
BOOST_LOG(error) << "Failed to create info scene buffer"sv;
if (!subsample_offset) {
BOOST_LOG(error) << "Failed to create subsample offset vertex constant buffer";
return -1;
}
device_ctx->VSSetConstantBuffers(0, 1, &info_scene);
device_ctx->VSSetConstantBuffers(0, 1, &subsample_offset);
{
int32_t rotation_modifier = display->display_rotation == DXGI_MODE_ROTATION_UNSPECIFIED ? 0 : display->display_rotation - 1;
@ -553,13 +553,13 @@ namespace platf::dxgi {
}
format = (pix_fmt == pix_fmt_e::nv12 ? DXGI_FORMAT_NV12 : DXGI_FORMAT_P010);
status = device->CreateVertexShader(scene_vs_hlsl->GetBufferPointer(), scene_vs_hlsl->GetBufferSize(), nullptr, &scene_vs);
status = device->CreateVertexShader(convert_yuv420_planar_y_vs_hlsl->GetBufferPointer(), convert_yuv420_planar_y_vs_hlsl->GetBufferSize(), nullptr, &scene_vs);
if (status) {
BOOST_LOG(error) << "Failed to create scene vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
status = device->CreateVertexShader(convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(), nullptr, &convert_UV_vs);
status = device->CreateVertexShader(convert_yuv420_packed_uv_type0_vs_hlsl->GetBufferPointer(), convert_yuv420_packed_uv_type0_vs_hlsl->GetBufferSize(), nullptr, &convert_UV_vs);
if (status) {
BOOST_LOG(error) << "Failed to create convertUV vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
@ -567,13 +567,13 @@ namespace platf::dxgi {
// If the display is in HDR and we're streaming HDR, we'll be converting scRGB to SMPTE 2084 PQ.
if (format == DXGI_FORMAT_P010 && display->is_hdr()) {
status = device->CreatePixelShader(convert_Y_PQ_ps_hlsl->GetBufferPointer(), convert_Y_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
status = device->CreatePixelShader(convert_yuv420_planar_y_ps_perceptual_quantizer_hlsl->GetBufferPointer(), convert_yuv420_planar_y_ps_perceptual_quantizer_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
status = device->CreatePixelShader(convert_UV_PQ_ps_hlsl->GetBufferPointer(), convert_UV_PQ_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
status = device->CreatePixelShader(convert_yuv420_packed_uv_type0_ps_perceptual_quantizer_hlsl->GetBufferPointer(), convert_yuv420_packed_uv_type0_ps_perceptual_quantizer_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
@ -582,13 +582,13 @@ namespace platf::dxgi {
else {
// If the display is in Advanced Color mode, the desktop format will be scRGB FP16.
// scRGB uses linear gamma, so we must use our linear to sRGB conversion shaders.
status = device->CreatePixelShader(convert_Y_linear_ps_hlsl->GetBufferPointer(), convert_Y_linear_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
status = device->CreatePixelShader(convert_yuv420_planar_y_ps_linear_hlsl->GetBufferPointer(), convert_yuv420_planar_y_ps_linear_hlsl->GetBufferSize(), nullptr, &convert_Y_fp16_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
status = device->CreatePixelShader(convert_UV_linear_ps_hlsl->GetBufferPointer(), convert_UV_linear_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
status = device->CreatePixelShader(convert_yuv420_packed_uv_type0_ps_linear_hlsl->GetBufferPointer(), convert_yuv420_packed_uv_type0_ps_linear_hlsl->GetBufferSize(), nullptr, &convert_UV_fp16_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
@ -596,13 +596,13 @@ namespace platf::dxgi {
}
// These shaders consume standard 8-bit sRGB input
status = device->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
status = device->CreatePixelShader(convert_yuv420_planar_y_ps_hlsl->GetBufferPointer(), convert_yuv420_planar_y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
status = device->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
status = device->CreatePixelShader(convert_yuv420_packed_uv_type0_ps_hlsl->GetBufferPointer(), convert_yuv420_packed_uv_type0_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
if (status) {
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
@ -627,7 +627,7 @@ namespace platf::dxgi {
status = device->CreateInputLayout(
&layout_desc, 1,
convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(),
convert_yuv420_chroma_vs_type0_hlsl->GetBufferPointer(), convert_yuv420_chroma_vs_type0_hlsl->GetBufferSize(),
&input_layout);
this->display = std::dynamic_pointer_cast<display_base_t>(display);
@ -734,7 +734,7 @@ namespace platf::dxgi {
::video::color_t *color_p;
buf_t info_scene;
buf_t subsample_offset;
buf_t color_matrix;
input_layout_t input_layout;
@ -1376,28 +1376,28 @@ namespace platf::dxgi {
if (config.dynamicRange && is_hdr()) {
// This shader will normalize scRGB white levels to a user-defined white level
status = device->CreatePixelShader(scene_NW_ps_hlsl->GetBufferPointer(), scene_NW_ps_hlsl->GetBufferSize(), nullptr, &cursor_ps);
status = device->CreatePixelShader(cursor_ps_normalize_white_hlsl->GetBufferPointer(), cursor_ps_normalize_white_hlsl->GetBufferSize(), nullptr, &cursor_ps);
if (status) {
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create cursor blending (normalized white) pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
// Use a 300 nit target for the mouse cursor. We should really get
// the user's SDR white level in nits, but there is no API that
// provides that information to Win32 apps.
float sdr_multiplier_data[16 / sizeof(float)] { 300.0f / 80.f }; // aligned to 16-byte
auto sdr_multiplier = make_buffer(device.get(), sdr_multiplier_data);
if (!sdr_multiplier) {
BOOST_LOG(warning) << "Failed to create SDR multiplier"sv;
float white_multiplier_data[16 / sizeof(float)] { 300.0f / 80.f }; // aligned to 16-byte
auto white_multiplier = make_buffer(device.get(), white_multiplier_data);
if (!white_multiplier) {
BOOST_LOG(warning) << "Failed to create cursor blending (normalized white) white multiplier constant buffer";
return -1;
}
device_ctx->PSSetConstantBuffers(1, 1, &sdr_multiplier);
device_ctx->PSSetConstantBuffers(1, 1, &white_multiplier);
}
else {
status = device->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &cursor_ps);
status = device->CreatePixelShader(cursor_ps_hlsl->GetBufferPointer(), cursor_ps_hlsl->GetBufferSize(), nullptr, &cursor_ps);
if (status) {
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create cursor blending pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
}
@ -1670,62 +1670,29 @@ namespace platf::dxgi {
int
init() {
BOOST_LOG(info) << "Compiling shaders..."sv;
scene_vs_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/SceneVS.hlsl");
if (!scene_vs_hlsl) {
return -1;
}
cursor_vs_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/CursorVS.hlsl");
if (!cursor_vs_hlsl) {
return -1;
}
#define compile_vertex_shader_helper(x) \
if (!(x##_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/" #x ".hlsl"))) return -1;
#define compile_pixel_shader_helper(x) \
if (!(x##_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/" #x ".hlsl"))) return -1;
convert_Y_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertYPS.hlsl");
if (!convert_Y_ps_hlsl) {
return -1;
}
compile_pixel_shader_helper(convert_yuv420_packed_uv_type0_ps);
compile_pixel_shader_helper(convert_yuv420_packed_uv_type0_ps_linear);
compile_pixel_shader_helper(convert_yuv420_packed_uv_type0_ps_perceptual_quantizer);
compile_vertex_shader_helper(convert_yuv420_packed_uv_type0_vs);
compile_pixel_shader_helper(convert_yuv420_planar_y_ps);
compile_pixel_shader_helper(convert_yuv420_planar_y_ps_linear);
compile_pixel_shader_helper(convert_yuv420_planar_y_ps_perceptual_quantizer);
compile_vertex_shader_helper(convert_yuv420_planar_y_vs);
compile_pixel_shader_helper(cursor_ps);
compile_pixel_shader_helper(cursor_ps_normalize_white);
compile_vertex_shader_helper(cursor_vs);
convert_Y_PQ_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertYPS_PQ.hlsl");
if (!convert_Y_PQ_ps_hlsl) {
return -1;
}
convert_Y_linear_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertYPS_Linear.hlsl");
if (!convert_Y_linear_ps_hlsl) {
return -1;
}
convert_UV_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS.hlsl");
if (!convert_UV_ps_hlsl) {
return -1;
}
convert_UV_PQ_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS_PQ.hlsl");
if (!convert_UV_PQ_ps_hlsl) {
return -1;
}
convert_UV_linear_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ConvertUVPS_Linear.hlsl");
if (!convert_UV_linear_ps_hlsl) {
return -1;
}
convert_UV_vs_hlsl = compile_vertex_shader(SUNSHINE_SHADERS_DIR "/ConvertUVVS.hlsl");
if (!convert_UV_vs_hlsl) {
return -1;
}
scene_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ScenePS.hlsl");
if (!scene_ps_hlsl) {
return -1;
}
scene_NW_ps_hlsl = compile_pixel_shader(SUNSHINE_SHADERS_DIR "/ScenePS_NW.hlsl");
if (!scene_NW_ps_hlsl) {
return -1;
}
BOOST_LOG(info) << "Compiled shaders"sv;
#undef compile_vertex_shader_helper
#undef compile_pixel_shader_helper
return 0;
}
} // namespace platf::dxgi

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@ -1,33 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = saturate(image.Sample(def_sampler, input.uuv.xz)).rgb;
float3 rgb_right = saturate(image.Sample(def_sampler, input.uuv.yz)).rgb;
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v);
}

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@ -1,36 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
float3 ApplySRGBCurve(float3 x)
{
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
}
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.xz)).rgb);
float3 rgb_right = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.yz)).rgb);
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v);
}

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@ -1,69 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct FragTexWide {
float3 uuv : TEXCOORD0;
};
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
float3 NitsToPQ(float3 L)
{
// Constants from SMPTE 2084 PQ
static const float m1 = 2610.0 / 4096.0 / 4;
static const float m2 = 2523.0 / 4096.0 * 128;
static const float c1 = 3424.0 / 4096.0;
static const float c2 = 2413.0 / 4096.0 * 32;
static const float c3 = 2392.0 / 4096.0 * 32;
float3 Lp = pow(saturate(L / 10000.0), m1);
return pow((c1 + c2 * Lp) / (1 + c3 * Lp), m2);
}
float3 Rec709toRec2020(float3 rec709)
{
static const float3x3 ConvMat =
{
0.627402, 0.329292, 0.043306,
0.069095, 0.919544, 0.011360,
0.016394, 0.088028, 0.895578
};
return mul(ConvMat, rec709);
}
float3 scRGBTo2100PQ(float3 rgb)
{
// Convert from Rec 709 primaries (used by scRGB) to Rec 2020 primaries (used by Rec 2100)
rgb = Rec709toRec2020(rgb);
// 1.0f is defined as 80 nits in the scRGB colorspace
rgb *= 80;
// Apply the PQ transfer function on the raw color values in nits
return NitsToPQ(rgb);
}
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
float2 main_ps(FragTexWide input) : SV_Target
{
float3 rgb_left = scRGBTo2100PQ(image.Sample(def_sampler, input.uuv.xz).rgb);
float3 rgb_right = scRGBTo2100PQ(image.Sample(def_sampler, input.uuv.yz).rgb);
float3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v);
}

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@ -1,46 +0,0 @@
struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
cbuffer info : register(b0) {
float width_i;
};
cbuffer rotation_info : register(b1) {
int rotation;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VertTexPosWide main_vs(uint vI : SV_VERTEXID)
{
VertTexPosWide output;
float2 tex;
if (vI == 0) {
output.pos = float4(-1, -1, 0, 1);
tex = float2(0, 1);
}
else if (vI == 1) {
output.pos = float4(-1, 3, 0, 1);
tex = float2(0, -1);
}
else if (vI == 2) {
output.pos = float4(3, -1, 0, 1);
tex = float2(2, 1);
}
if (rotation != 0) {
float rotation_radians = radians(90 * rotation);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
tex = round(rotation_center + mul(rotation_matrix, tex - rotation_center));
}
output.uuv = float3(tex.x, tex.x - width_i, tex.y);
return output;
}

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@ -1,25 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = saturate(image.Sample(def_sampler, frag_in.tex, 0)).rgb;
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;
}

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@ -1,31 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
float3 ApplySRGBCurve(float3 x)
{
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
}
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = ApplySRGBCurve(saturate(image.Sample(def_sampler, frag_in.tex, 0)).rgb);
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;
}

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@ -1,37 +0,0 @@
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer rotation_info : register(b2) {
int rotation;
};
PS_INPUT main_vs(uint vI : SV_VERTEXID)
{
PS_INPUT output;
if (vI == 0) {
output.pos = float4(-1, -1, 0, 1);
output.tex = float2(0, 1);
}
else if (vI == 1) {
output.pos = float4(-1, 3, 0, 1);
output.tex = float2(0, -1);
}
else if (vI == 2) {
output.pos = float4(3, -1, 0, 1);
output.tex = float2(2, 1);
}
if (rotation != 0) {
float rotation_radians = radians(90 * rotation);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
output.tex = round(rotation_center + mul(rotation_matrix, output.tex - rotation_center));
}
return output;
}

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@ -1,14 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float4 main_ps(PS_INPUT frag_in) : SV_Target
{
return image.Sample(def_sampler, frag_in.tex, 0);
}

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@ -1,22 +0,0 @@
Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer SdrScaling : register(b1) {
float scale_factor;
};
float4 main_ps(PS_INPUT frag_in) : SV_Target
{
float4 rgba = image.Sample(def_sampler, frag_in.tex, 0);
rgba.rgb = rgba.rgb * scale_factor;
return rgba;
}

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@ -1,37 +0,0 @@
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer rotation_info : register(b1) {
int rotation;
};
PS_INPUT main_vs(uint vI : SV_VERTEXID)
{
PS_INPUT output;
if (vI == 0) {
output.pos = float4(-1, -1, 0, 1);
output.tex = float2(0, 1);
}
else if (vI == 1) {
output.pos = float4(-1, 3, 0, 1);
output.tex = float2(0, -1);
}
else if (vI == 2) {
output.pos = float4(3, -1, 0, 1);
output.tex = float2(2, 1);
}
if (rotation != 0) {
float rotation_radians = radians(90 * rotation);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
output.tex = round(rotation_center + mul(rotation_matrix, output.tex - rotation_center));
}
return output;
}

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@ -0,0 +1,5 @@
#include "include/convert_base.hlsl"
#define LEFT_SUBSAMPLING
#include "include/convert_yuv420_packed_uv_ps_base.hlsl"

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@ -0,0 +1,5 @@
#include "include/convert_linear_base.hlsl"
#define LEFT_SUBSAMPLING
#include "include/convert_yuv420_packed_uv_ps_base.hlsl"

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#include "include/convert_perceptual_quantizer_base.hlsl"
#define LEFT_SUBSAMPLING
#include "include/convert_yuv420_packed_uv_ps_base.hlsl"

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cbuffer subsample_offset_cbuffer : register(b0) {
float2 subsample_offset;
};
cbuffer rotate_texture_steps_cbuffer : register(b1) {
int rotate_texture_steps;
};
#define LEFT_SUBSAMPLING
#include "include/base_vs.hlsl"
vertex_t main_vs(uint vertex_id : SV_VertexID)
{
return generate_fullscreen_triangle_vertex(vertex_id, subsample_offset.x, rotate_texture_steps);
}

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#include "include/convert_base.hlsl"
#include "include/convert_yuv420_planar_y_ps_base.hlsl"

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#include "include/convert_linear_base.hlsl"
#include "include/convert_yuv420_planar_y_ps_base.hlsl"

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#include "include/convert_perceptual_quantizer_base.hlsl"
#include "include/convert_yuv420_planar_y_ps_base.hlsl"

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cbuffer rotate_texture_steps_cbuffer : register(b1) {
int rotate_texture_steps;
};
#include "include/base_vs.hlsl"
vertex_t main_vs(uint vertex_id : SV_VertexID)
{
return generate_fullscreen_triangle_vertex(vertex_id, rotate_texture_steps);
}

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Texture2D cursor : register(t0);
SamplerState def_sampler : register(s0);
#include "include/base_vs_types.hlsl"
float4 main_ps(vertex_t input) : SV_Target
{
return cursor.Sample(def_sampler, input.tex_coord, 0);
}

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Texture2D cursor : register(t0);
SamplerState def_sampler : register(s0);
cbuffer normalize_white_cbuffer : register(b1) {
float white_multiplier;
};
#include "include/base_vs_types.hlsl"
float4 main_ps(vertex_t input) : SV_Target
{
float4 output = cursor.Sample(def_sampler, input.tex_coord, 0);
output.rgb = output.rgb * white_multiplier;
return output;
}

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cbuffer rotate_texture_steps_cbuffer : register(b2) {
int rotate_texture_steps;
};
#include "include/base_vs.hlsl"
vertex_t main_vs(uint vertex_id : SV_VertexID)
{
return generate_fullscreen_triangle_vertex(vertex_id, rotate_texture_steps);
}

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#include "include/base_vs_types.hlsl"
#if defined(LEFT_SUBSAMPLING)
vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float subsample_offset, int rotate_texture_steps)
#elif defined (TOPLEFT_SUBSAMPLING)
vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
#else
vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, int rotate_texture_steps)
#endif
{
vertex_t output;
float2 tex_coord;
if (vertex_id == 0) {
output.viewpoint_pos = float4(-1, -1, 0, 1);
tex_coord = float2(0, 1);
}
else if (vertex_id == 1) {
output.viewpoint_pos = float4(-1, 3, 0, 1);
tex_coord = float2(0, -1);
}
else if (vertex_id == 2) {
output.viewpoint_pos = float4(3, -1, 0, 1);
tex_coord = float2(2, 1);
}
if (rotate_texture_steps != 0) {
float rotation_radians = radians(90 * rotate_texture_steps);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
tex_coord = round(tex_coord + mul(rotation_matrix, tex_coord - rotation_center));
}
#if defined(LEFT_SUBSAMPLING)
output.tex_right_left_center = float3(tex_coord.x, tex_coord.x - subsample_offset, tex_coord.y);
#elif defined (TOPLEFT_SUBSAMPLING)
output.tex_right_left_top = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y - subsample_offset.y);
output.tex_right_left_bottom = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
#else
output.tex_coord = tex_coord;
#endif
return output;
}

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struct vertex_t
{
float4 viewpoint_pos : SV_Position;
#if defined(LEFT_SUBSAMPLING)
float3 tex_right_left_center : TEXCOORD;
#elif defined (TOPLEFT_SUBSAMPLING)
float3 tex_right_left_top : TEXCOORD;
float3 tex_right_left_bottom : TEXCOORD;
#else
float2 tex_coord : TEXCOORD;
#endif
};

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer ColorMatrix : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float3 NitsToPQ(float3 L)
{
// Constants from SMPTE 2084 PQ
static const float m1 = 2610.0 / 4096.0 / 4;
static const float m2 = 2523.0 / 4096.0 * 128;
static const float c1 = 3424.0 / 4096.0;
static const float c2 = 2413.0 / 4096.0 * 32;
static const float c3 = 2392.0 / 4096.0 * 32;
float3 Lp = pow(saturate(L / 10000.0), m1);
return pow((c1 + c2 * Lp) / (1 + c3 * Lp), m2);
}
float3 Rec709toRec2020(float3 rec709)
{
static const float3x3 ConvMat =
{
0.627402, 0.329292, 0.043306,
0.069095, 0.919544, 0.011360,
0.016394, 0.088028, 0.895578
};
return mul(ConvMat, rec709);
}
float3 scRGBTo2100PQ(float3 rgb)
{
// Convert from Rec 709 primaries (used by scRGB) to Rec 2020 primaries (used by Rec 2100)
rgb = Rec709toRec2020(rgb);
// 1.0f is defined as 80 nits in the scRGB colorspace
rgb *= 80;
// Apply the PQ transfer function on the raw color values in nits
return NitsToPQ(rgb);
}
float main_ps(PS_INPUT frag_in) : SV_Target
{
float3 rgb = scRGBTo2100PQ(image.Sample(def_sampler, frag_in.tex, 0).rgb);
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;
}
// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
float3 ApplySRGBCurve(float3 x)
{
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
}
float3 NitsToPQ(float3 L)
{
// Constants from SMPTE 2084 PQ
static const float m1 = 2610.0 / 4096.0 / 4;
static const float m2 = 2523.0 / 4096.0 * 128;
static const float c1 = 3424.0 / 4096.0;
static const float c2 = 2413.0 / 4096.0 * 32;
static const float c3 = 2392.0 / 4096.0 * 32;
float3 Lp = pow(saturate(L / 10000.0), m1);
return pow((c1 + c2 * Lp) / (1 + c3 * Lp), m2);
}
float3 Rec709toRec2020(float3 rec709)
{
static const float3x3 ConvMat =
{
0.627402, 0.329292, 0.043306,
0.069095, 0.919544, 0.011360,
0.016394, 0.088028, 0.895578
};
return mul(ConvMat, rec709);
}
float3 scRGBTo2100PQ(float3 rgb)
{
// Convert from Rec 709 primaries (used by scRGB) to Rec 2020 primaries (used by Rec 2100)
rgb = Rec709toRec2020(rgb);
// 1.0f is defined as 80 nits in the scRGB colorspace
rgb *= 80;
// Apply the PQ transfer function on the raw color values in nits
return NitsToPQ(rgb);
}

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#define CONVERT_FUNCTION saturate

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#include "include/common.hlsl"
float3 CONVERT_FUNCTION(float3 input)
{
return ApplySRGBCurve(saturate(input));
}

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#include "include/common.hlsl"
#define CONVERT_FUNCTION scRGBTo2100PQ

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer color_matrix_cbuffer : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#include "include/base_vs_types.hlsl"
float2 main_ps(vertex_t input) : SV_Target
{
#if defined(LEFT_SUBSAMPLING)
float3 rgb_left = image.Sample(def_sampler, input.tex_right_left_center.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.tex_right_left_center.yz).rgb;
float3 rgb = CONVERT_FUNCTION((rgb_left + rgb_right) * 0.5);
#elif defined(TOPLEFT_SUBSAMPLING)
float3 rgb_top_left = image.Sample(def_sampler, input.tex_right_left_top.xz).rgb;
float3 rgb_top_right = image.Sample(def_sampler, input.tex_right_left_top.yz).rgb;
float3 rgb_bottom_left = image.Sample(def_sampler, input.tex_right_left_bottom.xz).rgb;
float3 rgb_bottom_right = image.Sample(def_sampler, input.tex_right_left_bottom.yz).rgb;
float3 rgb = CONVERT_FUNCTION((rgb_top_left + rgb_top_right + rgb_bottom_left + rgb_bottom_right) * 0.25);
#endif
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v);
}

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer color_matrix_cbuffer : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#include "include/base_vs_types.hlsl"
float main_ps(vertex_t input) : SV_Target
{
float3 rgb = CONVERT_FUNCTION(image.Sample(def_sampler, input.tex_coord, 0).rgb);
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;
}