mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-24 17:20:36 +00:00
vulkancolorconvert: support RGB <-> AYUV/YUY2/UYVY
This commit is contained in:
parent
dbf60a1738
commit
2180fbb498
13 changed files with 1127 additions and 186 deletions
26
ext/vulkan/shaders/ayuv_to_rgb.frag
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26
ext/vulkan/shaders/ayuv_to_rgb.frag
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#version 450 core
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#include "color_convert_generic.glsl"
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#include "upsample_ayuv.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec4 yuva = upsample_AYUV (inTexture0, inTexCoord, in_reorder_idx);
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vec4 rgba = vec4(1.0);
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rgba.a = yuva.a;
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rgba.rgb = color_convert_texel (yuva.xyz, matrices);
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outColor0 = /*vec4(yuv.x * 0.0, yuv.y * 0.0, yuv.z * 1.0, 1.0);*/swizzle(rgba, out_reorder_idx);
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}
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20
ext/vulkan/shaders/color_convert_generic.glsl
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20
ext/vulkan/shaders/color_convert_generic.glsl
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@ -0,0 +1,20 @@
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struct ColorMatrices
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{
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mat4 to_RGB_matrix;
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mat4 primaries_matrix;
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mat4 to_YUV_matrix;
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};
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vec3 color_matrix_convert (in vec3 texel, in mat4 color_matrix)
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{
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vec4 rgb_ = color_matrix * vec4(texel, 1.0);
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return rgb_.rgb;
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}
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vec3 color_convert_texel (in vec3 texel, in ColorMatrices m)
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{
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/* FIXME: need to add gamma remapping between these stages */
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vec3 tmp = color_matrix_convert (texel, m.to_RGB_matrix);
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tmp = color_matrix_convert (tmp, m.primaries_matrix);
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return color_matrix_convert (tmp, m.to_YUV_matrix);
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}
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8
ext/vulkan/shaders/downsample_ayuv.glsl
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8
ext/vulkan/shaders/downsample_ayuv.glsl
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#include "swizzle.glsl"
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vec4 downsample_AYUV(in sampler2D tex, in vec2 texCoord, in ivec4 inReorderIdx)
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{
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vec4 yuva = texture(tex, texCoord);
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return swizzle(yuva, inReorderIdx);
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}
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@ -4,6 +4,10 @@ gst_vulkan_shader_sources = [
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'identity.vert',
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'swizzle.frag',
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'swizzle_and_clobber_alpha.frag',
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'yuy2_to_rgb.frag',
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'rgb_to_yuy2.frag',
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'ayuv_to_rgb.frag',
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'rgb_to_ayuv.frag',
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]
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bin2array = find_program('bin2array.py')
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25
ext/vulkan/shaders/rgb_to_ayuv.frag
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ext/vulkan/shaders/rgb_to_ayuv.frag
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#version 450 core
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#include "color_convert_generic.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec4 rgba = swizzle (texture (inTexture0, inTexCoord), in_reorder_idx);
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vec4 yuva = vec4(1.0);
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yuva.w = rgba.a;
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yuva.xyz = color_convert_texel (rgba.rgb, matrices);
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outColor0 = swizzle(yuva, out_reorder_idx);
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}
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37
ext/vulkan/shaders/rgb_to_yuy2.frag
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ext/vulkan/shaders/rgb_to_yuy2.frag
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#version 450 core
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#include "color_convert_generic.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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float inorder = mod (inTexCoord.x * texSize.x, 2.0);
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float fx = inTexCoord.x;
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float dx = -1.0 / texSize.x;
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if (inorder > 1.0)
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dx = -dx;
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vec4 texel1 = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
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vec4 texel2 = swizzle (texture(inTexture0, inTexCoord + vec2(dx, 0.0)), in_reorder_idx);
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vec3 yuv1 = color_convert_texel (texel1.rgb, matrices);
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vec3 yuv2 = color_convert_texel (texel2.rgb, matrices);
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vec3 yuv;
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yuv.x = yuv1.x;
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yuv.yz = (yuv1.yz + yuv2.yz) * 0.5;
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if (inorder < 1.0)
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outColor0 = vec4(yuv[out_reorder_idx[0]], yuv[out_reorder_idx[1]], 0.0, 1.0);
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else
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outColor0 = vec4(yuv[out_reorder_idx[2]], yuv[out_reorder_idx[3]], 0.0, 1.0);
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}
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@ -1,4 +1,13 @@
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#ifndef _SWIZZLE_H_
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#define _SWIZZLE_H_
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vec4 swizzle(in vec4 texel, in ivec4 swizzle_idx)
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{
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return vec4(texel[swizzle_idx[0]], texel[swizzle_idx[1]], texel[swizzle_idx[2]], texel[swizzle_idx[3]]);
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}
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vec3 swizzle(in vec3 texel, in ivec3 swizzle_idx)
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{
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return vec3(texel[swizzle_idx[0]], texel[swizzle_idx[1]], texel[swizzle_idx[2]]);
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}
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#endif
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8
ext/vulkan/shaders/upsample_ayuv.glsl
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8
ext/vulkan/shaders/upsample_ayuv.glsl
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#include "swizzle.glsl"
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vec4 upsample_AYUV(in sampler2D tex, in vec2 texCoord, in ivec4 inReorderIdx)
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{
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vec4 yuva = texture(tex, texCoord);
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return swizzle(yuva, inReorderIdx);
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}
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19
ext/vulkan/shaders/upsample_yuy2.glsl
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ext/vulkan/shaders/upsample_yuy2.glsl
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vec3 upsample_YUY2(in sampler2D tex, in vec2 texCoord, in vec2 texSize, in ivec4 inReorderIdx)
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{
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vec2 dx = vec2(-1.0 / texSize.x, 0.0);
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if (mod (texCoord.x * texSize.x, 2.0) < 1.0) {
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dx[1] = -dx[0];
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dx[0] = 0.0;
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}
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vec3 yuv;
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yuv.x = texture(tex, texCoord)[inReorderIdx[0]];
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/* FIXME: should get cosited sampling right... */
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vec4 texel;
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texel.xy = texture(tex, texCoord + vec2(dx[0], 0.0)).rg;
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texel.zw = texture(tex, texCoord + vec2(dx[1], 0.0)).rg;
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yuv.y = texel[inReorderIdx[1]];
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yuv.z = texel[inReorderIdx[3]];
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return yuv;
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}
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30
ext/vulkan/shaders/uyvy_to_rgb.frag
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ext/vulkan/shaders/uyvy_to_rgb.frag
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#version 450 core
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#include "yuy2_uyvy_to_rgb.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform YUVCoefficients_ubo { YUVCoefficients coeff; };
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layout(set = 0, binding = 2) uniform TexelOrdering
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{
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vec2 tex_size;
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vec2 poffset;
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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} ordering;
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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float dx;
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if (mod (inTexCoord.x * ordering.tex_size.x, 2.0) < 1.0) {
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dx = -ordering.poffset.x;
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} else {
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dx = 0.0;
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}
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outColor0 = YUY2_UYVY_to_RGB (inTexture0, inTexCoord, dx, coeff, ordering.in_reorder_idx, ordering.out_reorder_idx);
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}
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25
ext/vulkan/shaders/yuy2_to_rgb.frag
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ext/vulkan/shaders/yuy2_to_rgb.frag
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#version 450 core
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#include "color_convert_generic.glsl"
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#include "upsample_yuy2.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec3 yuv = upsample_YUY2 (inTexture0, inTexCoord, texSize, in_reorder_idx);
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vec4 rgba = vec4(1.0);
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rgba.rgb = color_convert_texel (yuv, matrices);
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outColor0 = swizzle(rgba, out_reorder_idx);
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}
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File diff suppressed because it is too large
Load diff
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@ -37,15 +37,23 @@ G_BEGIN_DECLS
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typedef struct _GstVulkanColorConvert GstVulkanColorConvert;
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typedef struct _GstVulkanColorConvertClass GstVulkanColorConvertClass;
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typedef gboolean (*CommandStateUpdate) (GstVulkanColorConvert * conv, VkCommandBuffer cmd, GstVulkanImageMemory ** src_mems, GstVulkanImageMemory ** dest_mems);
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#define MAX_PUSH_CONSTANTS 4
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struct shader_info
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typedef struct _shader_info shader_info;
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typedef gboolean (*CommandStateUpdate) (GstVulkanColorConvert * conv, VkCommandBuffer cmd, shader_info * sinfo, GstVulkanImageMemory ** src_mems, GstVulkanImageMemory ** dest_mems);
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struct _shader_info
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{
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GstVideoFormat from;
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GstVideoFormat to;
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CommandStateUpdate cmd_state_update;
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gchar *frag_code;
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gsize frag_size;
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VkPushConstantRange push_constant_ranges[MAX_PUSH_CONSTANTS];
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gsize uniform_size;
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GDestroyNotify notify;
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gpointer user_data;
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};
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struct _GstVulkanColorConvert
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VkDescriptorSetLayoutBinding sampler_layout_binding;
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VkDescriptorSetLayoutCreateInfo layout_info;
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struct shader_info *current_shader;
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shader_info *current_shader;
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GstMemory *uniform;
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};
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struct _GstVulkanColorConvertClass
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