/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef BUILDING_HLSL cbuffer PsAlphaFactor : register(b1) { float alphaFactor; }; struct PSColorSpace { float3 CoeffX; float3 CoeffY; float3 CoeffZ; float3 Offset; float3 Min; float3 Max; float padding; }; cbuffer PsConstBuffer : register(b2) { PSColorSpace preCoeff; PSColorSpace postCoeff; PSColorSpace primariesCoeff; }; Texture2D shaderTexture_0 : register(t0); Texture2D shaderTexture_1 : register(t1); Texture2D shaderTexture_2 : register(t2); Texture2D shaderTexture_3 : register(t3); Texture1D gammaDecLUT : register(t4); Texture1D gammaEncLUT: register(t5); SamplerState samplerState : register(s0); SamplerState lutSamplerState : register(s1); struct PS_INPUT { float4 Position: SV_POSITION; float2 Texture: TEXCOORD; }; struct PS_OUTPUT_LUMA { float4 Plane0: SV_TARGET0; }; struct PS_OUTPUT_CHROMA { float4 Plane0: SV_TARGET0; }; struct PS_OUTPUT_CHROMA_PLANAR { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; }; struct PS_OUTPUT_PLANAR { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; float4 Plane2: SV_TARGET2; }; struct PS_OUTPUT_PLANAR_FULL { float4 Plane0: SV_TARGET0; float4 Plane1: SV_TARGET1; float4 Plane2: SV_TARGET2; float4 Plane3: SV_TARGET3; }; struct PS_OUTPUT_PACKED { float4 Plane0: SV_TARGET0; }; float4 DoAlphaPremul (float4 sample) { float4 premul_tex; premul_tex.rgb = sample.rgb * sample.a; premul_tex.a = sample.a; return premul_tex; } float4 DoAlphaUnpremul (float4 sample) { float4 unpremul_tex; if (sample.a == 0 || sample.a == 1) { unpremul_tex = sample; } else { unpremul_tex.rgb = saturate (sample.rgb / sample.a); unpremul_tex.a = sample.a; } return sample; } interface ISampler { float4 Execute (float2 uv); }; class SamplerGRAY : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = 0.5; sample.z = 0.5; sample.a = 1.0; return sample; } }; class SamplerNV12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.yz = shaderTexture_1.Sample(samplerState, uv).xy; sample.a = 1.0; return sample; } }; class SamplerNV21 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.yz = shaderTexture_1.Sample(samplerState, uv).yx; sample.a = 1.0; return sample; } }; class SamplerI420 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerYV12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.z = shaderTexture_1.Sample(samplerState, uv).x; sample.y = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerI420_10 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 64.0), 1.0); } }; class SamplerI420_12 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.x = shaderTexture_0.Sample(samplerState, uv).x; sample.y = shaderTexture_1.Sample(samplerState, uv).x; sample.z = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 16.0), 1.0); } }; class SamplerVUYA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).zyxw; } }; class SamplerVUYAPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).zyxw); } }; class SamplerY410 : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).yxz, 1.0); } }; class SamplerY412 : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).grba; } }; class SamplerY412Premul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).grba); } }; class SamplerAYUV : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).yzwx; } }; class SamplerAYUVPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).yzwx); } }; class SamplerRGBA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv); } }; class SamplerRGBAPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv)); } }; class SamplerRGBx : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).rgb, 1.0); } }; class SamplerxRGB : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).gba, 1.0); } }; class SamplerARGB : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).gbar; } }; class SamplerARGBPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).gbar); } }; class SamplerxBGR : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).abg, 1.0); } }; class SamplerABGR : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).abgr; } }; class SamplerABGRPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).abgr); } }; class SamplerBGR10A2 : ISampler { float4 Execute (float2 uv) { return float4 (shaderTexture_0.Sample(samplerState, uv).zyx, 1.0); } }; class SamplerBGRA64 : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).bgra; } }; class SamplerBGRA64Premul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).bgra); } }; class SamplerGBR : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerGBR_10 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 64.0), 1.0); } }; class SamplerGBR_12 : ISampler { float4 Execute (float2 uv) { float3 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; return float4 (saturate (sample * 16.0), 1.0); } }; class SamplerGBRA : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return sample; } }; class SamplerGBRAPremul : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return DoAlphaUnpremul (sample); } }; class SamplerGBRA_10 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return saturate (sample * 64.0); } }; class SamplerGBRAPremul_10 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return DoAlphaUnpremul (saturate (sample * 64.0)); } }; class SamplerGBRA_12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return saturate (sample * 16.0); } }; class SamplerGBRAPremul_12 : ISampler { float4 Execute (float2 uv) { float4 sample; sample.g = shaderTexture_0.Sample(samplerState, uv).x; sample.b = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = shaderTexture_3.Sample(samplerState, uv).x; return DoAlphaUnpremul (saturate (sample * 16.0)); } }; class SamplerRGBP : ISampler { float4 Execute (float2 uv) { float4 sample; sample.r = shaderTexture_0.Sample(samplerState, uv).x; sample.g = shaderTexture_1.Sample(samplerState, uv).x; sample.b = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerBGRP : ISampler { float4 Execute (float2 uv) { float4 sample; sample.b = shaderTexture_0.Sample(samplerState, uv).x; sample.g = shaderTexture_1.Sample(samplerState, uv).x; sample.r = shaderTexture_2.Sample(samplerState, uv).x; sample.a = 1.0; return sample; } }; class SamplerRBGA : ISampler { float4 Execute (float2 uv) { return shaderTexture_0.Sample(samplerState, uv).rbga; } }; class SamplerRBGAPremul : ISampler { float4 Execute (float2 uv) { return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).rbga); } }; interface IConverter { float4 Execute (float4 sample); }; class ConverterIdentity : IConverter { float4 Execute (float4 sample) { return sample; } }; class ConverterRange : IConverter { float4 Execute (float4 sample) { float3 out_space; out_space.x = postCoeff.CoeffX.x * sample.x; out_space.y = postCoeff.CoeffY.y * sample.y; out_space.z = postCoeff.CoeffZ.z * sample.z; out_space += postCoeff.Offset; return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a); } }; class ConverterSimple : IConverter { float4 Execute (float4 sample) { float3 out_space; out_space.x = dot (postCoeff.CoeffX, sample.xyz); out_space.y = dot (postCoeff.CoeffY, sample.xyz); out_space.z = dot (postCoeff.CoeffZ, sample.xyz); out_space += postCoeff.Offset; return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a); } }; class ConverterGamma : IConverter { float4 Execute (float4 sample) { float3 out_space; out_space.x = dot (preCoeff.CoeffX, sample.xyz); out_space.y = dot (preCoeff.CoeffY, sample.xyz); out_space.z = dot (preCoeff.CoeffZ, sample.xyz); out_space += preCoeff.Offset; out_space = clamp (out_space, preCoeff.Min, preCoeff.Max); out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x); out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y); out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z); out_space.x = gammaEncLUT.Sample (lutSamplerState, out_space.x); out_space.y = gammaEncLUT.Sample (lutSamplerState, out_space.y); out_space.z = gammaEncLUT.Sample (lutSamplerState, out_space.z); out_space.x = dot (postCoeff.CoeffX, out_space); out_space.y = dot (postCoeff.CoeffY, out_space); out_space.z = dot (postCoeff.CoeffZ, out_space); out_space += postCoeff.Offset; return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a); } }; class ConverterPrimary : IConverter { float4 Execute (float4 sample) { float3 out_space; float3 tmp; out_space.x = dot (preCoeff.CoeffX, sample.xyz); out_space.y = dot (preCoeff.CoeffY, sample.xyz); out_space.z = dot (preCoeff.CoeffZ, sample.xyz); out_space += preCoeff.Offset; out_space = clamp (out_space, preCoeff.Min, preCoeff.Max); out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x); out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y); out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z); tmp.x = dot (primariesCoeff.CoeffX, out_space); tmp.y = dot (primariesCoeff.CoeffY, out_space); tmp.z = dot (primariesCoeff.CoeffZ, out_space); out_space.x = gammaEncLUT.Sample (lutSamplerState, tmp.x); out_space.y = gammaEncLUT.Sample (lutSamplerState, tmp.y); out_space.z = gammaEncLUT.Sample (lutSamplerState, tmp.z); out_space.x = dot (postCoeff.CoeffX, out_space); out_space.y = dot (postCoeff.CoeffY, out_space); out_space.z = dot (postCoeff.CoeffZ, out_space); out_space += postCoeff.Offset; return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a); } }; float UnormTo10bit (float sample) { return sample * 1023.0 / 65535.0; } float2 UnormTo10bit (float2 sample) { return sample * 1023.0 / 65535.0; } float3 UnormTo10bit (float3 sample) { return sample * 1023.0 / 65535.0; } float4 UnormTo10bit (float4 sample) { return sample * 1023.0 / 65535.0; } float UnormTo12bit (float sample) { return sample * 4095.0 / 65535.0; } float2 UnormTo12bit (float2 sample) { return sample * 4095.0 / 65535.0; } float3 UnormTo12bit (float3 sample) { return sample * 4095.0 / 65535.0; } float4 UnormTo12bit (float4 sample) { return sample * 4095.0 / 65535.0; } interface IOutputLuma { PS_OUTPUT_LUMA Build (float4 sample); }; class OutputLuma : IOutputLuma { PS_OUTPUT_LUMA Build (float4 sample) { PS_OUTPUT_LUMA output; output.Plane0 = float4 (sample.x, 0, 0, 0); return output; } }; class OutputLuma_10 : IOutputLuma { PS_OUTPUT_LUMA Build (float4 sample) { PS_OUTPUT_LUMA output; output.Plane0 = float4 (UnormTo10bit (sample.x), 0, 0, 0); return output; } }; class OutputLuma_12 : IOutputLuma { PS_OUTPUT_LUMA Build (float4 sample) { PS_OUTPUT_LUMA output; output.Plane0 = float4 (UnormTo12bit (sample.x), 0, 0, 0); return output; } }; interface IOutputChroma { PS_OUTPUT_CHROMA Build (float4 sample); }; class OutputChromaNV12 : IOutputChroma { PS_OUTPUT_CHROMA Build (float4 sample) { PS_OUTPUT_CHROMA output; output.Plane0 = float4 (sample.yz, 0, 0); return output; } }; class OutputChromaNV21 : IOutputChroma { PS_OUTPUT_CHROMA Build (float4 sample) { PS_OUTPUT_CHROMA output; output.Plane0 = float4 (sample.zy, 0, 0); return output; } }; interface IOutputChromaPlanar { PS_OUTPUT_CHROMA_PLANAR Build (float4 sample); }; class OutputChromaI420 : IOutputChromaPlanar { PS_OUTPUT_CHROMA_PLANAR Build (float4 sample) { PS_OUTPUT_CHROMA_PLANAR output; output.Plane0 = float4 (sample.y, 0, 0, 0); output.Plane1 = float4 (sample.z, 0, 0, 0); return output; } }; class OutputChromaYV12 : IOutputChromaPlanar { PS_OUTPUT_CHROMA_PLANAR Build (float4 sample) { PS_OUTPUT_CHROMA_PLANAR output; output.Plane0 = float4 (sample.z, 0, 0, 0); output.Plane1 = float4 (sample.y, 0, 0, 0); return output; } }; class OutputChromaI420_10 : IOutputChromaPlanar { PS_OUTPUT_CHROMA_PLANAR Build (float4 sample) { PS_OUTPUT_CHROMA_PLANAR output; float2 scaled = UnormTo10bit (sample.yz); output.Plane0 = float4 (scaled.x, 0, 0, 0); output.Plane1 = float4 (scaled.y, 0, 0, 0); return output; } }; class OutputChromaI420_12 : IOutputChromaPlanar { PS_OUTPUT_CHROMA_PLANAR Build (float4 sample) { PS_OUTPUT_CHROMA_PLANAR output; float2 scaled = UnormTo12bit (sample.yz); output.Plane0 = float4 (scaled.x, 0, 0, 0); output.Plane1 = float4 (scaled.y, 0, 0, 0); return output; } }; interface IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample); }; class OutputY444 : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; output.Plane0 = float4 (sample.x, 0, 0, 0); output.Plane1 = float4 (sample.y, 0, 0, 0); output.Plane2 = float4 (sample.z, 0, 0, 0); return output; } }; class OutputY444_10 : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; float3 scaled = UnormTo10bit (sample.xyz); output.Plane0 = float4 (scaled.x, 0, 0, 0); output.Plane1 = float4 (scaled.y, 0, 0, 0); output.Plane2 = float4 (scaled.z, 0, 0, 0); return output; } }; class OutputY444_12 : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; float3 scaled = UnormTo12bit (sample.xyz); output.Plane0 = float4 (scaled.x, 0, 0, 0); output.Plane1 = float4 (scaled.y, 0, 0, 0); output.Plane2 = float4 (scaled.z, 0, 0, 0); return output; } }; class OutputGBR : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; output.Plane0 = float4 (sample.g, 0, 0, 0); output.Plane1 = float4 (sample.b, 0, 0, 0); output.Plane2 = float4 (sample.r, 0, 0, 0); return output; } }; class OutputGBR_10 : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; float3 scaled = UnormTo10bit (sample.rgb); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); return output; } }; class OutputGBR_12 : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; float3 scaled = UnormTo12bit (sample.rgb); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); return output; } }; class OutputRGBP : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; output.Plane0 = float4 (sample.r, 0, 0, 0); output.Plane1 = float4 (sample.g, 0, 0, 0); output.Plane2 = float4 (sample.b, 0, 0, 0); return output; } }; class OutputBGRP : IOutputPlanar { PS_OUTPUT_PLANAR Build (float4 sample) { PS_OUTPUT_PLANAR output; output.Plane0 = float4 (sample.b, 0, 0, 0); output.Plane1 = float4 (sample.g, 0, 0, 0); output.Plane2 = float4 (sample.r, 0, 0, 0); return output; } }; interface IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample); }; class OutputGBRA : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; output.Plane0 = float4 (sample.g, 0, 0, 0); output.Plane1 = float4 (sample.b, 0, 0, 0); output.Plane2 = float4 (sample.r, 0, 0, 0); output.Plane3 = float4 (sample.a * alphaFactor, 0, 0, 0); return output; } }; class OutputGBRAPremul : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 premul; sample.a *= alphaFactor; premul = DoAlphaPremul (sample); output.Plane0 = float4 (premul.g, 0, 0, 0); output.Plane1 = float4 (premul.b, 0, 0, 0); output.Plane2 = float4 (premul.r, 0, 0, 0); output.Plane3 = float4 (premul.a, 0, 0, 0); return output; } }; class OutputGBRA_10 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo10bit (sample); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; class OutputGBRAPremul_10 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo10bit (DoAlphaPremul (sample)); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; class OutputGBRA_12 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo12bit (sample); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; class OutputGBRAPremul_12 : IOutputPlanarFull { PS_OUTPUT_PLANAR_FULL Build (float4 sample) { PS_OUTPUT_PLANAR_FULL output; float4 scaled; sample.a *= alphaFactor; scaled = UnormTo12bit (DoAlphaPremul (sample)); output.Plane0 = float4 (scaled.g, 0, 0, 0); output.Plane1 = float4 (scaled.b, 0, 0, 0); output.Plane2 = float4 (scaled.r, 0, 0, 0); output.Plane3 = float4 (scaled.a, 0, 0, 0); return output; } }; interface IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample); }; class OutputRGBA : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = float4 (sample.rgb, sample.a * alphaFactor); return output; } }; class OutputRGBAPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = DoAlphaPremul (sample); return output; } }; class OutputRGBx : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = float4 (sample.rgb, 1.0); return output; } }; class OutputxRGB : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = float4 (0.0, sample.rgb); return output; } }; class OutputARGB : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = sample.argb; return output; } }; class OutputARGBPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = DoAlphaPremul (sample).argb; return output; } }; class OutputxBGR : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = float4 (0.0, sample.bgr); return output; } }; class OutputABGR : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = sample.abgr; return output; } }; class OutputABGRPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; output.Plane0 = DoAlphaPremul (sample.abgr); return output; } }; class OutputVUYA : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = sample.zyxw; return output; } }; class OutputVUYAPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = DoAlphaPremul (sample).zyxw; return output; } }; class OutputAYUV : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = sample.wxyz; return output; } }; class OutputAYUVPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = DoAlphaPremul (sample).wxyz; return output; } }; class OutputRBGA : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = sample.rbga; return output; } }; class OutputRBGAPremul : IOutputPacked { PS_OUTPUT_PACKED Build (float4 sample) { PS_OUTPUT_PACKED output; sample.a *= alphaFactor; output.Plane0 = DoAlphaPremul (sample).rbga; return output; } }; OUTPUT_TYPE ENTRY_POINT (PS_INPUT input) { SAMPLER g_sampler; CONVERTER g_converter; OUTPUT_BUILDER g_builder; return g_builder.Build (g_converter.Execute (g_sampler.Execute (input.Texture))); } #else /* BUILDING_HLSL */ static const char str_PSMain_converter[] = "cbuffer PsAlphaFactor : register(b1)\n" "{\n" " float alphaFactor;\n" "};\n" "\n" "struct PSColorSpace\n" "{\n" " float3 CoeffX;\n" " float3 CoeffY;\n" " float3 CoeffZ;\n" " float3 Offset;\n" " float3 Min;\n" " float3 Max;\n" " float padding;\n" "};\n" "\n" "cbuffer PsConstBuffer : register(b2)\n" "{\n" " PSColorSpace preCoeff;\n" " PSColorSpace postCoeff;\n" " PSColorSpace primariesCoeff;\n" "};\n" "\n" "Texture2D shaderTexture_0 : register(t0);\n" "Texture2D shaderTexture_1 : register(t1);\n" "Texture2D shaderTexture_2 : register(t2);\n" "Texture2D shaderTexture_3 : register(t3);\n" "Texture1D gammaDecLUT : register(t4);\n" "Texture1D gammaEncLUT: register(t5);\n" "\n" "SamplerState samplerState : register(s0);\n" "SamplerState lutSamplerState : register(s1);\n" "\n" "struct PS_INPUT\n" "{\n" " float4 Position: SV_POSITION;\n" " float2 Texture: TEXCOORD;\n" "};\n" "\n" "struct PS_OUTPUT_LUMA\n" "{\n" " float4 Plane0: SV_TARGET0;\n" "};\n" "\n" "struct PS_OUTPUT_CHROMA\n" "{\n" " float4 Plane0: SV_TARGET0;\n" "};\n" "\n" "struct PS_OUTPUT_CHROMA_PLANAR\n" "{\n" " float4 Plane0: SV_TARGET0;\n" " float4 Plane1: SV_TARGET1;\n" "};\n" "\n" "struct PS_OUTPUT_PLANAR\n" "{\n" " float4 Plane0: SV_TARGET0;\n" " float4 Plane1: SV_TARGET1;\n" " float4 Plane2: SV_TARGET2;\n" "};\n" "\n" "struct PS_OUTPUT_PLANAR_FULL\n" "{\n" " float4 Plane0: SV_TARGET0;\n" " float4 Plane1: SV_TARGET1;\n" " float4 Plane2: SV_TARGET2;\n" " float4 Plane3: SV_TARGET3;\n" "};\n" "\n" "struct PS_OUTPUT_PACKED\n" "{\n" " float4 Plane0: SV_TARGET0;\n" "};\n" "\n" "float4 DoAlphaPremul (float4 sample)\n" "{\n" " float4 premul_tex;\n" " premul_tex.rgb = sample.rgb * sample.a;\n" " premul_tex.a = sample.a;\n" " return premul_tex;\n" "}\n" "\n" "float4 DoAlphaUnpremul (float4 sample)\n" "{\n" " float4 unpremul_tex;\n" " if (sample.a == 0 || sample.a == 1) {\n" " unpremul_tex = sample;\n" " } else {\n" " unpremul_tex.rgb = saturate (sample.rgb / sample.a);\n" " unpremul_tex.a = sample.a;\n" " }\n" "\n" " return sample;\n" "}\n" "\n" "interface ISampler\n" "{\n" " float4 Execute (float2 uv);\n" "};\n" "\n" "class SamplerGRAY : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.y = 0.5;\n" " sample.z = 0.5;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerNV12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.yz = shaderTexture_1.Sample(samplerState, uv).xy;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerNV21 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.yz = shaderTexture_1.Sample(samplerState, uv).yx;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerI420 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.y = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.z = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerYV12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.z = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.y = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerI420_10 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float3 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.y = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.z = shaderTexture_2.Sample(samplerState, uv).x;\n" " return float4 (saturate (sample * 64.0), 1.0);\n" " }\n" "};\n" "\n" "class SamplerI420_12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float3 sample;\n" " sample.x = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.y = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.z = shaderTexture_2.Sample(samplerState, uv).x;\n" " return float4 (saturate (sample * 16.0), 1.0);\n" " }\n" "};\n" "\n" "class SamplerVUYA : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).zyxw;\n" " }\n" "};\n" "\n" "class SamplerVUYAPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).zyxw);\n" " }\n" "};\n" "\n" "class SamplerY410 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return float4 (shaderTexture_0.Sample(samplerState, uv).yxz, 1.0);\n" " }\n" "};\n" "\n" "class SamplerY412 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).grba;\n" " }\n" "};\n" "\n" "class SamplerY412Premul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).grba);\n" " }\n" "};\n" "\n" "class SamplerAYUV : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).yzwx;\n" " }\n" "};\n" "\n" "class SamplerAYUVPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).yzwx);\n" " }\n" "};\n" "\n" "class SamplerRGBA : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv);\n" " }\n" "};\n" "\n" "class SamplerRGBAPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv));\n" " }\n" "};\n" "\n" "class SamplerRGBx : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return float4 (shaderTexture_0.Sample(samplerState, uv).rgb, 1.0);\n" " }\n" "};\n" "\n" "class SamplerxRGB : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return float4 (shaderTexture_0.Sample(samplerState, uv).gba, 1.0);\n" " }\n" "};\n" "\n" "class SamplerARGB : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).gbar;\n" " }\n" "};\n" "\n" "class SamplerARGBPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).gbar);\n" " }\n" "};\n" "\n" "class SamplerxBGR : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return float4 (shaderTexture_0.Sample(samplerState, uv).abg, 1.0);\n" " }\n" "};\n" "\n" "class SamplerABGR : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).abgr;\n" " }\n" "};\n" "\n" "class SamplerABGRPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).abgr);\n" " }\n" "};\n" "\n" "class SamplerBGR10A2 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return float4 (shaderTexture_0.Sample(samplerState, uv).zyx, 1.0);\n" " }\n" "};\n" "\n" "class SamplerBGRA64 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).bgra;\n" " }\n" "};\n" "\n" "class SamplerBGRA64Premul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).bgra);\n" " }\n" "};\n" "\n" "class SamplerGBR : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerGBR_10 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float3 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " return float4 (saturate (sample * 64.0), 1.0);\n" " }\n" "};\n" "\n" "class SamplerGBR_12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float3 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " return float4 (saturate (sample * 16.0), 1.0);\n" " }\n" "};\n" "\n" "class SamplerGBRA : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerGBRAPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return DoAlphaUnpremul (sample);\n" " }\n" "};\n" "\n" "class SamplerGBRA_10 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return saturate (sample * 64.0);\n" " }\n" "};\n" "\n" "class SamplerGBRAPremul_10 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return DoAlphaUnpremul (saturate (sample * 64.0));\n" " }\n" "};\n" "\n" "class SamplerGBRA_12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return saturate (sample * 16.0);\n" " }\n" "};\n" "\n" "class SamplerGBRAPremul_12 : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.g = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = shaderTexture_3.Sample(samplerState, uv).x;\n" " return DoAlphaUnpremul (saturate (sample * 16.0));\n" " }\n" "};\n" "\n" "class SamplerRGBP : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.r = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.g = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.b = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerBGRP : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " float4 sample;\n" " sample.b = shaderTexture_0.Sample(samplerState, uv).x;\n" " sample.g = shaderTexture_1.Sample(samplerState, uv).x;\n" " sample.r = shaderTexture_2.Sample(samplerState, uv).x;\n" " sample.a = 1.0;\n" " return sample;\n" " }\n" "};\n" "\n" "class SamplerRBGA : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return shaderTexture_0.Sample(samplerState, uv).rbga;\n" " }\n" "};\n" "\n" "class SamplerRBGAPremul : ISampler\n" "{\n" " float4 Execute (float2 uv)\n" " {\n" " return DoAlphaUnpremul (shaderTexture_0.Sample(samplerState, uv).rbga);\n" " }\n" "};\n" "\n" "interface IConverter\n" "{\n" " float4 Execute (float4 sample);\n" "};\n" "\n" "class ConverterIdentity : IConverter\n" "{\n" " float4 Execute (float4 sample)\n" " {\n" " return sample;\n" " }\n" "};\n" "\n" "class ConverterRange : IConverter\n" "{\n" " float4 Execute (float4 sample)\n" " {\n" " float3 out_space;\n" " out_space.x = postCoeff.CoeffX.x * sample.x;\n" " out_space.y = postCoeff.CoeffY.y * sample.y;\n" " out_space.z = postCoeff.CoeffZ.z * sample.z;\n" " out_space += postCoeff.Offset;\n" " return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);\n" " }\n" "};\n" "\n" "class ConverterSimple : IConverter\n" "{\n" " float4 Execute (float4 sample)\n" " {\n" " float3 out_space;\n" " out_space.x = dot (postCoeff.CoeffX, sample.xyz);\n" " out_space.y = dot (postCoeff.CoeffY, sample.xyz);\n" " out_space.z = dot (postCoeff.CoeffZ, sample.xyz);\n" " out_space += postCoeff.Offset;\n" " return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);\n" " }\n" "};\n" "\n" "class ConverterGamma : IConverter\n" "{\n" " float4 Execute (float4 sample)\n" " {\n" " float3 out_space;\n" " out_space.x = dot (preCoeff.CoeffX, sample.xyz);\n" " out_space.y = dot (preCoeff.CoeffY, sample.xyz);\n" " out_space.z = dot (preCoeff.CoeffZ, sample.xyz);\n" " out_space += preCoeff.Offset;\n" " out_space = clamp (out_space, preCoeff.Min, preCoeff.Max);\n" "\n" " out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x);\n" " out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y);\n" " out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z);\n" "\n" " out_space.x = gammaEncLUT.Sample (lutSamplerState, out_space.x);\n" " out_space.y = gammaEncLUT.Sample (lutSamplerState, out_space.y);\n" " out_space.z = gammaEncLUT.Sample (lutSamplerState, out_space.z);\n" "\n" " out_space.x = dot (postCoeff.CoeffX, out_space);\n" " out_space.y = dot (postCoeff.CoeffY, out_space);\n" " out_space.z = dot (postCoeff.CoeffZ, out_space);\n" " out_space += postCoeff.Offset;\n" " return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);\n" " }\n" "};\n" "\n" "class ConverterPrimary : IConverter\n" "{\n" " float4 Execute (float4 sample)\n" " {\n" " float3 out_space;\n" " float3 tmp;\n" " out_space.x = dot (preCoeff.CoeffX, sample.xyz);\n" " out_space.y = dot (preCoeff.CoeffY, sample.xyz);\n" " out_space.z = dot (preCoeff.CoeffZ, sample.xyz);\n" " out_space += preCoeff.Offset;\n" " out_space = clamp (out_space, preCoeff.Min, preCoeff.Max);\n" "\n" " out_space.x = gammaDecLUT.Sample (lutSamplerState, out_space.x);\n" " out_space.y = gammaDecLUT.Sample (lutSamplerState, out_space.y);\n" " out_space.z = gammaDecLUT.Sample (lutSamplerState, out_space.z);\n" "\n" " tmp.x = dot (primariesCoeff.CoeffX, out_space);\n" " tmp.y = dot (primariesCoeff.CoeffY, out_space);\n" " tmp.z = dot (primariesCoeff.CoeffZ, out_space);\n" "\n" " out_space.x = gammaEncLUT.Sample (lutSamplerState, tmp.x);\n" " out_space.y = gammaEncLUT.Sample (lutSamplerState, tmp.y);\n" " out_space.z = gammaEncLUT.Sample (lutSamplerState, tmp.z);\n" "\n" " out_space.x = dot (postCoeff.CoeffX, out_space);\n" " out_space.y = dot (postCoeff.CoeffY, out_space);\n" " out_space.z = dot (postCoeff.CoeffZ, out_space);\n" " out_space += postCoeff.Offset;\n" " return float4 (clamp (out_space, postCoeff.Min, postCoeff.Max), sample.a);\n" " }\n" "};\n" "\n" "float UnormTo10bit (float sample)\n" "{\n" " return sample * 1023.0 / 65535.0;\n" "}\n" "\n" "float2 UnormTo10bit (float2 sample)\n" "{\n" " return sample * 1023.0 / 65535.0;\n" "}\n" "\n" "float3 UnormTo10bit (float3 sample)\n" "{\n" " return sample * 1023.0 / 65535.0;\n" "}\n" "\n" "float4 UnormTo10bit (float4 sample)\n" "{\n" " return sample * 1023.0 / 65535.0;\n" "}\n" "\n" "float UnormTo12bit (float sample)\n" "{\n" " return sample * 4095.0 / 65535.0;\n" "}\n" "\n" "float2 UnormTo12bit (float2 sample)\n" "{\n" " return sample * 4095.0 / 65535.0;\n" "}\n" "\n" "float3 UnormTo12bit (float3 sample)\n" "{\n" " return sample * 4095.0 / 65535.0;\n" "}\n" "\n" "float4 UnormTo12bit (float4 sample)\n" "{\n" " return sample * 4095.0 / 65535.0;\n" "}\n" "\n" "interface IOutputLuma\n" "{\n" " PS_OUTPUT_LUMA Build (float4 sample);\n" "};\n" "\n" "class OutputLuma : IOutputLuma\n" "{\n" " PS_OUTPUT_LUMA Build (float4 sample)\n" " {\n" " PS_OUTPUT_LUMA output;\n" " output.Plane0 = float4 (sample.x, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputLuma_10 : IOutputLuma\n" "{\n" " PS_OUTPUT_LUMA Build (float4 sample)\n" " {\n" " PS_OUTPUT_LUMA output;\n" " output.Plane0 = float4 (UnormTo10bit (sample.x), 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputLuma_12 : IOutputLuma\n" "{\n" " PS_OUTPUT_LUMA Build (float4 sample)\n" " {\n" " PS_OUTPUT_LUMA output;\n" " output.Plane0 = float4 (UnormTo12bit (sample.x), 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "interface IOutputChroma\n" "{\n" " PS_OUTPUT_CHROMA Build (float4 sample);\n" "};\n" "\n" "class OutputChromaNV12 : IOutputChroma\n" "{\n" " PS_OUTPUT_CHROMA Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA output;\n" " output.Plane0 = float4 (sample.yz, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputChromaNV21 : IOutputChroma\n" "{\n" " PS_OUTPUT_CHROMA Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA output;\n" " output.Plane0 = float4 (sample.zy, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "interface IOutputChromaPlanar\n" "{ PS_OUTPUT_CHROMA_PLANAR Build (float4 sample);\n" "};\n" "\n" "class OutputChromaI420 : IOutputChromaPlanar\n" "{\n" " PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA_PLANAR output;\n" " output.Plane0 = float4 (sample.y, 0, 0, 0);\n" " output.Plane1 = float4 (sample.z, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputChromaYV12 : IOutputChromaPlanar\n" "{\n" " PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA_PLANAR output;\n" " output.Plane0 = float4 (sample.z, 0, 0, 0);\n" " output.Plane1 = float4 (sample.y, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputChromaI420_10 : IOutputChromaPlanar\n" "{\n" " PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA_PLANAR output;\n" " float2 scaled = UnormTo10bit (sample.yz);\n" " output.Plane0 = float4 (scaled.x, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.y, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputChromaI420_12 : IOutputChromaPlanar\n" "{\n" " PS_OUTPUT_CHROMA_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_CHROMA_PLANAR output;\n" " float2 scaled = UnormTo12bit (sample.yz);\n" " output.Plane0 = float4 (scaled.x, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.y, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "interface IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample);\n" "};\n" "\n" "class OutputY444 : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " output.Plane0 = float4 (sample.x, 0, 0, 0);\n" " output.Plane1 = float4 (sample.y, 0, 0, 0);\n" " output.Plane2 = float4 (sample.z, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputY444_10 : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " float3 scaled = UnormTo10bit (sample.xyz);\n" " output.Plane0 = float4 (scaled.x, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.y, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.z, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputY444_12 : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " float3 scaled = UnormTo12bit (sample.xyz);\n" " output.Plane0 = float4 (scaled.x, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.y, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.z, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBR : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " output.Plane0 = float4 (sample.g, 0, 0, 0);\n" " output.Plane1 = float4 (sample.b, 0, 0, 0);\n" " output.Plane2 = float4 (sample.r, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBR_10 : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " float3 scaled = UnormTo10bit (sample.rgb);\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBR_12 : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " float3 scaled = UnormTo12bit (sample.rgb);\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputRGBP : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " output.Plane0 = float4 (sample.r, 0, 0, 0);\n" " output.Plane1 = float4 (sample.g, 0, 0, 0);\n" " output.Plane2 = float4 (sample.b, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputBGRP : IOutputPlanar\n" "{\n" " PS_OUTPUT_PLANAR Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR output;\n" " output.Plane0 = float4 (sample.b, 0, 0, 0);\n" " output.Plane1 = float4 (sample.g, 0, 0, 0);\n" " output.Plane2 = float4 (sample.r, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "interface IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample);\n" "};\n" "\n" "class OutputGBRA : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " output.Plane0 = float4 (sample.g, 0, 0, 0);\n" " output.Plane1 = float4 (sample.b, 0, 0, 0);\n" " output.Plane2 = float4 (sample.r, 0, 0, 0);\n" " output.Plane3 = float4 (sample.a * alphaFactor, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBRAPremul : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " float4 premul;\n" " sample.a *= alphaFactor;\n" " premul = DoAlphaPremul (sample);\n" " output.Plane0 = float4 (premul.g, 0, 0, 0);\n" " output.Plane1 = float4 (premul.b, 0, 0, 0);\n" " output.Plane2 = float4 (premul.r, 0, 0, 0);\n" " output.Plane3 = float4 (premul.a, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBRA_10 : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " float4 scaled;\n" " sample.a *= alphaFactor;\n" " scaled = UnormTo10bit (sample);\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " output.Plane3 = float4 (scaled.a, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBRAPremul_10 : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " float4 scaled;\n" " sample.a *= alphaFactor;\n" " scaled = UnormTo10bit (DoAlphaPremul (sample));\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " output.Plane3 = float4 (scaled.a, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBRA_12 : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " float4 scaled;\n" " sample.a *= alphaFactor;\n" " scaled = UnormTo12bit (sample);\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " output.Plane3 = float4 (scaled.a, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputGBRAPremul_12 : IOutputPlanarFull\n" "{\n" " PS_OUTPUT_PLANAR_FULL Build (float4 sample)\n" " {\n" " PS_OUTPUT_PLANAR_FULL output;\n" " float4 scaled;\n" " sample.a *= alphaFactor;\n" " scaled = UnormTo12bit (DoAlphaPremul (sample));\n" " output.Plane0 = float4 (scaled.g, 0, 0, 0);\n" " output.Plane1 = float4 (scaled.b, 0, 0, 0);\n" " output.Plane2 = float4 (scaled.r, 0, 0, 0);\n" " output.Plane3 = float4 (scaled.a, 0, 0, 0);\n" " return output;\n" " }\n" "};\n" "\n" "interface IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample);\n" "};\n" "\n" "class OutputRGBA : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = float4 (sample.rgb, sample.a * alphaFactor);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputRGBAPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = DoAlphaPremul (sample);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputRGBx : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = float4 (sample.rgb, 1.0);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputxRGB : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = float4 (0.0, sample.rgb);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputARGB : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = sample.argb;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputARGBPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = DoAlphaPremul (sample).argb;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputxBGR : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = float4 (0.0, sample.bgr);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputABGR : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = sample.abgr;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputABGRPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " output.Plane0 = DoAlphaPremul (sample.abgr);\n" " return output;\n" " }\n" "};\n" "\n" "class OutputVUYA : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = sample.zyxw;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputVUYAPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = DoAlphaPremul (sample).zyxw;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputAYUV : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = sample.wxyz;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputAYUVPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = DoAlphaPremul (sample).wxyz;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputRBGA : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = sample.rbga;\n" " return output;\n" " }\n" "};\n" "\n" "class OutputRBGAPremul : IOutputPacked\n" "{\n" " PS_OUTPUT_PACKED Build (float4 sample)\n" " {\n" " PS_OUTPUT_PACKED output;\n" " sample.a *= alphaFactor;\n" " output.Plane0 = DoAlphaPremul (sample).rbga;\n" " return output;\n" " }\n" "};\n" "\n" "OUTPUT_TYPE ENTRY_POINT (PS_INPUT input)\n" "{\n" " SAMPLER g_sampler;\n" " CONVERTER g_converter;\n" " OUTPUT_BUILDER g_builder;\n" " return g_builder.Build (g_converter.Execute (g_sampler.Execute (input.Texture)));\n" "}\n"; #endif