gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/hlsl/CSMain_converter.hlsl
Seungha Yang b42b45af46 d3d11: Add Y412 format support
It's mapped to DXGI_FORMAT_Y416 and major format for 12bits 4:4:4
video decoding. Since DXGI_FORMAT_Y416 format cannot be a render target,
adding corresponding compute shader code too.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5692>
2023-11-21 02:40:10 +09:00

211 lines
5.7 KiB
HLSL

/* GStreamer
* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
*
* 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
#ifdef BUILDING_CSMain_AYUV64_to_Y410
Texture2D<float4> inTex : register(t0);
RWTexture2D<uint> outTex : register(u0);
void Execute (uint3 tid)
{
float4 val = inTex.Load (tid);
uint3 scaled = val.yzw * 1023;
outTex[tid.xy] = (0xc0 << 24) | (scaled.z << 20) | (scaled.x << 10) | scaled.y;
}
#endif
#ifdef BUILDING_CSMain_VUYA_to_YUY2
Texture2D<uint4> inTex : register(t0);
RWTexture2D<uint> outTex : register(u0);
void Execute (uint3 tid)
{
uint4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));
uint Y0 = val.b;
uint U = val.g;
uint V = val.r;
uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).b;
outTex[tid.xy] = Y0 | (U << 8) | (Y1 << 16) | (V << 24);
}
#endif
#ifdef BUILDING_CSMain_YUY2_to_VUYA
Texture2D<uint4> inTex : register(t0);
RWTexture2D<uint> outTex : register(u0);
void Execute (uint3 tid)
{
uint4 val = inTex.Load (tid);
uint Y0 = val.r;
uint U = val.g;
uint Y1 = val.b;
uint V = val.a;
outTex[uint2(tid.x * 2, tid.y)] = V | (U << 8) | (Y0 << 16) | (0xff << 24);
outTex[uint2(tid.x * 2 + 1, tid.y)] = V | (U << 8) | (Y1 << 16) | (0xff << 24);
}
#endif
#ifdef BUILDING_CSMain_AYUV64_to_Y210
Texture2D<float4> inTex : register(t0);
RWTexture2D<uint4> outTex : register(u0);
void Execute (uint3 tid)
{
float4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));
uint3 scaled = val.yzw * 65535;
uint Y0 = scaled.x;
uint U = scaled.y;
uint V = scaled.z;
uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y * 65535;
outTex[tid.xy] = uint4(Y0, U, Y1, V);
}
#endif
#ifdef BUILDING_CSMain_Y210_to_AYUV64
Texture2D<uint4> inTex : register(t0);
RWTexture2D<unorm float4> outTex : register(u0);
void Execute (uint3 tid)
{
float4 val = inTex.Load (tid) / 65535.0;
float Y0 = val.r;
float U = val.g;
float Y1 = val.b;
float V = val.a;
outTex[uint2(tid.x * 2, tid.y)] = float4 (1.0, Y0, U, V);
outTex[uint2(tid.x * 2 + 1, tid.y)] = float4 (1.0, Y1, U, V);
}
#endif
#ifdef BUILDING_CSMain_AYUV64_to_Y412
Texture2D<float4> inTex : register(t0);
RWTexture2D<uint4> outTex : register(u0);
void Execute (uint3 tid)
{
float4 val = inTex.Load (tid);
outTex[tid.xy] = uint4(val.zywx * 65535);
}
#endif
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (tid);
}
#else
static const char g_CSMain_converter_str[] =
"#ifdef BUILDING_CSMain_AYUV64_to_Y410\n"
"Texture2D<float4> inTex : register(t0);\n"
"RWTexture2D<uint> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" float4 val = inTex.Load (tid);\n"
" uint3 scaled = val.yzw * 1023;\n"
" outTex[tid.xy] = (0xc0 << 24) | (scaled.z << 20) | (scaled.x << 10) | scaled.y;\n"
"}\n"
"#endif\n"
"\n"
"#ifdef BUILDING_CSMain_VUYA_to_YUY2\n"
"Texture2D<uint4> inTex : register(t0);\n"
"RWTexture2D<uint> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" uint4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));\n"
" uint Y0 = val.b;\n"
" uint U = val.g;\n"
" uint V = val.r;\n"
" uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).b;\n"
"\n"
" outTex[tid.xy] = Y0 | (U << 8) | (Y1 << 16) | (V << 24);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef BUILDING_CSMain_YUY2_to_VUYA\n"
"Texture2D<uint4> inTex : register(t0);\n"
"RWTexture2D<uint> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" uint4 val = inTex.Load (tid);\n"
" uint Y0 = val.r;\n"
" uint U = val.g;\n"
" uint Y1 = val.b;\n"
" uint V = val.a;\n"
"\n"
" outTex[uint2(tid.x * 2, tid.y)] = V | (U << 8) | (Y0 << 16) | (0xff << 24);\n"
" outTex[uint2(tid.x * 2 + 1, tid.y)] = V | (U << 8) | (Y1 << 16) | (0xff << 24);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef BUILDING_CSMain_AYUV64_to_Y210\n"
"Texture2D<float4> inTex : register(t0);\n"
"RWTexture2D<uint4> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" float4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));\n"
" uint3 scaled = val.yzw * 65535;\n"
" uint Y0 = scaled.x;\n"
" uint U = scaled.y;\n"
" uint V = scaled.z;\n"
" uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y * 65535;\n"
" outTex[tid.xy] = uint4(Y0, U, Y1, V);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef BUILDING_CSMain_Y210_to_AYUV64\n"
"Texture2D<uint4> inTex : register(t0);\n"
"RWTexture2D<unorm float4> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" float4 val = inTex.Load (tid) / 65535.0;\n"
" float Y0 = val.r;\n"
" float U = val.g;\n"
" float Y1 = val.b;\n"
" float V = val.a;\n"
"\n"
" outTex[uint2(tid.x * 2, tid.y)] = float4 (1.0, Y0, U, V);\n"
" outTex[uint2(tid.x * 2 + 1, tid.y)] = float4 (1.0, Y1, U, V);\n"
"}\n"
"#endif\n"
"\n"
"#ifdef BUILDING_CSMain_AYUV64_to_Y412\n"
"Texture2D<float4> inTex : register(t0);\n"
"RWTexture2D<uint4> outTex : register(u0);\n"
"\n"
"void Execute (uint3 tid)\n"
"{\n"
" float4 val = inTex.Load (tid);\n"
" outTex[tid.xy] = uint4(val.zywx * 65535);\n"
"}\n"
"#endif\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (tid);\n"
"}\n";
#endif