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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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b42b45af46
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>
211 lines
5.7 KiB
HLSL
211 lines
5.7 KiB
HLSL
/* GStreamer
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* Copyright (C) 2023 Seungha Yang <seungha@centricular.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef BUILDING_HLSL
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#ifdef BUILDING_CSMain_AYUV64_to_Y410
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Texture2D<float4> inTex : register(t0);
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RWTexture2D<uint> outTex : register(u0);
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void Execute (uint3 tid)
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{
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float4 val = inTex.Load (tid);
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uint3 scaled = val.yzw * 1023;
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outTex[tid.xy] = (0xc0 << 24) | (scaled.z << 20) | (scaled.x << 10) | scaled.y;
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}
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#endif
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#ifdef BUILDING_CSMain_VUYA_to_YUY2
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Texture2D<uint4> inTex : register(t0);
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RWTexture2D<uint> outTex : register(u0);
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void Execute (uint3 tid)
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{
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uint4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));
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uint Y0 = val.b;
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uint U = val.g;
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uint V = val.r;
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uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).b;
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outTex[tid.xy] = Y0 | (U << 8) | (Y1 << 16) | (V << 24);
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}
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#endif
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#ifdef BUILDING_CSMain_YUY2_to_VUYA
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Texture2D<uint4> inTex : register(t0);
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RWTexture2D<uint> outTex : register(u0);
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void Execute (uint3 tid)
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{
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uint4 val = inTex.Load (tid);
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uint Y0 = val.r;
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uint U = val.g;
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uint Y1 = val.b;
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uint V = val.a;
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outTex[uint2(tid.x * 2, tid.y)] = V | (U << 8) | (Y0 << 16) | (0xff << 24);
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outTex[uint2(tid.x * 2 + 1, tid.y)] = V | (U << 8) | (Y1 << 16) | (0xff << 24);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV64_to_Y210
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Texture2D<float4> inTex : register(t0);
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RWTexture2D<uint4> outTex : register(u0);
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void Execute (uint3 tid)
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{
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float4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));
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uint3 scaled = val.yzw * 65535;
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uint Y0 = scaled.x;
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uint U = scaled.y;
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uint V = scaled.z;
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uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y * 65535;
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outTex[tid.xy] = uint4(Y0, U, Y1, V);
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}
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#endif
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#ifdef BUILDING_CSMain_Y210_to_AYUV64
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Texture2D<uint4> inTex : register(t0);
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RWTexture2D<unorm float4> outTex : register(u0);
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void Execute (uint3 tid)
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{
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float4 val = inTex.Load (tid) / 65535.0;
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float Y0 = val.r;
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float U = val.g;
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float Y1 = val.b;
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float V = val.a;
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outTex[uint2(tid.x * 2, tid.y)] = float4 (1.0, Y0, U, V);
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outTex[uint2(tid.x * 2 + 1, tid.y)] = float4 (1.0, Y1, U, V);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV64_to_Y412
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Texture2D<float4> inTex : register(t0);
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RWTexture2D<uint4> outTex : register(u0);
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void Execute (uint3 tid)
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{
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float4 val = inTex.Load (tid);
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outTex[tid.xy] = uint4(val.zywx * 65535);
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}
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#endif
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[numthreads(8, 8, 1)]
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void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
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{
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Execute (tid);
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}
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#else
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static const char g_CSMain_converter_str[] =
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"#ifdef BUILDING_CSMain_AYUV64_to_Y410\n"
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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<uint> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (tid);\n"
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" uint3 scaled = val.yzw * 1023;\n"
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" outTex[tid.xy] = (0xc0 << 24) | (scaled.z << 20) | (scaled.x << 10) | scaled.y;\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_VUYA_to_YUY2\n"
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"Texture2D<uint4> inTex : register(t0);\n"
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"RWTexture2D<uint> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" uint4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));\n"
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" uint Y0 = val.b;\n"
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" uint U = val.g;\n"
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" uint V = val.r;\n"
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" uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).b;\n"
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"\n"
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" outTex[tid.xy] = Y0 | (U << 8) | (Y1 << 16) | (V << 24);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_YUY2_to_VUYA\n"
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"Texture2D<uint4> inTex : register(t0);\n"
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"RWTexture2D<uint> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" uint4 val = inTex.Load (tid);\n"
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" uint Y0 = val.r;\n"
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" uint U = val.g;\n"
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" uint Y1 = val.b;\n"
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" uint V = val.a;\n"
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"\n"
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" outTex[uint2(tid.x * 2, tid.y)] = V | (U << 8) | (Y0 << 16) | (0xff << 24);\n"
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" outTex[uint2(tid.x * 2 + 1, tid.y)] = V | (U << 8) | (Y1 << 16) | (0xff << 24);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_AYUV64_to_Y210\n"
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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<uint4> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (uint3(tid.x * 2, tid.y, 0));\n"
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" uint3 scaled = val.yzw * 65535;\n"
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" uint Y0 = scaled.x;\n"
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" uint U = scaled.y;\n"
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" uint V = scaled.z;\n"
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" uint Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y * 65535;\n"
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" outTex[tid.xy] = uint4(Y0, U, Y1, V);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_Y210_to_AYUV64\n"
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"Texture2D<uint4> inTex : register(t0);\n"
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"RWTexture2D<unorm float4> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (tid) / 65535.0;\n"
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" float Y0 = val.r;\n"
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" float U = val.g;\n"
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" float Y1 = val.b;\n"
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" float V = val.a;\n"
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"\n"
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" outTex[uint2(tid.x * 2, tid.y)] = float4 (1.0, Y0, U, V);\n"
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" outTex[uint2(tid.x * 2 + 1, tid.y)] = float4 (1.0, Y1, U, V);\n"
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"}\n"
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"#endif\n"
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"\n"
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"#ifdef BUILDING_CSMain_AYUV64_to_Y412\n"
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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<uint4> outTex : register(u0);\n"
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"\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float4 val = inTex.Load (tid);\n"
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" outTex[tid.xy] = uint4(val.zywx * 65535);\n"
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"}\n"
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"#endif\n"
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"\n"
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"[numthreads(8, 8, 1)]\n"
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"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
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"{\n"
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" Execute (tid);\n"
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"}\n";
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#endif
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