mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-11 10:56:38 +00:00
6992e14eee
RGBA to BGRA conversion code should have written in compute shader. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5723>
1169 lines
33 KiB
HLSL
1169 lines
33 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_YUY2_to_AYUV
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Texture2D<float4> 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);
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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_UYVY_to_AYUV
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Texture2D<float4> 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);
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float Y0 = val.g;
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float U = val.r;
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float Y1 = val.a;
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float V = val.b;
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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_VYUY_to_AYUV
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Texture2D<float4> 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);
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float Y0 = val.g;
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float U = val.b;
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float Y1 = val.a;
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float V = val.r;
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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_YVYU_to_AYUV
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Texture2D<float4> 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);
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float Y0 = val.r;
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float U = val.a;
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float Y1 = val.b;
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float V = val.g;
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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_v210_to_AYUV
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Texture2D<float4> 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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uint xpos = tid.x * 4;
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float3 val = inTex.Load (uint3 (xpos, tid.y, 0)).xyz;
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float U0 = val.r;
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float Y0 = val.g;
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float V0 = val.b;
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val = inTex.Load (uint3 (xpos + 1, tid.y, 0)).xyz;
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float Y1 = val.r;
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float U2 = val.g;
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float Y2 = val.b;
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val = inTex.Load (uint3 (xpos + 2, tid.y, 0)).xyz;
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float V2 = val.r;
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float Y3 = val.g;
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float U4 = val.b;
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val = inTex.Load (uint3 (xpos + 3, tid.y, 0)).xyz;
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float Y4 = val.r;
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float V4 = val.g;
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float Y5 = val.b;
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xpos = tid.x * 6;
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outTex[uint2(xpos, tid.y)] = float4 (1.0, Y0, U0, V0);
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outTex[uint2(xpos + 1, tid.y)] = float4 (1.0, Y1, U0, V0);
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outTex[uint2(xpos + 2, tid.y)] = float4 (1.0, Y2, U2, V2);
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outTex[uint2(xpos + 3, tid.y)] = float4 (1.0, Y3, U2, V2);
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outTex[uint2(xpos + 4, tid.y)] = float4 (1.0, Y4, U4, V4);
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outTex[uint2(xpos + 5, tid.y)] = float4 (1.0, Y5, U4, V4);
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}
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#endif
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#ifdef BUILDING_CSMain_v308_to_AYUV
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Texture2D<float4> 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 (uint3 (tid.x * 3, tid.y, 0));
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float Y0 = val.x;
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float U0 = val.y;
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float V0 = val.z;
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float Y1 = val.w;
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val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));
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float U1 = val.x;
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float V1 = val.y;
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float Y2 = val.z;
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float U2 = val.w;
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val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));
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float V2 = val.x;
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float Y3 = val.y;
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float U3 = val.z;
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float V3 = val.w;
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outTex[uint2(tid.x * 4, tid.y)] = float4 (1.0, Y0, U0, V0);
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outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (1.0, Y1, U1, V1);
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outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (1.0, Y2, U2, V2);
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outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (1.0, Y3, U3, V3);
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}
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#endif
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#ifdef BUILDING_CSMain_IYU2_to_AYUV
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Texture2D<float4> 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 (uint3 (tid.x * 3, tid.y, 0));
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float U0 = val.x;
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float Y0 = val.y;
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float V0 = val.z;
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float U1 = val.w;
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val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));
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float Y1 = val.x;
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float V1 = val.y;
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float U2 = val.z;
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float Y2 = val.w;
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val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));
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float V2 = val.x;
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float U3 = val.y;
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float Y3 = val.z;
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float V3 = val.w;
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outTex[uint2(tid.x * 4, tid.y)] = float4 (1.0, Y0, U0, V0);
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outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (1.0, Y1, U1, V1);
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outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (1.0, Y2, U2, V2);
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outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (1.0, Y3, U3, V3);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_YUY2
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Texture2D<float4> 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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float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;
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float Y0 = val.x;
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float U = val.y;
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float V = val.z;
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float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;
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outTex[tid.xy] = float4 (Y0, U, Y1, V);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_UYVY
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Texture2D<float4> 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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float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;
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float Y0 = val.x;
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float U = val.y;
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float V = val.z;
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float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;
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outTex[tid.xy] = float4 (U, Y0, V, Y1);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_VYUY
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Texture2D<float4> 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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float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;
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float Y0 = val.x;
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float U = val.y;
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float V = val.z;
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float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;
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outTex[tid.xy] = float4 (V, Y0, U, Y1);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_YVYU
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Texture2D<float4> 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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float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;
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float Y0 = val.x;
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float U = val.y;
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float V = val.z;
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float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;
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outTex[tid.xy] = float4 (Y0, V, Y1, U);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_v210
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Texture2D<float4> 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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uint xpos = tid.x * 6;
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float3 val = inTex.Load (uint3 (xpos, tid.y, 0)).yzw;
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float Y0 = val.x;
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float U0 = val.y;
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float V0 = val.z;
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float Y1 = inTex.Load (uint3 (xpos + 1, tid.y, 0)).y;
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val = inTex.Load (uint3 (xpos + 2, tid.y, 0)).yzw;
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float Y2 = val.x;
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float U2 = val.y;
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float V2 = val.z;
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float Y3 = inTex.Load (uint3 (xpos + 3, tid.y, 0)).y;
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val = inTex.Load (uint3 (xpos + 4, tid.y, 0)).yzw;
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float Y4 = val.x;
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float U4 = val.y;
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float V4 = val.z;
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float Y5 = inTex.Load (uint3 (xpos + 5, tid.y, 0)).y;
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xpos = tid.x * 4;
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outTex[uint2(xpos, tid.y)] = float4 (U0, Y0, V0, 0);
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outTex[uint2(xpos + 1, tid.y)] = float4 (Y1, U2, Y2, 0);
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outTex[uint2(xpos + 2, tid.y)] = float4 (V2, Y3, U4, 0);
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outTex[uint2(xpos + 3, tid.y)] = float4 (Y4, V4, Y5, 0);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_v308
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Texture2D<float4> 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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float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).yzw;
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float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).yzw;
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float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).yzw;
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float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).yzw;
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outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.x, val0.y, val0.z, val1.x);
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outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.y, val1.z, val2.x, val2.y);
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outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.z, val3.x, val3.y, val3.z);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_IYU2
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Texture2D<float4> 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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float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).zyw;
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float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).zyw;
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float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).zyw;
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float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).zyw;
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outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.x, val0.y, val0.z, val1.x);
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outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.y, val1.z, val2.x, val2.y);
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outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.z, val3.x, val3.y, val3.z);
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}
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#endif
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#ifdef BUILDING_CSMain_AYUV_to_Y410
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Texture2D<float4> 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);
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float Y = val.y;
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float U = val.z;
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float V = val.w;
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float A = val.x;
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outTex[tid.xy] = float4 (U, Y, V, A);
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}
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#endif
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#ifdef BUILDING_CSMain_RGB_to_RGBA
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Texture2D<float4> 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 (uint3 (tid.x * 3, tid.y, 0));
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float R0 = val.r;
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float G0 = val.g;
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float B0 = val.b;
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float R1 = val.a;
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val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));
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float G1 = val.r;
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float B1 = val.g;
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float R2 = val.b;
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float G2 = val.a;
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val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));
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float B2 = val.r;
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float R3 = val.g;
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float G3 = val.b;
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float B3 = val.a;
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outTex[uint2(tid.x * 4, tid.y)] = float4 (R0, G0, B0, 1.0);
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outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (R1, G1, B1, 1.0);
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outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (R2, G2, B2, 1.0);
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outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (R3, G3, B3, 1.0);
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}
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#endif
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#ifdef BUILDING_CSMain_BGR_to_RGBA
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Texture2D<float4> 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 (uint3 (tid.x * 3, tid.y, 0));
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float B0 = val.r;
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float G0 = val.g;
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float R0 = val.b;
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float B1 = val.a;
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val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));
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float G1 = val.r;
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float R1 = val.g;
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float B2 = val.b;
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float G2 = val.a;
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val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));
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float R2 = val.r;
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float B3 = val.g;
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float G3 = val.b;
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float R3 = val.a;
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outTex[uint2(tid.x * 4, tid.y)] = float4 (R0, G0, B0, 1.0);
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outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (R1, G1, B1, 1.0);
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outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (R2, G2, B2, 1.0);
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outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (R3, G3, B3, 1.0);
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}
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#endif
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#ifdef BUILDING_CSMain_RGB16_to_RGBA
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Texture2D<uint> 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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uint val = inTex.Load (tid);
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float R = float ((val & 0xf800) >> 11) / 31;
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float G = float ((val & 0x7e0) >> 5) / 63;
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float B = float ((val & 0x1f)) / 31;
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outTex[tid.xy] = float4 (R, G, B, 1.0);
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}
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#endif
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|
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#ifdef BUILDING_CSMain_BGR16_to_RGBA
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Texture2D<uint> inTex : register(t0);
|
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RWTexture2D<unorm float4> outTex : register(u0);
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|
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void Execute (uint3 tid)
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{
|
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uint val = inTex.Load (tid);
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float B = float ((val & 0xf800) >> 11) / 31;
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float G = float ((val & 0x7e0) >> 5) / 63;
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|
float R = float ((val & 0x1f)) / 31;
|
|
|
|
outTex[tid.xy] = float4 (R, G, B, 1.0);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGB15_to_RGBA
|
|
Texture2D<uint> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint val = inTex.Load (tid);
|
|
uint R = (val & 0x7c00) >> 10;
|
|
uint G = (val & 0x3e0) >> 5;
|
|
uint B = (val & 0x1f);
|
|
|
|
outTex[tid.xy] = float4 (float3 (R, G, B) / 31, 1.0);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_BGR15_to_RGBA
|
|
Texture2D<uint> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint val = inTex.Load (tid);
|
|
uint B = (val & 0x7c00) >> 10;
|
|
uint G = (val & 0x3e0) >> 5;
|
|
uint R = (val & 0x1f);
|
|
|
|
outTex[tid.xy] = float4 (float3 (R, G, B) / 31, 1.0);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_r210_to_RGBA
|
|
Texture2D<uint> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint val = inTex.Load (tid);
|
|
uint val_be = ((val & 0xff) << 24) | ((val & 0xff00) << 8) |
|
|
((val & 0xff0000) >> 8) | ((val & 0xff000000) >> 24);
|
|
uint R = (val_be >> 20) & 0x3ff;
|
|
uint G = (val_be >> 10) & 0x3ff;
|
|
uint B = val_be & 0x3ff;
|
|
|
|
outTex[tid.xy] = float4 (float3 (R, G, B) / 1023, 1.0);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_RGB
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).rgb;
|
|
float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).rgb;
|
|
float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).rgb;
|
|
float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).rgb;
|
|
|
|
outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.r, val0.g, val0.b, val1.r);
|
|
outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.g, val1.b, val2.r, val2.g);
|
|
outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.b, val3.r, val3.g, val3.b);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_BGR
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).rgb;
|
|
float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).rgb;
|
|
float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).rgb;
|
|
float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).rgb;
|
|
|
|
outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.b, val0.g, val0.r, val1.b);
|
|
outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.g, val1.r, val2.b, val2.g);
|
|
outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.r, val3.b, val3.g, val3.r);
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_RGB16
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<uint> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
float3 val = inTex.Load (tid).rgb;
|
|
uint R = val.r * 31;
|
|
uint G = val.g * 63;
|
|
uint B = val.b * 31;
|
|
|
|
outTex[tid.xy] = (R << 11) | (G << 5) | B;
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_BGR16
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<uint> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
float3 val = inTex.Load (tid).rgb;
|
|
uint R = val.r * 31;
|
|
uint G = val.g * 63;
|
|
uint B = val.b * 31;
|
|
|
|
outTex[tid.xy] = (B << 11) | (G << 5) | R;
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_RGB15
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<uint> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint3 val = inTex.Load (tid).rgb * 31;
|
|
|
|
outTex[tid.xy] = (val.r << 10) | (val.g << 5) | val.b;
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_BGR15
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<uint> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint3 val = inTex.Load (tid).rgb * 31;
|
|
|
|
outTex[tid.xy] = (val.b << 10) | (val.g << 5) | val.r;
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_r210
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<uint> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
uint3 val = inTex.Load (tid).rgb * 1023;
|
|
uint packed = (val.r << 20) | (val.g << 10) | val.b;
|
|
uint packed_be = ((packed & 0xff) << 24) | ((packed & 0xff00) << 8) |
|
|
((packed & 0xff0000) >> 8) | ((packed & 0xff000000) >> 24);
|
|
|
|
outTex[tid.xy] = packed_be;
|
|
}
|
|
#endif
|
|
|
|
#ifdef BUILDING_CSMain_RGBA_to_BGRA
|
|
Texture2D<float4> inTex : register(t0);
|
|
RWTexture2D<unorm float4> outTex : register(u0);
|
|
|
|
void Execute (uint3 tid)
|
|
{
|
|
float4 val = inTex.Load (tid);
|
|
|
|
outTex[tid.xy] = val.bgra;
|
|
}
|
|
#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_YUY2_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\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_UYVY_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\n"
|
|
" float Y0 = val.g;\n"
|
|
" float U = val.r;\n"
|
|
" float Y1 = val.a;\n"
|
|
" float V = val.b;\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_VYUY_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\n"
|
|
" float Y0 = val.g;\n"
|
|
" float U = val.b;\n"
|
|
" float Y1 = val.a;\n"
|
|
" float V = val.r;\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_YVYU_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\n"
|
|
" float Y0 = val.r;\n"
|
|
" float U = val.a;\n"
|
|
" float Y1 = val.b;\n"
|
|
" float V = val.g;\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_v210_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint xpos = tid.x * 4;\n"
|
|
" float3 val = inTex.Load (uint3 (xpos, tid.y, 0)).xyz;\n"
|
|
" float U0 = val.r;\n"
|
|
" float Y0 = val.g;\n"
|
|
" float V0 = val.b;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (xpos + 1, tid.y, 0)).xyz;\n"
|
|
" float Y1 = val.r;\n"
|
|
" float U2 = val.g;\n"
|
|
" float Y2 = val.b;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (xpos + 2, tid.y, 0)).xyz;\n"
|
|
" float V2 = val.r;\n"
|
|
" float Y3 = val.g;\n"
|
|
" float U4 = val.b;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (xpos + 3, tid.y, 0)).xyz;\n"
|
|
" float Y4 = val.r;\n"
|
|
" float V4 = val.g;\n"
|
|
" float Y5 = val.b;\n"
|
|
"\n"
|
|
" xpos = tid.x * 6;\n"
|
|
" outTex[uint2(xpos, tid.y)] = float4 (1.0, Y0, U0, V0);\n"
|
|
" outTex[uint2(xpos + 1, tid.y)] = float4 (1.0, Y1, U0, V0);\n"
|
|
" outTex[uint2(xpos + 2, tid.y)] = float4 (1.0, Y2, U2, V2);\n"
|
|
" outTex[uint2(xpos + 3, tid.y)] = float4 (1.0, Y3, U2, V2);\n"
|
|
" outTex[uint2(xpos + 4, tid.y)] = float4 (1.0, Y4, U4, V4);\n"
|
|
" outTex[uint2(xpos + 5, tid.y)] = float4 (1.0, Y5, U4, V4);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_v308_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (uint3 (tid.x * 3, tid.y, 0));\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U0 = val.y;\n"
|
|
" float V0 = val.z;\n"
|
|
" float Y1 = val.w;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));\n"
|
|
" float U1 = val.x;\n"
|
|
" float V1 = val.y;\n"
|
|
" float Y2 = val.z;\n"
|
|
" float U2 = val.w;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));\n"
|
|
" float V2 = val.x;\n"
|
|
" float Y3 = val.y;\n"
|
|
" float U3 = val.z;\n"
|
|
" float V3 = val.w;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 4, tid.y)] = float4 (1.0, Y0, U0, V0);\n"
|
|
" outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (1.0, Y1, U1, V1);\n"
|
|
" outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (1.0, Y2, U2, V2);\n"
|
|
" outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (1.0, Y3, U3, V3);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_IYU2_to_AYUV\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (uint3 (tid.x * 3, tid.y, 0));\n"
|
|
" float U0 = val.x;\n"
|
|
" float Y0 = val.y;\n"
|
|
" float V0 = val.z;\n"
|
|
" float U1 = val.w;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));\n"
|
|
" float Y1 = val.x;\n"
|
|
" float V1 = val.y;\n"
|
|
" float U2 = val.z;\n"
|
|
" float Y2 = val.w;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));\n"
|
|
" float V2 = val.x;\n"
|
|
" float U3 = val.y;\n"
|
|
" float Y3 = val.z;\n"
|
|
" float V3 = val.w;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 4, tid.y)] = float4 (1.0, Y0, U0, V0);\n"
|
|
" outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (1.0, Y1, U1, V1);\n"
|
|
" outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (1.0, Y2, U2, V2);\n"
|
|
" outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (1.0, Y3, U3, V3);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_YUY2\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U = val.y;\n"
|
|
" float V = val.z;\n"
|
|
" float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (Y0, U, Y1, V);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_UYVY\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U = val.y;\n"
|
|
" float V = val.z;\n"
|
|
" float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (U, Y0, V, Y1);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_VYUY\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U = val.y;\n"
|
|
" float V = val.z;\n"
|
|
" float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (V, Y0, U, Y1);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_YVYU\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U = val.y;\n"
|
|
" float V = val.z;\n"
|
|
" float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (Y0, V, Y1, U);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_v210\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint xpos = tid.x * 6;\n"
|
|
" float3 val = inTex.Load (uint3 (xpos, tid.y, 0)).yzw;\n"
|
|
" float Y0 = val.x;\n"
|
|
" float U0 = val.y;\n"
|
|
" float V0 = val.z;\n"
|
|
" float Y1 = inTex.Load (uint3 (xpos + 1, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (xpos + 2, tid.y, 0)).yzw;\n"
|
|
" float Y2 = val.x;\n"
|
|
" float U2 = val.y;\n"
|
|
" float V2 = val.z;\n"
|
|
" float Y3 = inTex.Load (uint3 (xpos + 3, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (xpos + 4, tid.y, 0)).yzw;\n"
|
|
" float Y4 = val.x;\n"
|
|
" float U4 = val.y;\n"
|
|
" float V4 = val.z;\n"
|
|
" float Y5 = inTex.Load (uint3 (xpos + 5, tid.y, 0)).y;\n"
|
|
"\n"
|
|
" xpos = tid.x * 4;\n"
|
|
" outTex[uint2(xpos, tid.y)] = float4 (U0, Y0, V0, 0);\n"
|
|
" outTex[uint2(xpos + 1, tid.y)] = float4 (Y1, U2, Y2, 0);\n"
|
|
" outTex[uint2(xpos + 2, tid.y)] = float4 (V2, Y3, U4, 0);\n"
|
|
" outTex[uint2(xpos + 3, tid.y)] = float4 (Y4, V4, Y5, 0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_v308\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).yzw;\n"
|
|
" float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).yzw;\n"
|
|
" float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).yzw;\n"
|
|
" float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).yzw;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.x, val0.y, val0.z, val1.x);\n"
|
|
" outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.y, val1.z, val2.x, val2.y);\n"
|
|
" outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.z, val3.x, val3.y, val3.z);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_IYU2\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).zyw;\n"
|
|
" float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).zyw;\n"
|
|
" float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).zyw;\n"
|
|
" float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).zyw;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.x, val0.y, val0.z, val1.x);\n"
|
|
" outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.y, val1.z, val2.x, val2.y);\n"
|
|
" outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.z, val3.x, val3.y, val3.z);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_AYUV_to_Y410\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\n"
|
|
" float Y = val.y;\n"
|
|
" float U = val.z;\n"
|
|
" float V = val.w;\n"
|
|
" float A = val.x;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (U, Y, V, A);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGB_to_RGBA\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (uint3 (tid.x * 3, tid.y, 0));\n"
|
|
" float R0 = val.r;\n"
|
|
" float G0 = val.g;\n"
|
|
" float B0 = val.b;\n"
|
|
" float R1 = val.a;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));\n"
|
|
" float G1 = val.r;\n"
|
|
" float B1 = val.g;\n"
|
|
" float R2 = val.b;\n"
|
|
" float G2 = val.a;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));\n"
|
|
" float B2 = val.r;\n"
|
|
" float R3 = val.g;\n"
|
|
" float G3 = val.b;\n"
|
|
" float B3 = val.a;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 4, tid.y)] = float4 (R0, G0, B0, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (R1, G1, B1, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (R2, G2, B2, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (R3, G3, B3, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_BGR_to_RGBA\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (uint3 (tid.x * 3, tid.y, 0));\n"
|
|
" float B0 = val.r;\n"
|
|
" float G0 = val.g;\n"
|
|
" float R0 = val.b;\n"
|
|
" float B1 = val.a;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 1, tid.y, 0));\n"
|
|
" float G1 = val.r;\n"
|
|
" float R1 = val.g;\n"
|
|
" float B2 = val.b;\n"
|
|
" float G2 = val.a;\n"
|
|
"\n"
|
|
" val = inTex.Load (uint3 (tid.x * 3 + 2, tid.y, 0));\n"
|
|
" float R2 = val.r;\n"
|
|
" float B3 = val.g;\n"
|
|
" float G3 = val.b;\n"
|
|
" float R3 = val.a;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 4, tid.y)] = float4 (R0, G0, B0, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 1, tid.y)] = float4 (R1, G1, B1, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 2, tid.y)] = float4 (R2, G2, B2, 1.0);\n"
|
|
" outTex[uint2(tid.x * 4 + 3, tid.y)] = float4 (R3, G3, B3, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGB16_to_RGBA\n"
|
|
"Texture2D<uint> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint val = inTex.Load (tid);\n"
|
|
" float R = float ((val & 0xf800) >> 11) / 31;\n"
|
|
" float G = float ((val & 0x7e0) >> 5) / 63;\n"
|
|
" float B = float ((val & 0x1f)) / 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (R, G, B, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_BGR16_to_RGBA\n"
|
|
"Texture2D<uint> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint val = inTex.Load (tid);\n"
|
|
" float B = float ((val & 0xf800) >> 11) / 31;\n"
|
|
" float G = float ((val & 0x7e0) >> 5) / 63;\n"
|
|
" float R = float ((val & 0x1f)) / 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (R, G, B, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGB15_to_RGBA\n"
|
|
"Texture2D<uint> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint val = inTex.Load (tid);\n"
|
|
" uint R = (val & 0x7c00) >> 10;\n"
|
|
" uint G = (val & 0x3e0) >> 5;\n"
|
|
" uint B = (val & 0x1f);\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (float3 (R, G, B) / 31, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_BGR15_to_RGBA\n"
|
|
"Texture2D<uint> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint val = inTex.Load (tid);\n"
|
|
" uint B = (val & 0x7c00) >> 10;\n"
|
|
" uint G = (val & 0x3e0) >> 5;\n"
|
|
" uint R = (val & 0x1f);\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (float3 (R, G, B) / 31, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_r210_to_RGBA\n"
|
|
"Texture2D<uint> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint val = inTex.Load (tid);\n"
|
|
" uint val_be = ((val & 0xff) << 24) | ((val & 0xff00) << 8) |\n"
|
|
" ((val & 0xff0000) >> 8) | ((val & 0xff000000) >> 24);\n"
|
|
" uint R = (val_be >> 20) & 0x3ff;\n"
|
|
" uint G = (val_be >> 10) & 0x3ff;\n"
|
|
" uint B = val_be & 0x3ff;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = float4 (float3 (R, G, B) / 1023, 1.0);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_RGB\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).rgb;\n"
|
|
" float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).rgb;\n"
|
|
" float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).rgb;\n"
|
|
" float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).rgb;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.r, val0.g, val0.b, val1.r);\n"
|
|
" outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.g, val1.b, val2.r, val2.g);\n"
|
|
" outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.b, val3.r, val3.g, val3.b);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_BGR\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val0 = inTex.Load (uint3 (tid.x * 4, tid.y, 0)).rgb;\n"
|
|
" float3 val1 = inTex.Load (uint3 (tid.x * 4 + 1, tid.y, 0)).rgb;\n"
|
|
" float3 val2 = inTex.Load (uint3 (tid.x * 4 + 2, tid.y, 0)).rgb;\n"
|
|
" float3 val3 = inTex.Load (uint3 (tid.x * 4 + 3, tid.y, 0)).rgb;\n"
|
|
"\n"
|
|
" outTex[uint2(tid.x * 3, tid.y)] = float4 (val0.b, val0.g, val0.r, val1.b);\n"
|
|
" outTex[uint2(tid.x * 3 + 1, tid.y)] = float4 (val1.g, val1.r, val2.b, val2.g);\n"
|
|
" outTex[uint2(tid.x * 3 + 2, tid.y)] = float4 (val2.r, val3.b, val3.g, val3.r);\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_RGB16\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<uint> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (tid).rgb;\n"
|
|
" uint R = val.r * 31;\n"
|
|
" uint G = val.g * 63;\n"
|
|
" uint B = val.b * 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = (R << 11) | (G << 5) | B;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_BGR16\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<uint> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float3 val = inTex.Load (tid).rgb;\n"
|
|
" uint R = val.r * 31;\n"
|
|
" uint G = val.g * 63;\n"
|
|
" uint B = val.b * 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = (B << 11) | (G << 5) | R;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_RGB15\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<uint> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint3 val = inTex.Load (tid).rgb * 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = (val.r << 10) | (val.g << 5) | val.b;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_BGR15\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<uint> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint3 val = inTex.Load (tid).rgb * 31;\n"
|
|
"\n"
|
|
" outTex[tid.xy] = (val.b << 10) | (val.g << 5) | val.r;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_r210\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<uint> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" uint3 val = inTex.Load (tid).rgb * 1023;\n"
|
|
" uint packed = (val.r << 20) | (val.g << 10) | val.b;\n"
|
|
" uint packed_be = ((packed & 0xff) << 24) | ((packed & 0xff00) << 8) |\n"
|
|
" ((packed & 0xff0000) >> 8) | ((packed & 0xff000000) >> 24);\n"
|
|
"\n"
|
|
" outTex[tid.xy] = packed_be;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"#ifdef BUILDING_CSMain_RGBA_to_BGRA\n"
|
|
"Texture2D<float4> inTex : register(t0);\n"
|
|
"RWTexture2D<unorm float4> outTex : register(u0);\n"
|
|
"\n"
|
|
"void Execute (uint3 tid)\n"
|
|
"{\n"
|
|
" float4 val = inTex.Load (tid);\n"
|
|
"\n"
|
|
" outTex[tid.xy] = val.bgra;\n"
|
|
"}\n"
|
|
"#endif\n"
|
|
"\n"
|
|
"[numthreads(8, 8, 1)]\n"
|
|
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
|
|
"{\n"
|
|
" Execute (tid);\n"
|
|
"}\n";
|
|
#endif
|