gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/hlsl/CSMain_converter.hlsl
Seungha Yang df0e6c4140 d3d11converter: Do not use R32_UINT UAV
It does not work well with YUY2 texture on some GPUs. Always use
the same DXGI formats for each SRV and UAV

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5709>
2023-11-25 20:27:43 +09:00

119 lines
3 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
Texture2D<float4> inTex : register(t0);
RWTexture2D<unorm float4> outTex : register(u0);
#ifdef BUILDING_CSMain_YUY2_to_AYUV
void Execute (uint3 tid)
{
float4 val = inTex.Load (tid);
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_AYUV_to_YUY2
void Execute (uint3 tid)
{
float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;
float Y0 = val.x;
float U = val.y;
float V = val.z;
float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;
outTex[tid.xy] = float4 (Y0, U, Y1, V);
}
#endif
#ifdef BUILDING_CSMain_AYUV_to_Y410
void Execute (uint3 tid)
{
float4 val = inTex.Load (tid);
float Y = val.y;
float U = val.z;
float V = val.w;
float A = val.x;
outTex[tid.xy] = float4 (U, Y, V, A);
}
#endif
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (tid);
}
#else
static const char g_CSMain_converter_str[] =
"Texture2D<float4> inTex : register(t0);\n"
"RWTexture2D<unorm float4> outTex : register(u0);\n"
"\n"
"#ifdef BUILDING_CSMain_YUY2_to_AYUV\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_AYUV_to_YUY2\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_Y410\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"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (tid);\n"
"}\n";
#endif