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df0e6c4140
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>
119 lines
3 KiB
HLSL
119 lines
3 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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Texture2D<float4> inTex : register(t0);
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RWTexture2D<unorm float4> outTex : register(u0);
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#ifdef BUILDING_CSMain_YUY2_to_AYUV
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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_AYUV_to_YUY2
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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_Y410
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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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[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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"Texture2D<float4> inTex : register(t0);\n"
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"RWTexture2D<unorm float4> outTex : register(u0);\n"
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"\n"
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"#ifdef BUILDING_CSMain_YUY2_to_AYUV\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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" 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_AYUV_to_YUY2\n"
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"void Execute (uint3 tid)\n"
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"{\n"
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" float3 val = inTex.Load (uint3(tid.x * 2, tid.y, 0)).yzw;\n"
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" float Y0 = val.x;\n"
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" float U = val.y;\n"
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" float V = val.z;\n"
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" float Y1 = inTex.Load (uint3(tid.x * 2 + 1, tid.y, 0)).y;\n"
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"\n"
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" outTex[tid.xy] = float4 (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_AYUV_to_Y410\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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" float Y = val.y;\n"
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" float U = val.z;\n"
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" float V = val.w;\n"
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" float A = val.x;\n"
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"\n"
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" outTex[tid.xy] = float4 (U, Y, V, A);\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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