mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-13 03:46:34 +00:00
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
|
|
* 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
|