Spracherkennung für: .hlsl vermutete Sprache: Unknown {[0] [0] [0]} [Methode: Schwerpunktbildung, einfache Gewichte, sechs Dimensionen]
/* -*- Mode: C++; tab-width:
20; indent-tabs-mode: nil; c-basic-offset:
4 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v.
2.
0. If a copy of the MPL was not distributed with this
* file, You can obtain one at
http://mozilla.org/MPL/2.
0/. */
#include "BlendShaderConstants.h"
typedef float4 rect;
float4x4 mLayerTransform : register(vs, c0);
float4x4 mProjection : register(vs, c4);
float4 vRenderTargetOffset : register(vs, c8);
rect vTextureCoords : register(vs, c9);
rect vLayerQuad : register(vs, c10);
float4 fLayerColor : register(ps, c0);
float fLayerOpacity : register(ps, c1);
// x = layer type
// y = mask type
// z = blend op
// w = is premultiplied
float fCoefficient : register(ps, c3);
row_major float3x3 mYuvColorMatrix : register(ps, c4);
sampler sSampler : register(ps, s0);
// The mix-blend mega shader uses all variables, so we have to make sure they
// are assigned fixed slots.
Texture2D tRGB : register(ps, t0);
Texture2D tY : register(ps, t1);
Texture2D tCb : register(ps, t2);
Texture2D tCr : register(ps, t3);
struct VS_INPUT {
float2 vPosition : POSITION;
};
struct VS_TEX_INPUT {
float2 vPosition : POSITION;
float2 vTexCoords : TEXCOORD0;
};
struct VS_OUTPUT {
float4 vPosition : SV_Position;
float2 vTexCoords : TEXCOORD0;
};
struct PS_OUTPUT {
float4 vSrc;
float4 vAlpha;
};
float2 TexCoords(const float2 aPosition)
{
float2 result;
const float2 size = vTextureCoords.zw;
result.x = vTextureCoords.x + aPosition.x * size.x;
result.y = vTextureCoords.y + aPosition.y * size.y;
return result;
}
SamplerState LayerTextureSamplerLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 TransformedPosition(float2 aInPosition)
{
// the current vertex's position on the quad
// [x,y,
0,
1] is mandated by the CSS Transforms spec as the point value to transform
float4 position = float4(
0,
0,
0,
1);
// We use
4 component floats to uniquely describe a rectangle, by the structure
// of x, y, width, height. This allows us to easily generate the
4 corners
// of any rectangle from the
4 corners of the
0,
0-
1,
1 quad that we use as the
// stream source for our LayerQuad vertex shader. We do this by doing:
// Xout = x + Xin * width
// Yout = y + Yin * height
float2 size = vLayerQuad.zw;
position.x = vLayerQuad.x + aInPosition.x * size.x;
position.y = vLayerQuad.y + aInPosition.y * size.y;
position = mul(mLayerTransform, position);
return position;
}
float4 VertexPosition(float4 aTransformedPosition)
{
float4 result;
result.w = aTransformedPosition.w;
result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
result -= vRenderTargetOffset;
result.xyz *= result.w;
result = mul(mProjection, result);
return result;
}
VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
{
VS_OUTPUT outp;
float4 position = TransformedPosition(aVertex.vPosition);
outp.vPosition = VertexPosition(position);
outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
return outp;
}
/* From Rec601:
[R] [
1.
1643835616438356,
0.
0,
1.
5960267857142858] [ Y -
16]
[G] = [
1.
1643835616438358, -
0.
3917622900949137, -
0.
8129676472377708] x [Cb -
128]
[B] [
1.
1643835616438356,
2.
017232142857143,
8.
862867620416422e-
17] [Cr -
128]
For [
0,
1] instead of [
0,
255], and to
5 places:
[R] [
1.
16438,
0.
00000,
1.
59603] [ Y -
0.
06275]
[G] = [
1.
16438, -
0.
39176, -
0.
81297] x [Cb -
0.
50196]
[B] [
1.
16438,
2.
01723,
0.
00000] [Cr -
0.
50196]
From Rec709:
[R] [
1.
1643835616438356,
4.
2781193979771426e-
17,
1.
7927410714285714] [ Y -
16]
[G] = [
1.
1643835616438358, -
0.
21324861427372963, -
0.
532909328559444] x [Cb -
128]
[B] [
1.
1643835616438356,
2.
1124017857142854,
0.
0] [Cr -
128]
For [
0,
1] instead of [
0,
255], and to
5 places:
[R] [
1.
16438,
0.
00000,
1.
79274] [ Y -
0.
06275]
[G] = [
1.
16438, -
0.
21325, -
0.
53291] x [Cb -
0.
50196]
[B] [
1.
16438,
2.
11240,
0.
00000] [Cr -
0.
50196]
*/
float4 CalculateYCbCrColor(const float2 aTexCoords)
{
float3 yuv = float3(
tY.Sample(sSampler, aTexCoords).r,
tCb.Sample(sSampler, aTexCoords).r,
tCr.Sample(sSampler, aTexCoords).r);
yuv = yuv * fCoefficient - float3(
0.
06275,
0.
50196,
0.
50196);
return float4(mul(mYuvColorMatrix, yuv),
1.
0);
}
float4 CalculateNV12Color(const float2 aTexCoords)
{
float3 yuv = float3(
tY.Sample(sSampler, aTexCoords).r,
tCb.Sample(sSampler, aTexCoords).r,
tCb.Sample(sSampler, aTexCoords).g);
yuv = yuv * fCoefficient - float3(
0.
06275,
0.
50196,
0.
50196);
return float4(mul(mYuvColorMatrix, yuv),
1.
0);
}
float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
{
return fLayerColor;
}
float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target
{
return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target
{
float4 result;
result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
result.a = fLayerOpacity;
return result;
}
float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
{
return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
}
float4 NV12Shader(const VS_OUTPUT aVertex) : SV_Target
{
return CalculateNV12Color(aVertex.vTexCoords) * fLayerOpacity;
}