| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "../../SDL_internal.h" |
| |
| #include "SDL_render.h" |
| #include "SDL_system.h" |
| |
| #if SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED |
| |
| #include "../../core/windows/SDL_windows.h" |
| |
| #include <d3d9.h> |
| |
| #include "SDL_shaders_d3d.h" |
| |
| /* The shaders here were compiled with: |
| |
| fxc /T ps_2_0 /Fo"<OUTPUT FILE>" "<INPUT FILE>" |
| |
| Shader object code was converted to a list of DWORDs via the following |
| *nix style command (available separately from Windows + MSVC): |
| |
| hexdump -v -e '6/4 "0x%08.8x, " "\n"' <FILE> |
| */ |
| |
| /* --- D3D9_PixelShader_YUV_JPEG.hlsl --- |
| Texture2D theTextureY : register(t0); |
| Texture2D theTextureU : register(t1); |
| Texture2D theTextureV : register(t2); |
| SamplerState theSampler = sampler_state |
| { |
| addressU = Clamp; |
| addressV = Clamp; |
| mipfilter = NONE; |
| minfilter = LINEAR; |
| magfilter = LINEAR; |
| }; |
| |
| struct PixelShaderInput |
| { |
| float4 pos : SV_POSITION; |
| float2 tex : TEXCOORD0; |
| float4 color : COLOR0; |
| }; |
| |
| float4 main(PixelShaderInput input) : SV_TARGET |
| { |
| const float3 offset = {0.0, -0.501960814, -0.501960814}; |
| const float3 Rcoeff = {1.0000, 0.0000, 1.4020}; |
| const float3 Gcoeff = {1.0000, -0.3441, -0.7141}; |
| const float3 Bcoeff = {1.0000, 1.7720, 0.0000}; |
| |
| float4 Output; |
| |
| float3 yuv; |
| yuv.x = theTextureY.Sample(theSampler, input.tex).r; |
| yuv.y = theTextureU.Sample(theSampler, input.tex).r; |
| yuv.z = theTextureV.Sample(theSampler, input.tex).r; |
| |
| yuv += offset; |
| Output.r = dot(yuv, Rcoeff); |
| Output.g = dot(yuv, Gcoeff); |
| Output.b = dot(yuv, Bcoeff); |
| Output.a = 1.0f; |
| |
| return Output * input.color; |
| } |
| */ |
| static const DWORD D3D9_PixelShader_YUV_JPEG[] = { |
| 0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200, |
| 0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003, |
| 0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001, |
| 0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0, |
| 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, |
| 0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874, |
| 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004, |
| 0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, |
| 0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001, |
| 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, |
| 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, |
| 0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000, |
| 0x00000000, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001, |
| 0x3f800000, 0x00000000, 0x3fb374bc, 0x00000000, 0x05000051, 0xa00f0002, |
| 0x3f800000, 0xbeb02de0, 0xbf36cf42, 0x00000000, 0x05000051, 0xa00f0003, |
| 0x3f800000, 0x3fe2d0e5, 0x00000000, 0x00000000, 0x0200001f, 0x80000000, |
| 0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000, |
| 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000, |
| 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042, |
| 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000, |
| 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000, |
| 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008, |
| 0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000, |
| 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, |
| 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, |
| 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff |
| }; |
| |
| /* --- D3D9_PixelShader_YUV_BT601.hlsl --- |
| Texture2D theTextureY : register(t0); |
| Texture2D theTextureU : register(t1); |
| Texture2D theTextureV : register(t2); |
| SamplerState theSampler = sampler_state |
| { |
| addressU = Clamp; |
| addressV = Clamp; |
| mipfilter = NONE; |
| minfilter = LINEAR; |
| magfilter = LINEAR; |
| }; |
| |
| struct PixelShaderInput |
| { |
| float4 pos : SV_POSITION; |
| float2 tex : TEXCOORD0; |
| float4 color : COLOR0; |
| }; |
| |
| float4 main(PixelShaderInput input) : SV_TARGET |
| { |
| const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; |
| const float3 Rcoeff = {1.1644, 0.0000, 1.5960}; |
| const float3 Gcoeff = {1.1644, -0.3918, -0.8130}; |
| const float3 Bcoeff = {1.1644, 2.0172, 0.0000}; |
| |
| float4 Output; |
| |
| float3 yuv; |
| yuv.x = theTextureY.Sample(theSampler, input.tex).r; |
| yuv.y = theTextureU.Sample(theSampler, input.tex).r; |
| yuv.z = theTextureV.Sample(theSampler, input.tex).r; |
| |
| yuv += offset; |
| Output.r = dot(yuv, Rcoeff); |
| Output.g = dot(yuv, Gcoeff); |
| Output.b = dot(yuv, Bcoeff); |
| Output.a = 1.0f; |
| |
| return Output * input.color; |
| } |
| */ |
| static const DWORD D3D9_PixelShader_YUV_BT601[] = { |
| 0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200, |
| 0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003, |
| 0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001, |
| 0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0, |
| 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, |
| 0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874, |
| 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004, |
| 0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, |
| 0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001, |
| 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, |
| 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, |
| 0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000, |
| 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001, |
| 0x3f950b0f, 0x00000000, 0x3fcc49ba, 0x00000000, 0x05000051, 0xa00f0002, |
| 0x3f950b0f, 0xbec89a02, 0xbf5020c5, 0x00000000, 0x05000051, 0xa00f0003, |
| 0x3f950b0f, 0x400119ce, 0x00000000, 0x00000000, 0x0200001f, 0x80000000, |
| 0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000, |
| 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000, |
| 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042, |
| 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000, |
| 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000, |
| 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008, |
| 0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000, |
| 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, |
| 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, |
| 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff |
| }; |
| |
| /* --- D3D9_PixelShader_YUV_BT709.hlsl --- |
| Texture2D theTextureY : register(t0); |
| Texture2D theTextureU : register(t1); |
| Texture2D theTextureV : register(t2); |
| SamplerState theSampler = sampler_state |
| { |
| addressU = Clamp; |
| addressV = Clamp; |
| mipfilter = NONE; |
| minfilter = LINEAR; |
| magfilter = LINEAR; |
| }; |
| |
| struct PixelShaderInput |
| { |
| float4 pos : SV_POSITION; |
| float2 tex : TEXCOORD0; |
| float4 color : COLOR0; |
| }; |
| |
| float4 main(PixelShaderInput input) : SV_TARGET |
| { |
| const float3 offset = {-0.0627451017, -0.501960814, -0.501960814}; |
| const float3 Rcoeff = {1.1644, 0.0000, 1.7927}; |
| const float3 Gcoeff = {1.1644, -0.2132, -0.5329}; |
| const float3 Bcoeff = {1.1644, 2.1124, 0.0000}; |
| |
| float4 Output; |
| |
| float3 yuv; |
| yuv.x = theTextureY.Sample(theSampler, input.tex).r; |
| yuv.y = theTextureU.Sample(theSampler, input.tex).r; |
| yuv.z = theTextureV.Sample(theSampler, input.tex).r; |
| |
| yuv += offset; |
| Output.r = dot(yuv, Rcoeff); |
| Output.g = dot(yuv, Gcoeff); |
| Output.b = dot(yuv, Bcoeff); |
| Output.a = 1.0f; |
| |
| return Output * input.color; |
| } |
| */ |
| static const DWORD D3D9_PixelShader_YUV_BT709[] = { |
| 0xffff0200, 0x0044fffe, 0x42415443, 0x0000001c, 0x000000d7, 0xffff0200, |
| 0x00000003, 0x0000001c, 0x00000100, 0x000000d0, 0x00000058, 0x00010003, |
| 0x00000001, 0x00000070, 0x00000000, 0x00000080, 0x00020003, 0x00000001, |
| 0x00000098, 0x00000000, 0x000000a8, 0x00000003, 0x00000001, 0x000000c0, |
| 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, |
| 0xab005565, 0x00070004, 0x00040001, 0x00000001, 0x00000000, 0x53656874, |
| 0x6c706d61, 0x742b7265, 0x65546568, 0x72757478, 0xab005665, 0x00070004, |
| 0x00040001, 0x00000001, 0x00000000, 0x53656874, 0x6c706d61, 0x742b7265, |
| 0x65546568, 0x72757478, 0xab005965, 0x00070004, 0x00040001, 0x00000001, |
| 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73, 0x29522820, |
| 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, |
| 0x36392e33, 0x312e3030, 0x34383336, 0xababab00, 0x05000051, 0xa00f0000, |
| 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051, 0xa00f0001, |
| 0x3f950b0f, 0x00000000, 0x3fe57732, 0x00000000, 0x05000051, 0xa00f0002, |
| 0x3f950b0f, 0xbe5a511a, 0xbf086c22, 0x00000000, 0x05000051, 0xa00f0003, |
| 0x3f950b0f, 0x40073190, 0x00000000, 0x00000000, 0x0200001f, 0x80000000, |
| 0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f, 0x90000000, |
| 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, 0x90000000, |
| 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, 0x03000042, |
| 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, 0xb0e40000, |
| 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, 0x80040000, |
| 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, 0x03000008, |
| 0x80010001, 0x80e40000, 0xa0e40001, 0x03000008, 0x80020001, 0x80e40000, |
| 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, |
| 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, |
| 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff |
| }; |
| |
| |
| static const DWORD *D3D9_shaders[] = { |
| D3D9_PixelShader_YUV_JPEG, |
| D3D9_PixelShader_YUV_BT601, |
| D3D9_PixelShader_YUV_BT709, |
| }; |
| |
| HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader) |
| { |
| return IDirect3DDevice9_CreatePixelShader(d3dDevice, D3D9_shaders[shader], pixelShader); |
| } |
| |
| #endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |