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Direct3D: implement HLSL pixel shading in the rendering pipeline
The user can choose to apply a builtin shader using a selection list in the options of the Direct3D vout module. A custom shader function can also be loaded by specifying the path of the shader file. Many changes since the latest patch proposal: we are not compiling "shader techniques" anymore but now shader functions using the "main" entrypoint. All the shaders previously in pixelShader.fx are now builtins. Based on the code by Sasha Koruga for GSoC 2010. Signed-off-by: Jean-Baptiste Kempf <[email protected]>
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/***************************************************************************** | ||
* builtin_shaders.h: Builtin HLSL shader functions. | ||
***************************************************************************** | ||
* Copyright (C) 2014 the VideoLAN team | ||
* | ||
* Authors: Sasha Koruga <[email protected]>, | ||
* Felix Abecassis <[email protected]> | ||
* This program is free software; you can redistribute it and/or modify it | ||
* under the terms of the GNU Lesser General Public License as published by | ||
* the Free Software Foundation; either version 2.1 of the License, or | ||
* (at your option) any later version. | ||
* | ||
* This program 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 Lesser General Public License for more details. | ||
* | ||
* You should have received a copy of the GNU Lesser General Public License | ||
* along with this program; if not, write to the Free Software Foundation, | ||
* Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. | ||
*****************************************************************************/ | ||
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static const char shader_disabled_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR\n" | ||
"{\n" | ||
" return saturate(tex2D(screen, screenCoords.xy));\n" | ||
"}\n"; | ||
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static const char shader_invert_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR\n" | ||
"{\n" | ||
" float4 color = tex2D(screen, screenCoords.xy);\n" | ||
" color.r = 1.0 - color.r;\n" | ||
" color.g = 1.0 - color.g;\n" | ||
" color.b = 1.0 - color.b;\n" | ||
" return color;\n" | ||
"}\n"; | ||
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static const char shader_grayscale_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D(screen, screenCoords.xy);\n" | ||
" float gray = 0.2989 * color.r + 0.5870 * color.g + 0.1140 * color.b;\n" | ||
" color.r = color.g = color.b = gray;\n" | ||
" return color;\n" | ||
"}\n"; | ||
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static const char shader_convert601to709_source[] = | ||
"sampler2D screen;\n" | ||
"float4 rgb_to_yuv601(float4 RGB)\n" | ||
"{\n" | ||
" float Kr = 0.299;\n" | ||
" float Kg = 0.587;\n" | ||
" float Kb = 0.114;\n" | ||
" float Y = Kr*RGB.r + Kg*RGB.g + Kb*RGB.b;\n" | ||
" float V = (RGB.r-Y)/(1-Kr);\n" | ||
" float U = (RGB.b-Y)/(1-Kb);\n" | ||
" return float4(Y,U,V,1);\n" | ||
"}\n" | ||
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"float4 yuv709_to_rgb(float4 YUV)\n" | ||
"{\n" | ||
" float Kr = 0.2125;\n" | ||
" float Kg = 0.7154;\n" | ||
" float Kb = 0.0721;\n" | ||
" float Y = YUV.x;\n" | ||
" float U = YUV.y;\n" | ||
" float V = YUV.z;\n" | ||
" float R = Y + V*(1-Kr);\n" | ||
" float G = Y - U*(1-Kb)*Kb/Kg - V*(1-Kr)*Kr/Kg;\n" | ||
" float B = Y + U*(1-Kb);\n" | ||
" return float4(R,G,B,1);\n" | ||
"}\n" | ||
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"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D(screen, screenCoords.xy);\n" | ||
" return yuv709_to_rgb(rgb_to_yuv601(color));\n" | ||
"}\n"; | ||
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static const char shader_gammacorrection18_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D( screen, screenCoords.xy);\n" | ||
" color = pow(color,1.0/1.8);\n" | ||
" return color;\n" | ||
"}\n"; | ||
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static const char shader_gammacorrection22_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D( screen, screenCoords.xy);\n" | ||
" color = pow(color,1.0/2.2);\n" | ||
" return color;\n" | ||
"}\n"; | ||
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static const char shader_gammacorrectionbt709_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D(screen, screenCoords.xy);\n" | ||
" if(color.r > 0.018)\n" | ||
" color.r = 1.099 * pow(color.r,0.45) - 0.099;\n" | ||
" else\n" | ||
" color.r = 4.5138 * color.r;\n" | ||
" if(color.g > 0.018)\n" | ||
" color.g = 1.099 * pow(color.g,0.45) - 0.099;\n" | ||
" else\n" | ||
" color.g = 4.5138 * color.g;\n" | ||
" if(color.b > 0.018)\n" | ||
" color.b = 1.099 * pow(color.b,0.45) - 0.099;\n" | ||
" else\n" | ||
" color.b = 4.5138 * color.b;\n" | ||
" return color;\n" | ||
"}\n"; | ||
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static const char shader_widencolorspace_source[] = | ||
"sampler2D screen;\n" | ||
"float4 main(float2 screenCoords : TEXCOORD0) : COLOR0\n" | ||
"{\n" | ||
" float4 color = tex2D(screen, screenCoords.xy);\n" | ||
" color.r = max(color.r - 0.0627450980392157,0) * 1.164383561643836;\n" | ||
" color.g = max(color.g - 0.0627450980392157,0) * 1.164383561643836;\n" | ||
" color.b = max(color.b - 0.0627450980392157,0) * 1.164383561643836;\n" | ||
" return saturate(color);\n" | ||
"}\n"; | ||
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typedef struct | ||
{ | ||
const char *name; | ||
const char *code; | ||
} builtin_shader_t; | ||
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static const builtin_shader_t builtin_shaders[] = | ||
{ | ||
{ "Disabled", shader_disabled_source }, | ||
{ "Invert", shader_invert_source }, | ||
{ "Grayscale", shader_grayscale_source }, | ||
{ "Convert601to709", shader_convert601to709_source }, | ||
{ "GammaCorrection18", shader_gammacorrection18_source }, | ||
{ "GammaCorrection22", shader_gammacorrection22_source }, | ||
{ "GammaCorrectionBT709", shader_gammacorrectionbt709_source }, | ||
{ "WidenColorSpace", shader_widencolorspace_source }, | ||
}; | ||
#define BUILTIN_SHADERS_COUNT (sizeof(builtin_shaders)/sizeof(builtin_shaders[0])) |
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