diff options
author | chai <chaifix@163.com> | 2019-03-19 23:06:27 +0800 |
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committer | chai <chaifix@163.com> | 2019-03-19 23:06:27 +0800 |
commit | 1497dccd63a84b7ee2b229b1ad9c5c02718f2a78 (patch) | |
tree | f8d1bff50da13e126d08c7345653e002e293202d /Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c | |
parent | 5e2a973516e0729b225da9de0b03015dc5854ac4 (diff) |
*rename
Diffstat (limited to 'Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c')
-rw-r--r-- | Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c | 274 |
1 files changed, 0 insertions, 274 deletions
diff --git a/Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c b/Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c deleted file mode 100644 index b95fddc..0000000 --- a/Source/3rdParty/SDL2/src/render/direct3d/SDL_shaders_d3d.c +++ /dev/null @@ -1,274 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2018 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: */ |