diff options
Diffstat (limited to 'Source/external/SDL2/src/render/direct3d/SDL_shaders_d3d.c')
-rw-r--r-- | Source/external/SDL2/src/render/direct3d/SDL_shaders_d3d.c | 274 |
1 files changed, 274 insertions, 0 deletions
diff --git a/Source/external/SDL2/src/render/direct3d/SDL_shaders_d3d.c b/Source/external/SDL2/src/render/direct3d/SDL_shaders_d3d.c new file mode 100644 index 0000000..b95fddc --- /dev/null +++ b/Source/external/SDL2/src/render/direct3d/SDL_shaders_d3d.c @@ -0,0 +1,274 @@ +/* + 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: */ |