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author ImJezze <jezze@gmx.net>2016-01-09 16:41:53 +0100
committer ImJezze <jezze@gmx.net>2016-01-09 16:41:53 +0100
commitded9493cb097ef7e19aa5eb3136fab819b360a24 (patch)
tree4b70fac8cd284231a8dd74cba56b7e83d409639b /hlsl/yiq_decode.fx
parent37b596b7b43f67ef80cd51d7a33da7f34be227c7 (diff)
Fixed YIQ passes
- fixed half texel offset - readded usage of A value in encode/decode pass - readded jitter of B value in encode/decode pass - readded usage of P value in encode pass - fixed not set O value uniform for decode pass - removed duplicate YIQ option definition - changed default of O value back to 1.0
Diffstat (limited to 'hlsl/yiq_decode.fx')
-rw-r--r--hlsl/yiq_decode.fx106
1 files changed, 65 insertions, 41 deletions
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index 10575a26bba..288d00b2312 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz
+// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// YIQ Decode Effect
//-----------------------------------------------------------------------------
@@ -41,7 +41,7 @@ sampler DiffuseSampler = sampler_state
struct VS_OUTPUT
{
float4 Position : POSITION;
- float4 Coord0 : TEXCOORD0;
+ float4 TexCoord : TEXCOORD0;
};
struct VS_INPUT
@@ -49,12 +49,11 @@ struct VS_INPUT
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
- float4 Coord0 : TEXCOORD0;
+ float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
@@ -71,11 +70,12 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Coord0.xy = Input.TexCoord;
- Output.Coord0.zw = float2(1.0f / SourceDims.x, 0.0f);
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
+
+ Output.TexCoord.xy = Input.TexCoord;
+ Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9)
return Output;
}
@@ -84,38 +84,54 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// YIQ Decode Pixel Shader
//-----------------------------------------------------------------------------
-uniform float AValue = 0.0f;
-uniform float BValue = 0.0f;
-uniform float CCValue = 3.04183f;
-uniform float PValue = 1.0f;
+uniform float AValue = 0.5f;
+uniform float BValue = 0.5f;
+uniform float CCValue = 3.5975454f;
uniform float OValue = 0.0f;
+uniform float PValue = 1.0f; // unused
+
uniform float ScanTime = 52.6f;
+uniform float FrameOffset = 0.0f;
uniform float NotchHalfWidth = 1.0f;
uniform float YFreqResponse = 6.0f;
uniform float IFreqResponse = 1.2f;
uniform float QFreqResponse = 0.6f;
-uniform float PI = 3.141592653589;
-uniform float PI2 = 6.283185307178;
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
+
+static const float PI = 3.1415927f;
+static const float PI2 = 6.2831855f;
+
+static const float MaxC = 2.1183f;
+static const float MinC = -1.1183f;
+static const float CRange = 3.2366f;
float4 ps_main(PS_INPUT Input) : COLOR
{
- float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / SourceDims);
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord.xy);
+
+ float2 InvDims = 1.0f / SourceDims;
// YIQ convolution: N coefficients each
float4 YAccum = 0.0f;
float4 IAccum = 0.0f;
float4 QAccum = 0.0f;
- float MaxC = 2.1183f;
- float MinC = -1.1183f;
- float CRange = MaxC - MinC;
- float FrameWidthx4 = SourceDims.x * 4.0f * SourceRect.x;
- float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / FrameWidthx4;
- float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / FrameWidthx4;
- float Fc_y3 = YFreqResponse * ScanTime / FrameWidthx4;
- float Fc_i = IFreqResponse * ScanTime / FrameWidthx4;
- float Fc_q = QFreqResponse * ScanTime / FrameWidthx4;
+
+ float BValueFrameOffset = BValue * FrameOffset;
+
+ float FrameWidthx4 = SourceDims.x * SourceRect.x * 4.0f;
+ float TimePerSample = ScanTime / FrameWidthx4;
+
+ float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
+ float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
+ float Fc_y3 = YFreqResponse * TimePerSample;
+ float Fc_i = IFreqResponse * TimePerSample;
+ float Fc_q = QFreqResponse * TimePerSample;
float Fc_i_2 = Fc_i * 2.0f;
float Fc_q_2 = Fc_q * 2.0f;
float Fc_y1_2 = Fc_y1 * 2.0f;
@@ -127,18 +143,24 @@ float4 ps_main(PS_INPUT Input) : COLOR
float Fc_y2_pi2 = Fc_y2 * PI2;
float Fc_y3_pi2 = Fc_y3 * PI2;
float PI2Length = PI2 / 82.0f;
- float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
+
float W = PI2 * CCValue * ScanTime;
- float4 CoordY = Input.Coord0.y;
- float4 VPosition = (CoordY * SourceRect.y) * (SourceDims.x / SourceRect.x);
+
+ float4 Cy = Input.TexCoord.y;
+ float4 VPosition = Cy * (SourceDims.y * SourceRect.y) * 2.0f;
+
for(float n = -41.0f; n < 42.0f; n += 4.0f)
{
- float4 n4 = n + NOffset;
- float4 CoordX = Input.Coord0.x + Input.Coord0.z * n4 * 0.25f;
- float2 TexCoord = float2(CoordX.r, CoordY.r);
- float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / SourceDims) * CRange + MinC;
- float4 T = (CoordX / SourceRect.x) + VPosition + BValue;
+ float4 n4 = n + NotchOffset;
+
+ float4 Cx = Input.TexCoord.x + InvDims.x * n4 * 0.25f;
+ float4 HPosition = (Cx / SourceRect.x);
+
+ float4 C = tex2D(CompositeSampler, float2(Cx.r, Cy.r)) * CRange + MinC;
+
+ float4 T = HPosition + AValue * VPosition + BValueFrameOffset;
float4 WT = W * T + OValue;
+
float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
float4 SincYIn1 = Fc_y1_pi2 * n4;
@@ -147,13 +169,13 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 SincIIn = Fc_i_pi2 * n4;
float4 SincQIn = Fc_q_pi2 * n4;
- float4 SincY1 = ((SincYIn1 != 0.0f) ? (sin(SincYIn1) / SincYIn1) : 1.0f);
- float4 SincY2 = ((SincYIn2 != 0.0f) ? (sin(SincYIn2) / SincYIn2) : 1.0f);
- float4 SincY3 = ((SincYIn3 != 0.0f) ? (sin(SincYIn3) / SincYIn3) : 1.0f);
+ float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f;
+ float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f;
+ float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f;
float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
- float4 IdealI = Fc_i_2 * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f);
- float4 IdealQ = Fc_q_2 * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f);
+ float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f);
+ float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f);
float4 FilterY = SincKernel * IdealY;
float4 FilterI = SincKernel * IdealI;
@@ -170,9 +192,11 @@ float4 ps_main(PS_INPUT Input) : COLOR
float3 YIQ = float3(Y, I, Q);
- float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.956f, 0.621f)), dot(YIQ, float3(1.0f, -0.272f, -0.647f)), dot(YIQ, float3(1.0f, -1.106f, 1.703f)));
-
- return float4(OutRGB, BaseTexel.a);
+ float3 Decode = float3(
+ dot(YIQ, float3(1.0f, 0.956f, 0.621f)),
+ dot(YIQ, float3(1.0f, -0.272f, -0.647f)),
+ dot(YIQ, float3(1.0f, -1.106f, 1.703f)));
+ return float4(Decode, BaseTexel.a);
}
//-----------------------------------------------------------------------------