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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-20 07:37:34 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-20 07:37:34 +0000
commitfd7a110eba491ceaae928908d9c19b326701e314 (patch)
tree8d61c2d39985517de10825aa821a1f294f11c26e /hlsl
parent3126517ab3fead63e505918adbdb7323c0ed5fac (diff)
HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Re-worked render target handling to align pixels better, reducing unintentional blurring - Made major fixes to CVBS simulation, significantly increasing color saturation
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/post.fx10
-rw-r--r--hlsl/yiq_decode.fx33
-rw-r--r--hlsl/yiq_encode.fx46
3 files changed, 40 insertions, 49 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index fa2082e6591..fba984dd01b 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -80,9 +80,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
- Output.TexCoord = TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ //float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ //float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
+ float2 Ratios = float2(WidthRatio, HeightRatio);
+ float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight);
+ Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
Output.ExtraInfo = Input.ExtraInfo;
return Output;
@@ -148,7 +150,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
- float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord * Ratios);
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
clip((ScreenClipCoord.x < 1.0f / TargetWidth) ? -1 : 1);
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index ee5d37bfa36..4fa190ed699 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -7,9 +7,9 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
+ MipFilter = POINT;
+ MinFilter = POINT;
+ MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
@@ -70,20 +70,19 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
+ //Output.Position.x /= WidthRatio;
+ //Output.Position.y /= HeightRatio;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- float2 Ratios = float2(WidthRatio, HeightRatio);
- float2 TexCoord = (Input.Position.xy * InvTexSize) / Ratios;
- Output.Coord0 = TexCoord + float2(0.0f / RawWidth, 0.0f);
- Output.Coord1 = TexCoord + float2(0.25f / RawWidth, 0.0f);
- Output.Coord2 = TexCoord + float2(0.5f / RawWidth, 0.0f);
- Output.Coord3 = TexCoord + float2(0.75f / RawWidth, 0.0f);
- Output.Coord4 = TexCoord + float2(1.0f / RawWidth, 0.0f);
- Output.Coord5 = TexCoord + float2(1.25f / RawWidth, 0.0f);
+ Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
+ Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
+ Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
+ Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
+ Output.Coord4 = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
+ Output.Coord5 = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
return Output;
}
@@ -102,6 +101,7 @@ uniform float BValue;
float4 ps_main(PS_INPUT Input) : COLOR
{
+ float2 RawDims = float2(RawWidth, RawHeight);
float4 OrigC = tex2D(DiffuseSampler, Input.Coord0.xy);
float4 OrigC2 = tex2D(DiffuseSampler, Input.Coord4.xy);
float4 C = OrigC;
@@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float PI = 3.14159265f;
- float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
- float2 Scaler = float2(RawWidth, RawHeight) * InvRatios;
+ float2 Scaler = RawDims;
float2 Coord0 = Input.Coord0.xy * Scaler;
float2 Coord1 = Input.Coord1.xy * Scaler;
float2 Coord2 = Input.Coord2.xy * Scaler;
@@ -125,8 +124,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord4 = Input.Coord4.xy * Scaler;
float2 Coord5 = Input.Coord5.xy * Scaler;
- float W = WValue * 2.0f;
- float YRatio = 0.5333f;
+ float W = WValue;
+ float YRatio = 1.0f;
float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
@@ -152,8 +151,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(YIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(YIQ, float3(1.0f, -1.1070f, 1.7046f)));
- // Debugging: return sin(W * Tc) * 0.5f + 0.5f;
- // Debugging: return float4(0.5f + 0.5f * sin(W * float3(T0, T2, T4)), 1.0f);
return float4(OutRGB, 1.0f);
}
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index da7e095b257..24fe25c895a 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -66,19 +66,16 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
- Output.Position.y /= HeightRatio;
Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.x /= WidthRatio;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
Output.Coord0 = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
Output.Coord1 = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
Output.Coord2 = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
Output.Coord3 = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
-
+
return Output;
}
@@ -96,28 +93,26 @@ uniform float BValue;
float4 ps_main(PS_INPUT Input) : COLOR
{
- float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0).rgb;
- float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1).rgb;
- float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2).rgb;
- float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3).rgb;
-
- // Cos goes from 1 to 0 to 1 over the course of 2PI
- // Sin goes from 0 to 1 to 0 over the course of 2PI
- // WValue is 4PI / 3
- // That is, 3 cycles through WValue will reuslt in 4PI being traversed, or cos() to go from 1 to 0 to 1 to 0 to 1
- // WValue appears to be the chroma carrier rate
- // 1 Pixel -> 1 cycle
- // WValue will cycle from 1 to 0 to 1 to 0 to 1 over 3 pixels
-
-
- float PI = 3.14159265f;
- float W = WValue;
+ float2 InvRatios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ float2 Offset = float2(0.5f / RawWidth, 0.5f / RawHeight);
+ float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - Offset).rgb;
+ float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - Offset).rgb;
+ float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - Offset).rgb;
+ float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - Offset).rgb;
- float T0 = Input.Coord0.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord0.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
- float T1 = Input.Coord1.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord1.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
- float T2 = Input.Coord2.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord2.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
- float T3 = Input.Coord3.x * (RawWidth / WidthRatio) * 2.0f + AValue * 0.5333f * Input.Coord3.y * (RawHeight / HeightRatio) * 2.0f + BValue * 2.0f + 2.0f;
+ float2 Scaler = float2(RawWidth, RawHeight);
+ float2 Coord0 = Input.Coord0.xy * Scaler;
+ float2 Coord1 = Input.Coord1.xy * Scaler;
+ float2 Coord2 = Input.Coord2.xy * Scaler;
+ float2 Coord3 = Input.Coord3.xy * Scaler;
+ float W = WValue;
+ float YRatio = 1.0f;
+ float T0 = Coord0.x + AValue * YRatio * Coord0.y + BValue;
+ float T1 = Coord1.x + AValue * YRatio * Coord1.y + BValue;
+ float T2 = Coord2.x + AValue * YRatio * Coord2.y + BValue;
+ float T3 = Coord3.x + AValue * YRatio * Coord3.y + BValue;
+
float Y0 = dot(Texel0, float3(0.299f, 0.587f, 0.114f));
float I0 = dot(Texel0, float3(0.595716f, -0.274453f, -0.321263f));
float Q0 = dot(Texel0, float3(0.211456f, -0.522591f, 0.311135f));
@@ -134,8 +129,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
- //float MaxC = 1.5957f;
- //float MinC = -0.5957f;
float MaxC = 2.1183f;
float MinC = -1.1183f;
float CRange = MaxC - MinC;
@@ -149,7 +142,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
C2 = (C2 - MinC) / CRange;
C3 = (C3 - MinC) / CRange;
- float4 Tc = float4(T0, T1, T2, T3);
return float4(C0, C1, C2, C3);
}