diff options
Diffstat (limited to 'hlsl/yiq_decode.fx')
-rw-r--r-- | hlsl/yiq_decode.fx | 76 |
1 files changed, 44 insertions, 32 deletions
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx index c1caa631f14..2148178ec6f 100644 --- a/hlsl/yiq_decode.fx +++ b/hlsl/yiq_decode.fx @@ -55,11 +55,10 @@ struct PS_INPUT // YIQ Decode Vertex Shader //----------------------------------------------------------------------------- -uniform float TargetWidth; -uniform float TargetHeight; +uniform float ScreenWidth; +uniform float ScreenHeight; -uniform float RawWidth; -uniform float RawHeight; +uniform float2 RawDims; uniform float WidthRatio; uniform float HeightRatio; @@ -69,14 +68,14 @@ VS_OUTPUT vs_main(VS_INPUT Input) VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.x /= TargetWidth; - Output.Position.y /= TargetHeight; + Output.Position.x /= ScreenWidth; + Output.Position.y /= ScreenHeight; 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.Coord0.xy = Input.TexCoord; - Output.Coord0.zw = float2(1.0f / RawWidth, 0.0f); + Output.Coord0.zw = float2(1.0f / RawDims.x, 0.0f); return Output; } @@ -97,10 +96,11 @@ 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; + float4 ps_main(PS_INPUT Input) : COLOR { - float2 RawDims = float2(RawWidth, RawHeight); - float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + 0.5f / RawDims); // YIQ convolution: N coefficients each @@ -110,41 +110,53 @@ float4 ps_main(PS_INPUT Input) : COLOR float MaxC = 2.1183f; float MinC = -1.1183f; float CRange = MaxC - MinC; - float Fc_y1 = (CCValue - NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_y2 = (CCValue + NotchHalfWidth) * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_y3 = YFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_i = IFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); - float Fc_q = QFreqResponse * ScanTime / (RawWidth * 4.0f / WidthRatio); - float PI = 3.1415926535897932384626433832795; - float PI2 = 2.0f * PI; + float FrameWidthx4 = RawDims.x * 4.0f / WidthRatio; + 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 Fc_i_2 = Fc_i * 2.0f; + float Fc_q_2 = Fc_q * 2.0f; + float Fc_y1_2 = Fc_y1 * 2.0f; + float Fc_y2_2 = Fc_y2 * 2.0f; + float Fc_y3_2 = Fc_y3 * 2.0f; + float Fc_i_pi2 = Fc_i * PI2; + float Fc_q_pi2 = Fc_q * PI2; + float Fc_y1_pi2 = Fc_y1 * PI2; + 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 * (RawDims.x * WidthRatio); 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; - float4 CoordY = Input.Coord0.y; float2 TexCoord = float2(CoordX.r, CoordY.r); - float4 C = tex2D(CompositeSampler, TexCoord + float2(0.625f, 0.4f) / RawDims) * CRange + MinC; - float4 WT = W * (CoordX * WidthRatio + AValue * CoordY * 2.0f * (RawHeight / HeightRatio) + BValue) + OValue; + float4 C = tex2D(CompositeSampler, TexCoord + float2(0.5f, 0.0f) / RawDims) * CRange + MinC; + float4 WT = W * (CoordX * WidthRatio + VPosition + BValue) + OValue; + float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4); + + float4 SincYIn1 = Fc_y1_pi2 * n4; + float4 SincYIn2 = Fc_y2_pi2 * n4; + float4 SincYIn3 = Fc_y3_pi2 * n4; + float4 SincIIn = Fc_i_pi2 * n4; + float4 SincQIn = Fc_q_pi2 * n4; - float4 SincYIn1 = PI2 * Fc_y1 * n4; - float4 SincYIn2 = PI2 * Fc_y2 * n4; - float4 SincYIn3 = PI2 * Fc_y3 * 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 IdealY = (2.0f * Fc_y1 * SincY1 - 2.0f * Fc_y2 * SincY2) + 2.0f * Fc_y3 * SincY3; - float4 FilterY = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealY; - - float4 SincIIn = PI2 * Fc_i * n4; - float4 IdealI = 2.0f * Fc_i * ((SincIIn != 0.0f) ? (sin(SincIIn) / SincIIn) : 1.0f); - float4 FilterI = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealI; - - float4 SincQIn = PI2 * Fc_q * n4; - float4 IdealQ = 2.0f * Fc_q * ((SincQIn != 0.0f) ? (sin(SincQIn) / SincQIn) : 1.0f); - float4 FilterQ = (0.54f + 0.46f * cos(PI2Length * n4)) * IdealQ; + + 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 FilterY = SincKernel * IdealY; + float4 FilterI = SincKernel * IdealI; + float4 FilterQ = SincKernel * IdealQ; YAccum = YAccum + C * FilterY; IAccum = IAccum + C * cos(WT) * FilterI; |