diff options
Diffstat (limited to 'hlsl/yiq_decode.fx')
-rw-r--r-- | hlsl/yiq_decode.fx | 106 |
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); } //----------------------------------------------------------------------------- |