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-rw-r--r--hlsl/post.fx3
-rw-r--r--hlsl/yiq_decode.fx76
-rw-r--r--hlsl/yiq_encode.fx109
3 files changed, 88 insertions, 100 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 7bbda640dcf..bbc924af8ed 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Ratios = 1.0f / SizeRatio;
// -- Screen Pincushion Calculation --
- float2 PinViewpointOffset = float2(0.0f, 0.0f);
- float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f;
+ float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
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;
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index b08f6317ccc..4c659511d54 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -23,10 +23,7 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
- float2 Coord0 : TEXCOORD0;
- float2 Coord1 : TEXCOORD1;
- float2 Coord2 : TEXCOORD2;
- float2 Coord3 : TEXCOORD3;
+ float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
@@ -40,40 +37,29 @@ struct VS_INPUT
struct PS_INPUT
{
float4 Color : COLOR0;
- float2 Coord0 : TEXCOORD0;
- float2 Coord1 : TEXCOORD1;
- float2 Coord2 : TEXCOORD2;
- float2 Coord3 : TEXCOORD3;
+ float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// YIQ Encode Vertex Shader
//-----------------------------------------------------------------------------
-uniform float TargetWidth;
-uniform float TargetHeight;
-
-uniform float2 RawDims;
-
-uniform float WidthRatio;
-uniform float HeightRatio;
+uniform float ScreenWidth;
+uniform float ScreenHeight;
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.Color = Input.Color;
- Output.Coord0 = Input.TexCoord;
- Output.Coord1 = Input.TexCoord;
- Output.Coord2 = Input.TexCoord;
- Output.Coord3 = Input.TexCoord;
+ Output.TexCoord = Input.TexCoord;
return Output;
}
@@ -88,56 +74,47 @@ uniform float CCValue = 3.04183f;
uniform float PValue = 1.0f;
uniform float ScanTime = 52.6f;
+uniform float2 RawDims;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
+uniform float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
+uniform float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
+uniform float4 OffsetX = float4(0.00f, 0.25f, 0.50f, 0.75f);
+
+uniform float PI = 3.1415926535f;
+uniform float PI2 = 6.2831853072f;
+
+uniform float MaxC = 2.1183f;
+uniform float MinC = -1.1183f;
+uniform float CRange = 3.2366f;
+
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 Coord0 = Input.Coord0 + float2(PValue * 0.00f, 0.0f) / RawDims;
- float2 Coord1 = Input.Coord1 + float2(PValue * 0.25f, 0.0f) / RawDims;
- float2 Coord2 = Input.Coord2 + float2(PValue * 0.50f, 0.0f) / RawDims;
- float2 Coord3 = Input.Coord3 + float2(PValue * 0.75f, 0.0f) / RawDims;
-
- float2 TexelOffset = 0.5f / RawDims;
- float3 Texel0 = tex2D(DiffuseSampler, Coord0 + TexelOffset).rgb;
- float3 Texel1 = tex2D(DiffuseSampler, Coord1 + TexelOffset).rgb;
- float3 Texel2 = tex2D(DiffuseSampler, Coord2 + TexelOffset).rgb;
- float3 Texel3 = tex2D(DiffuseSampler, Coord3 + TexelOffset).rgb;
+ float2 InvDims = 1.0f / RawDims;
+ float4 CoordX = float4(Input.TexCoord.x + OffsetX * InvDims.x);
+ float4 CoordY = Input.TexCoord.y;
+
+ float2 TexelOffset = InvDims * 0.5f;
+ float4 Texel0 = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) + TexelOffset);
+ float4 Texel1 = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) + TexelOffset);
+ float4 Texel2 = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) + TexelOffset);
+ float4 Texel3 = tex2D(DiffuseSampler, float2(CoordX.w, CoordY.w) + TexelOffset);
- float PI = 3.1415926535897932384626433832795;
- float W = PI * 2.0f * CCValue * ScanTime;
- float T0 = Coord0.x * WidthRatio + AValue * Coord0.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
- float T1 = Coord1.x * WidthRatio + AValue * Coord1.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
- float T2 = Coord2.x * WidthRatio + AValue * Coord2.y * 2.0f * (RawDims.y / HeightRatio) + BValue;
- float T3 = Coord3.x * WidthRatio + AValue * Coord3.y * 2.0f * (RawDims.y / HeightRatio) + 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));
-
- float Y1 = dot(Texel1, float3(0.299f, 0.587f, 0.114f));
- float I1 = dot(Texel1, float3(0.595716f, -0.274453f, -0.321263f));
- float Q1 = dot(Texel1, float3(0.211456f, -0.522591f, 0.311135f));
-
- float Y2 = dot(Texel2, float3(0.299f, 0.587f, 0.114f));
- float I2 = dot(Texel2, float3(0.595716f, -0.274453f, -0.321263f));
- float Q2 = dot(Texel2, float3(0.211456f, -0.522591f, 0.311135f));
-
- float Y3 = dot(Texel3, float3(0.299f, 0.587f, 0.114f));
- float I3 = dot(Texel3, float3(0.595716f, -0.274453f, -0.321263f));
- float Q3 = dot(Texel3, float3(0.211456f, -0.522591f, 0.311135f));
-
- float MaxC = 2.1183f;
- float MinC = -1.1183f;
- float CRange = MaxC - MinC;
+ float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
+ float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
+ float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
+
+ float4 W = PI2 * CCValue * ScanTime;
+ float4 VPosition = CoordY * (RawDims.x * WidthRatio);
+ float4 T = CoordX * WidthRatio + VPosition + BValue;
- float C0 = Y0 + I0 * cos(T0 * W) + Q0 * sin(T0 * W);
- float C1 = Y1 + I1 * cos(T1 * W) + Q1 * sin(T1 * W);
- float C2 = Y2 + I2 * cos(T2 * W) + Q2 * sin(T2 * W);
- float C3 = Y3 + I3 * cos(T3 * W) + Q3 * sin(T3 * W);
- C0 = (C0 - MinC) / CRange;
- C1 = (C1 - MinC) / CRange;
- C2 = (C2 - MinC) / CRange;
- C3 = (C3 - MinC) / CRange;
+ float4 C = Y + I * cos(T * W) + Q * sin(T * W);
+ C = (C - MinC) / CRange;
- return float4(C0, C1, C2, C3);
+ return C;
}
//-----------------------------------------------------------------------------