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-rw-r--r--hlsl/post.fx4
-rw-r--r--hlsl/yiq_decode.fx76
-rw-r--r--hlsl/yiq_encode.fx19
3 files changed, 52 insertions, 47 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 617ba5f71d6..78fe988c26d 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -84,7 +84,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.ExtraInfo = Input.ExtraInfo;
//Output.TexCoord /= 16.0f;
- //Output.TexCoord += 0.4875f;
+ //Output.TexCoord += float2(0.3f, 0.25f);
return Output;
}
@@ -164,7 +164,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 ShadowUV = float2(ShadowU, ShadowV);
float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
float2 ShadowFrac = frac(ScreenCurveCoord * ShadowMaskSize * Ratios * 0.5f);
- float2 ShadowCoord = ShadowFrac * ShadowUV + 2.5f / ShadowDims;
+ float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims;
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow);
// -- Final Pixel --
diff --git a/hlsl/yiq_decode.fx b/hlsl/yiq_decode.fx
index 786e9c549c6..a446698884a 100644
--- a/hlsl/yiq_decode.fx
+++ b/hlsl/yiq_decode.fx
@@ -4,7 +4,7 @@
texture Diffuse;
-sampler DiffuseSampler = sampler_state
+sampler CompositeSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
@@ -29,6 +29,8 @@ struct VS_OUTPUT
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
+ float4 Coord6 : TEXCOORD6;
+ float4 Coord7 : TEXCOORD7;
};
struct VS_INPUT
@@ -48,6 +50,8 @@ struct PS_INPUT
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
+ float4 Coord6 : TEXCOORD6;
+ float4 Coord7 : TEXCOORD7;
};
//-----------------------------------------------------------------------------
@@ -63,6 +67,8 @@ uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
+uniform float FscValue;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -83,12 +89,8 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Coord3.xy = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
Output.Coord4.xy = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
Output.Coord5.xy = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
- Output.Coord0.zw = Input.TexCoord + float2(-0.25f / RawWidth, 0.0f);
- Output.Coord1.zw = Input.TexCoord + float2(-0.50f / RawWidth, 0.0f);
- Output.Coord2.zw = Input.TexCoord + float2(-0.75f / RawWidth, 0.0f);
- Output.Coord3.zw = Input.TexCoord + float2(-1.00f / RawWidth, 0.0f);
- Output.Coord4.zw = Input.TexCoord + float2(-1.25f / RawWidth, 0.0f);
- Output.Coord5.zw = Input.TexCoord + float2(-1.55f / RawWidth, 0.0f);
+ Output.Coord6.xy = Input.TexCoord + float2(1.50f / RawWidth, 0.0f);
+ Output.Coord7.xy = Input.TexCoord + float2(1.75f / RawWidth, 0.0f);
return Output;
}
@@ -108,12 +110,10 @@ 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 OrigC3 = tex2D(DiffuseSampler, Input.Coord2.zw);
+ float4 OrigC = tex2D(CompositeSampler, Input.Coord0.xy);
+ float4 OrigC2 = tex2D(CompositeSampler, Input.Coord4.xy);
float4 C = OrigC;
float4 C2 = OrigC2;
- float4 C3 = OrigC3;
float MaxC = 2.1183f;
float MinC = -1.1183f;
@@ -121,7 +121,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
C = C * CRange + MinC;
C2 = C2 * CRange + MinC;
- C3 = C3 * CRange + MinC;
float2 Coord0 = Input.Coord0.xy * RawDims;
float2 Coord1 = Input.Coord1.xy * RawDims;
@@ -129,13 +128,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord3 = Input.Coord3.xy * RawDims;
float2 Coord4 = Input.Coord4.xy * RawDims;
float2 Coord5 = Input.Coord5.xy * RawDims;
-
- float2 Coord6 = Input.Coord0.zw * RawDims;
- float2 Coord7 = Input.Coord1.zw * RawDims;
- float2 Coord8 = Input.Coord2.zw * RawDims;
- float2 Coord9 = Input.Coord3.zw * RawDims;
- float2 CoordA = Input.Coord4.zw * RawDims;
- float2 CoordB = Input.Coord5.zw * RawDims;
+ float2 Coord6 = Input.Coord6.xy * RawDims;
+ float2 Coord7 = Input.Coord7.xy * RawDims;
float W = WValue;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
@@ -146,29 +140,39 @@ float4 ps_main(PS_INPUT Input) : COLOR
float T5 = Coord5.x + AValue * Coord5.y + BValue;
float T6 = Coord6.x + AValue * Coord6.y + BValue;
float T7 = Coord7.x + AValue * Coord7.y + BValue;
- float T8 = Coord8.x + AValue * Coord8.y + BValue;
- float T9 = Coord9.x + AValue * Coord9.y + BValue;
- float TA = CoordA.x + AValue * CoordA.y + BValue;
- float TB = CoordB.x + AValue * CoordB.y + BValue;
float4 Tc = float4(T0, T1, T2, T3);
float4 Tc2 = float4(T4, T5, T6, T7);
- float4 Tc3 = float4(T8, T9, TA, TB);
- float Y = (C.r + C.g + C.b + C.a + C2.r + C2.g) / 6.0f;// + C2.a + C3.r + C3.g + C3.b + C3.a) / 12.0f;
+ float Yvals[8];
+ Yvals[0] = C.r; Yvals[1] = C.g; Yvals[2] = C.b; Yvals[3] = C.a; Yvals[4] = C2.r; Yvals[5] = C2.g; Yvals[6] = C2.b; Yvals[7] = C2.a;
+ float Ytotal = 0.0f;
+ for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
+ {
+ Ytotal = Ytotal + Yvals[idx];
+ }
+ float Yavg = Ytotal / (FscValue * 4.0f);
+
+ float4 I = (C - Yavg) * sin(W * Tc);
+ float4 Q = (C - Yavg) * cos(W * Tc);
+ float4 I2 = (C2 - Yavg) * sin(W * Tc2);
+ float4 Q2 = (C2 - Yavg) * cos(W * Tc2);
- float4 I = (C - Y) * sin(W * Tc);
- float4 Q = (C - Y) * cos(W * Tc);
- float4 I2 = (C2 - Y) * sin(W * Tc2);
- float4 Q2 = (C2 - Y) * cos(W * Tc2);
- float4 I3 = (C3 - Y) * sin(W * Tc3);
- float4 Q3 = (C3 - Y) * cos(W * Tc3);
+ float Itotal = 0.0f;
+ float Qtotal = 0.0f;
- float Iavg = (I.r + I.g + I.b + I.a + I2.r + I2.g) / 3.0f;
- float Qavg = (Q.r + Q.g + Q.b + Q.a + Q2.r + Q2.g) / 3.0f;
- float Iavg2 = (I2.b + I2.a + I3.r + I3.g + I3.b + I3.a) / 3.0f;
- float Qavg2 = (Q2.b + Q2.a + Q3.r + Q3.g + Q3.b + Q3.a) / 3.0f;
+ float Ivals[8];
+ float Qvals[8];
+ Ivals[0] = I.r; Ivals[1] = I.g; Ivals[2] = I.b; Ivals[3] = I.a; Ivals[4] = I2.r; Ivals[5] = I2.g; Ivals[6] = I2.b; Ivals[7] = I2.a;
+ Qvals[0] = Q.r; Qvals[1] = Q.g; Qvals[2] = Q.b; Qvals[3] = Q.a; Qvals[4] = Q2.r; Qvals[5] = Q2.g; Qvals[6] = Q2.b; Qvals[7] = Q2.a;
+ for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
+ {
+ Itotal = Itotal + Ivals[idx];
+ Qtotal = Qtotal + Qvals[idx];
+ }
+ float Iavg = Itotal / (FscValue * 4.0f);
+ float Qavg = Qtotal / (FscValue * 4.0f);
- float3 YIQ = float3(Y, Iavg, Qavg);
+ float3 YIQ = float3(Yavg, Iavg, Qavg);
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)));
diff --git a/hlsl/yiq_encode.fx b/hlsl/yiq_encode.fx
index 98c1d3a17fe..e15e7ccb7d7 100644
--- a/hlsl/yiq_encode.fx
+++ b/hlsl/yiq_encode.fx
@@ -91,14 +91,15 @@ uniform float WValue;
uniform float AValue;
uniform float BValue;
+uniform float FscScale;
+
float4 ps_main(PS_INPUT Input) : COLOR
{
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;
+ float3 Texel0 = tex2D(DiffuseSampler, Input.Coord0 - float2(0.0f, 0.5f / RawHeight)).rgb;
+ float3 Texel1 = tex2D(DiffuseSampler, Input.Coord1 - float2(0.0f, 0.5f / RawHeight)).rgb;
+ float3 Texel2 = tex2D(DiffuseSampler, Input.Coord2 - float2(0.0f, 0.5f / RawHeight)).rgb;
+ float3 Texel3 = tex2D(DiffuseSampler, Input.Coord3 - float2(0.0f, 0.5f / RawHeight)).rgb;
float2 Scaler = float2(RawWidth, RawHeight);
float2 Coord0 = Input.Coord0.xy * Scaler;
@@ -107,10 +108,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Coord3 = Input.Coord3.xy * Scaler;
float W = WValue;
- float T0 = Coord0.x + AValue * Coord0.y + BValue;// - 1.1f;
- float T1 = Coord1.x + AValue * Coord1.y + BValue;// - 1.1f;
- float T2 = Coord2.x + AValue * Coord2.y + BValue;// - 1.1f;
- float T3 = Coord3.x + AValue * Coord3.y + BValue;// - 1.1f;
+ float T0 = Coord0.x + AValue * Coord0.y + BValue;
+ float T1 = Coord1.x + AValue * Coord1.y + BValue;
+ float T2 = Coord2.x + AValue * Coord2.y + BValue;
+ float T3 = Coord3.x + AValue * 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));