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-rw-r--r--trunk/hlsl/yiq_decode.fx177
1 files changed, 177 insertions, 0 deletions
diff --git a/trunk/hlsl/yiq_decode.fx b/trunk/hlsl/yiq_decode.fx
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+++ b/trunk/hlsl/yiq_decode.fx
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+//-----------------------------------------------------------------------------
+// YIQ Decode Effect
+//-----------------------------------------------------------------------------
+
+texture Composite;
+
+sampler CompositeSampler = sampler_state
+{
+ Texture = <Composite>;
+ MipFilter = POINT;
+ MinFilter = POINT;
+ MagFilter = POINT;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Coord0 : TEXCOORD0;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Coord0 : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+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.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);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// 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 OValue = 0.0f;
+uniform float ScanTime = 52.6f;
+
+uniform float NotchHalfWidth = 1.0f;
+uniform float YFreqResponse = 6.0f;
+uniform float IFreqResponse = 1.2f;
+uniform float QFreqResponse = 0.6f;
+
+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
+ 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 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 PI2Length = PI2 / 82.0f;
+ float4 NOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
+ float W = PI2 * CCValue * ScanTime;
+ 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 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;
+
+ YAccum = YAccum + C * FilterY;
+ IAccum = IAccum + C * cos(WT) * FilterI;
+ QAccum = QAccum + C * sin(WT) * FilterQ;
+ }
+
+ float Y = YAccum.r + YAccum.g + YAccum.b + YAccum.a;
+ float I = (IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f;
+ float Q = (QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f;
+
+ 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);
+}
+
+//-----------------------------------------------------------------------------
+// YIQ Decode Technique
+//-----------------------------------------------------------------------------
+
+technique DecodeTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}