diff options
Diffstat (limited to 'trunk/hlsl/yiq_decode.fx')
-rw-r--r-- | trunk/hlsl/yiq_decode.fx | 177 |
1 files changed, 177 insertions, 0 deletions
diff --git a/trunk/hlsl/yiq_decode.fx b/trunk/hlsl/yiq_decode.fx new file mode 100644 index 00000000000..c94ae76de0d --- /dev/null +++ b/trunk/hlsl/yiq_decode.fx @@ -0,0 +1,177 @@ +//----------------------------------------------------------------------------- +// 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(); + } +} |