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https://github.com/doitsujin/dxvk.git
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[d3d9] Move some YUV helpers to common and cleanup YUY2 shader
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@ -9,5 +9,21 @@ float snormalize(int value, int bits) {
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// Min because, -32 and -31 map to -1.0f, and we
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// divide by 31.
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return max(float(value) / float(range), -1.0f);
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return max(float(value) / float(range), -1.0);
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}
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float unpackUnorm(uint p) {
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return float(p) / 255.0;
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}
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mat3x4 g_yuv_to_rgb = {
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{ 298 / 256, 0, 409 / 256, 0.5 },
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{ 298 / 256, -100 / 256, -208 / 256, 0.5 },
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{ 298 / 256, 516 / 256, 0, 0.5 }
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};
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vec4 convertYUV(vec3 yuv) {
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vec3 value = vec4(yuv, 1 / 255.0) * g_yuv_to_rgb;
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return vec4(clamp(value, 0, 1), 1);
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}
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@ -1,4 +1,7 @@
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#version 450
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#extension GL_GOOGLE_include_directive : enable
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#include "d3d9_convert_common.h"
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layout(constant_id = 1249) const bool s_is_uyvy = false;
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@ -17,18 +20,6 @@ uniform u_info_t {
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uvec2 extent;
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} u_info;
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mat3x4 g_yuv_to_rgb = {
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{ 298 / 256, 0, 409 / 256, 0.5 },
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{ 298 / 256, -100 / 256, -208 / 256, 0.5 },
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{ 298 / 256, 516 / 256, 0, 0.5 }
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};
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vec4 convertYUV(vec3 cde) {
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vec3 value = vec4(cde, 1 / 255.0) * g_yuv_to_rgb;
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return vec4(clamp(value, 0, 1), 1);
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}
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void main() {
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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@ -44,13 +35,13 @@ void main() {
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if (s_is_uyvy)
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data = data.yxwz;
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float c0 = data.x - (16 / 255.0);
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float d = data.y - (128 / 255.0);
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float c1 = data.z - (16 / 255.0);
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float e = data.w - (128 / 255.0);
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float y0 = data.x - (16 / 255.0);
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float u = data.y - (128 / 255.0);
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float y1 = data.z - (16 / 255.0);
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float v = data.w - (128 / 255.0);
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vec4 color0 = convertYUV(vec3(c0, d, e));
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vec4 color1 = convertYUV(vec3(c1, d, e));
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vec4 color0 = convertYUV(vec3(y0, u, v));
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vec4 color1 = convertYUV(vec3(y1, u, v));
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// YUY2 has a macropixel of [2, 1]
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// so we write 2 pixels in this run.
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