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Don't know how this typo got introduced. Thanks to Ryao for finding the matrix and pointing this out.
45 lines
1.0 KiB
C
45 lines
1.0 KiB
C
float unormalize(uint value, int bits) {
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const int range = (1 << bits) - 1;
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return float(value) / float(range);
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}
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float snormalize(int value, int bits) {
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const int range = (1 << (bits - 1)) - 1;
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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), -1.0);
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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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vec2 unpackUnorm2x8(uint p) {
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uvec2 value = uvec2(p & 0xFF, p >> 8);
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return vec2(unpackUnorm(value.x), unpackUnorm(value.y));
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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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mat3x3 g_bt709_to_rgb = {
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{ 1.164, 0, 1.793 },
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{ 1.164, -0.213, -0.533 },
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{ 1.164, 2.112, 0 }
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};
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vec4 convertBT_709(vec3 cde) {
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return vec4(clamp(cde * g_bt709_to_rgb, 0, 1), 1);
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}
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