mirror of
https://github.com/EduApps-CDG/OpenDX
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Don't know how this typo got introduced. Thanks to Ryao for finding the matrix and pointing this out.
63 lines
1.6 KiB
Plaintext
63 lines
1.6 KiB
Plaintext
#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(
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local_size_x = 8,
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local_size_y = 8,
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local_size_z = 1) in;
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layout(binding = 0)
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writeonly uniform image2D dst;
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layout(binding = 1) uniform usamplerBuffer src;
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layout(push_constant)
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uniform u_info_t {
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uvec2 extent;
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} u_info;
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vec2 fetchUnorm2x8(usamplerBuffer source, uint offset) {
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return unpackUnorm2x8(texelFetch(src, int(offset)).r);
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}
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// Format is:
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// YYYYYYYYYYYYYYY...
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// YYYYYYYYYYYYYYY...
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// UVUVUVUVUVUVUVU...
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void main() {
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ivec3 thread_id = ivec3(gl_GlobalInvocationID);
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if (all(lessThan(thread_id.xy, u_info.extent))) {
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uvec2 pitch = uvec2(u_info.extent.x, u_info.extent.y);
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uint offset = thread_id.x
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+ thread_id.y * pitch.x;
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// Fetch 2 luminance samples.
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vec2 y = fetchUnorm2x8(src, offset) - (16 / 255.0);
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// Go into the second plane to get the chroma data.
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// UV data is subsampled as [2, 2]
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// So we need to divide thread_id.y by 2.
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// thread_id.x is already accounted for as we read uint16
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offset = thread_id.x
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+ thread_id.y / 2 * pitch.x
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+ pitch.x * pitch.y;
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vec2 uv = fetchUnorm2x8(src, offset) - (128 / 255.0);
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// The NV12 format seems to use the BT.709 color space.
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vec4 color0 = convertBT_709(vec3(y.x, uv.x, uv.y));
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vec4 color1 = convertBT_709(vec3(y.y, uv.x, uv.y));
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// We write as a macropixel of [2, 1]
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// So write out 2 pixels in this run.
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ivec2 writePos = thread_id.xy * ivec2(2, 1);
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imageStore(dst, ivec2(writePos.x, writePos.y), color0);
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imageStore(dst, ivec2(writePos.x + 1, writePos.y), color1);
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}
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} |