The YUV offset is 16 / 255, not 16 / 256
parent
744d4f02e6
commit
2748e28230
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@ -41,6 +41,8 @@
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#ifdef ASSEMBLE_SHADER
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#pragma comment(lib, "d3dx9.lib")
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/**************************************************************************
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* ID3DXBuffer:
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* ------------
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@ -689,7 +691,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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PS_OUTPUT YUV420( VS_OUTPUT In )
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{
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const float3 offset = {-0.0625, -0.5, -0.5};
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.164, 0.000, 1.596};
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const float3 Gcoeff = {1.164, -0.391, -0.813};
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const float3 Bcoeff = {1.164, 2.018, 0.000};
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@ -721,7 +723,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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*/
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const char *shader_text =
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"ps_2_0\n"
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"def c0, -0.0625, -0.5, -0.5, 1\n"
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"def c0, -0.0627451017, -0.501960814, -0.501960814, 1\n"
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"def c1, 1.16400003, 0, 1.59599996, 0\n"
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"def c2, 1.16400003, -0.391000003, -0.813000023, 0\n"
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"def c3, 1.16400003, 2.01799989, 0, 0\n"
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@ -758,7 +760,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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#else
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const DWORD shader_data[] = {
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0xffff0200, 0x05000051, 0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000,
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0xffff0200, 0x05000051, 0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081,
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0x3f800000, 0x05000051, 0xa00f0001, 0x3f94fdf4, 0x00000000, 0x3fcc49ba,
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0x00000000, 0x05000051, 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5,
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0x00000000, 0x05000051, 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000,
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@ -363,7 +363,7 @@ static const DWORD D3D11_PixelShader_Textures[] = {
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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const float3 offset = {-0.0625, -0.5, -0.5};
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const float3 offset = {-0.0627451017, -0.501960814, -0.501960814};
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const float3 Rcoeff = {1.164, 0.000, 1.596};
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const float3 Gcoeff = {1.164, -0.391, -0.813};
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const float3 Bcoeff = {1.164, 2.018, 0.000};
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@ -387,12 +387,12 @@ static const DWORD D3D11_PixelShader_Textures[] = {
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*/
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#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
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static const DWORD D3D11_PixelShader_YUV[] = {
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0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001,
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0x43425844, 0x2321c6c6, 0xf14df2d1, 0xc79d068d, 0x8e672abf, 0x00000001,
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0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
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0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200,
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0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
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0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051,
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0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051,
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0xa00f0000, 0xbd808081, 0xbf008081, 0xbf008081, 0x3f800000, 0x05000051,
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0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051,
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0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051,
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0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f,
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@ -419,7 +419,7 @@ static const DWORD D3D11_PixelShader_YUV[] = {
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0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000,
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0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001,
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0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002,
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0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012,
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0xbd808081, 0xbf008081, 0xbf008081, 0x00000000, 0x0a00000f, 0x00100012,
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0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba,
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0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246,
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0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000,
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@ -453,12 +453,12 @@ static const DWORD D3D11_PixelShader_YUV[] = {
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};
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#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3)
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static const DWORD D3D11_PixelShader_YUV[] = {
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0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001,
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0x43425844, 0x6ede7360, 0x45ff5f8a, 0x34ac92ba, 0xb865f5e0, 0x00000001,
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0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410,
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0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200,
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0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003,
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0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051,
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0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051,
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0xa00f0000, 0xbd808081, 0xbf008081, 0x3f800000, 0x00000000, 0x05000051,
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0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051,
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0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f,
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0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f,
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@ -483,7 +483,7 @@ static const DWORD D3D11_PixelShader_YUV[] = {
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0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46,
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0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000,
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0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246,
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0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000,
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0x00000000, 0x00004002, 0xbd808081, 0xbf008081, 0xbf008081, 0x00000000,
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0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002,
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0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022,
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0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127,
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@ -133,7 +133,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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"uniform sampler2D tex2; // V \n"
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"\n"
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"// YUV offset \n"
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n"
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
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"\n"
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"// RGB coefficients \n"
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"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
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