整理目录

This commit is contained in:
Zhanghu
2025-10-28 13:40:25 +08:00
parent 99ea33693c
commit 38cd05834d
144 changed files with 11308 additions and 0 deletions

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#include "include/base_vs_types.hlsl"
vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
{
vertex_t output;
float2 tex_coord;
if (vertex_id == 0) {
output.viewpoint_pos = float4(-1, -1, 0, 1);
tex_coord = float2(0, 1);
}
else if (vertex_id == 1) {
output.viewpoint_pos = float4(-1, 3, 0, 1);
tex_coord = float2(0, -1);
}
else {
output.viewpoint_pos = float4(3, -1, 0, 1);
tex_coord = float2(2, 1);
}
if (rotate_texture_steps != 0) {
float rotation_radians = radians(90 * rotate_texture_steps);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
tex_coord = round(rotation_center + mul(rotation_matrix, tex_coord - rotation_center));
// Swap the xy offset coordinates if the texture is rotated an odd number of times.
if (rotate_texture_steps & 1) {
subsample_offset.xy = subsample_offset.yx;
}
}
#if defined(LEFT_SUBSAMPLING)
output.tex_right_left_center = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
#elif defined(LEFT_SUBSAMPLING_SCALE)
float2 halfsample_offset = subsample_offset / 2;
float3 right_center_left = float3(tex_coord.x + halfsample_offset.x,
tex_coord.x - halfsample_offset.x,
tex_coord.x - 3 * halfsample_offset.x);
float2 top_bottom = float2(tex_coord.y - halfsample_offset.y,
tex_coord.y + halfsample_offset.y);
output.tex_right_center_left_top = float4(right_center_left, top_bottom.x);
output.tex_right_center_left_bottom = float4(right_center_left, top_bottom.y);
#elif defined(TOPLEFT_SUBSAMPLING)
output.tex_right_left_top = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y - subsample_offset.y);
output.tex_right_left_bottom = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
#else
output.tex_coord = tex_coord;
#endif
return output;
}

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struct vertex_t
{
float4 viewpoint_pos : SV_Position;
#if defined(LEFT_SUBSAMPLING)
float3 tex_right_left_center : TEXCOORD;
#elif defined(LEFT_SUBSAMPLING_SCALE)
float4 tex_right_center_left_top : TEXCOORD0;
float4 tex_right_center_left_bottom : TEXCOORD1;
#elif defined(TOPLEFT_SUBSAMPLING)
float3 tex_right_left_top : TEXCOORD0;
float3 tex_right_left_bottom : TEXCOORD1;
#else
float2 tex_coord : TEXCOORD;
#endif
#ifdef PLANAR_VIEWPORTS
uint viewport : SV_ViewportArrayIndex;
nointerpolation float4 color_vec : COLOR0;
#endif
};

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// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
float3 ApplySRGBCurve(float3 x)
{
return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
}
float3 NitsToPQ(float3 L)
{
// Constants from SMPTE 2084 PQ
static const float m1 = 2610.0 / 4096.0 / 4;
static const float m2 = 2523.0 / 4096.0 * 128;
static const float c1 = 3424.0 / 4096.0;
static const float c2 = 2413.0 / 4096.0 * 32;
static const float c3 = 2392.0 / 4096.0 * 32;
float3 Lp = pow(saturate(L / 10000.0), m1);
return pow((c1 + c2 * Lp) / (1 + c3 * Lp), m2);
}
float3 Rec709toRec2020(float3 rec709)
{
static const float3x3 ConvMat =
{
0.627402, 0.329292, 0.043306,
0.069095, 0.919544, 0.011360,
0.016394, 0.088028, 0.895578
};
return mul(ConvMat, rec709);
}
float3 scRGBTo2100PQ(float3 rgb)
{
// Convert from Rec 709 primaries (used by scRGB) to Rec 2020 primaries (used by Rec 2100)
rgb = Rec709toRec2020(rgb);
// 1.0f is defined as 80 nits in the scRGB colorspace
rgb *= 80;
// Apply the PQ transfer function on the raw color values in nits
return NitsToPQ(rgb);
}

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#define CONVERT_FUNCTION saturate

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#include "include/common.hlsl"
float3 CONVERT_FUNCTION(float3 input)
{
return ApplySRGBCurve(saturate(input));
}

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#include "include/common.hlsl"
#define CONVERT_FUNCTION scRGBTo2100PQ

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer color_matrix_cbuffer : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#include "include/base_vs_types.hlsl"
float2 main_ps(vertex_t input) : SV_Target
{
#if defined(LEFT_SUBSAMPLING)
float3 rgb_left = image.Sample(def_sampler, input.tex_right_left_center.xz).rgb;
float3 rgb_right = image.Sample(def_sampler, input.tex_right_left_center.yz).rgb;
float3 rgb = CONVERT_FUNCTION((rgb_left + rgb_right) * 0.5);
#elif defined(LEFT_SUBSAMPLING_SCALE)
float3 rgb = image.Sample(def_sampler, input.tex_right_center_left_top.yw).rgb; // top-center
rgb += image.Sample(def_sampler, input.tex_right_center_left_bottom.yw).rgb; // bottom-center
rgb *= 2;
rgb += image.Sample(def_sampler, input.tex_right_center_left_top.xw).rgb; // top-right
rgb += image.Sample(def_sampler, input.tex_right_center_left_top.zw).rgb; // top-left
rgb += image.Sample(def_sampler, input.tex_right_center_left_bottom.xw).rgb; // bottom-right
rgb += image.Sample(def_sampler, input.tex_right_center_left_bottom.zw).rgb; // bottom-left
rgb = CONVERT_FUNCTION(rgb * (1./8));
#elif defined(TOPLEFT_SUBSAMPLING)
float3 rgb_top_left = image.Sample(def_sampler, input.tex_right_left_top.xz).rgb;
float3 rgb_top_right = image.Sample(def_sampler, input.tex_right_left_top.yz).rgb;
float3 rgb_bottom_left = image.Sample(def_sampler, input.tex_right_left_bottom.xz).rgb;
float3 rgb_bottom_right = image.Sample(def_sampler, input.tex_right_left_bottom.yz).rgb;
float3 rgb = CONVERT_FUNCTION((rgb_top_left + rgb_top_right + rgb_bottom_left + rgb_bottom_right) * 0.25);
#endif
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
return float2(u, v);
}

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
cbuffer color_matrix_cbuffer : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#include "include/base_vs_types.hlsl"
float main_ps(vertex_t input) : SV_Target
{
float3 rgb = CONVERT_FUNCTION(image.Sample(def_sampler, input.tex_coord, 0).rgb);
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
return y * range_y.x + range_y.y;
}

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Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
#ifndef PLANAR_VIEWPORTS
cbuffer color_matrix_cbuffer : register(b0) {
float4 color_vec_y;
float4 color_vec_u;
float4 color_vec_v;
float2 range_y;
float2 range_uv;
};
#endif
#include "include/base_vs_types.hlsl"
#ifdef PLANAR_VIEWPORTS
uint main_ps(vertex_t input) : SV_Target
#else
uint4 main_ps(vertex_t input) : SV_Target
#endif
{
float3 rgb = CONVERT_FUNCTION(image.Sample(def_sampler, input.tex_coord, 0).rgb);
#ifdef PLANAR_VIEWPORTS
// Planar R16, 10 most significant bits store the value
return uint(dot(input.color_vec.xyz, rgb) + input.color_vec.w) << 6;
#else
float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
#ifdef Y410
return uint4(u, y, v, 0);
#else
// AYUV
return uint4(v, u, y, 0);
#endif
#endif
}