Handle chroma co-siting in the Metal shaders
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2c12ad297f
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2 changed files with 47 additions and 3 deletions
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@ -10,6 +10,7 @@ struct CscParams
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{
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float3 matrix[3];
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float3 offsets;
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float2 chromaOffset;
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float bitnessScaleFactor;
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};
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@ -25,8 +26,10 @@ fragment float4 ps_draw_biplanar(Vertex v [[ stage_in ]],
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texture2d<float> luminancePlane [[ texture(0) ]],
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texture2d<float> chrominancePlane [[ texture(1) ]])
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{
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float2 chromaOffset = float2(cscParams.chromaOffset.x / chrominancePlane.get_width(),
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cscParams.chromaOffset.y / chrominancePlane.get_height());
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
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chrominancePlane.sample(s, v.texCoords).rg);
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chrominancePlane.sample(s, v.texCoords + chromaOffset).rg);
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yuv *= cscParams.bitnessScaleFactor;
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yuv -= cscParams.offsets;
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@ -43,9 +46,13 @@ fragment float4 ps_draw_triplanar(Vertex v [[ stage_in ]],
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texture2d<float> chrominancePlaneU [[ texture(1) ]],
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texture2d<float> chrominancePlaneV [[ texture(2) ]])
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{
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float2 chromaOffsetU = float2(cscParams.chromaOffset.x / chrominancePlaneU.get_width(),
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cscParams.chromaOffset.y / chrominancePlaneU.get_height());
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float2 chromaOffsetV = float2(cscParams.chromaOffset.x / chrominancePlaneV.get_width(),
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cscParams.chromaOffset.y / chrominancePlaneV.get_height());
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
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chrominancePlaneU.sample(s, v.texCoords).r,
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chrominancePlaneV.sample(s, v.texCoords).r);
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chrominancePlaneU.sample(s, v.texCoords + chromaOffsetU).r,
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chrominancePlaneV.sample(s, v.texCoords + chromaOffsetV).r);
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yuv *= cscParams.bitnessScaleFactor;
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yuv -= cscParams.offsets;
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