Implement D3D11VA video rendering

This commit is contained in:
Cameron Gutman 2022-02-04 21:51:34 -06:00
commit f256407789
8 changed files with 362 additions and 35 deletions

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fxc /T vs_4_0_level_9_3 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
fxc /T ps_4_0_level_9_3 /Fo d3d11_video_pixel.fxc d3d11_video_pixel.hlsl

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Texture2D luminancePlane : register(t0);
Texture2D chrominancePlane : register(t1);
SamplerState theSampler : register(s0);
cbuffer CSC_CONST_BUF : register(b0)
{
float3x3 cscMatrix;
float3 offsets;
};
struct ShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET
{
float y = luminancePlane.Sample(theSampler, input.tex);
float2 uv = chrominancePlane.Sample(theSampler, input.tex);
float3 yuv = float3(y, uv);
// Subtract the YUV offset for limited vs full range
yuv -= offsets;
// Multiply by the conversion matrix for this colorspace
yuv = mul(yuv, cscMatrix);
return min16float4(saturate(yuv), 1.0f);
}