Add NV12 conversion shader

This commit is contained in:
Palana 2014-04-04 20:49:23 +02:00
parent 1bca7e0a3e
commit 4edadcc0a6
2 changed files with 105 additions and 0 deletions

View file

@ -56,6 +56,70 @@ VertInOut VSDefault(VertInOut vert_in)
/* used to prevent internal GPU precision issues width fmod in particular */
#define PRECISION_OFFSET 0.1
float4 PSNV12(VertInOut vert_in) : TARGET
{
#ifdef _OPENGL
float v_mul = floor((1.0 - vert_in.uv.y) * input_height);
#else
float v_mul = floor(vert_in.uv.y * input_height);
#endif
float byte_offset = floor((v_mul + vert_in.uv.x) * width) * 4.0;
byte_offset += PRECISION_OFFSET;
float2 sample_pos[4];
if (byte_offset < u_plane_offset) {
#ifdef DEBUGGING
return float4(1.0, 1.0, 1.0, 1.0);
#endif
float lum_u = floor(fmod(byte_offset, width)) * width_i;
float lum_v = floor(byte_offset * width_i) * height_i;
/* move to texel centers to sample the 4 pixels properly */
lum_u += width_i * 0.5;
lum_v += height_i * 0.5;
sample_pos[0] = float2(lum_u, lum_v);
sample_pos[1] = float2(lum_u += width_i, lum_v);
sample_pos[2] = float2(lum_u += width_i, lum_v);
sample_pos[3] = float2(lum_u + width_i, lum_v);
float4x4 out_val = float4x4(
image.Sample(def_sampler, sample_pos[0]),
image.Sample(def_sampler, sample_pos[1]),
image.Sample(def_sampler, sample_pos[2]),
image.Sample(def_sampler, sample_pos[3])
);
return transpose(out_val)[1];
} else {
#ifdef DEBUGGING
return float4(0.5, 0.2, 0.5, 0.2);
#endif
float new_offset = byte_offset - u_plane_offset;
float ch_u = floor(fmod(new_offset, width)) * width_i;
float ch_v = floor(new_offset * width_i) * height_d2_i;
float width_i2 = width_i*2.0;
/* move to the borders of each set of 4 pixels to force it
* to do bilinear averaging */
ch_u += width_i;
ch_v += height_i;
sample_pos[0] = float2(ch_u, ch_v);
sample_pos[1] = float2(ch_u + width_i2, ch_v);
return float4(
image.Sample(def_sampler, sample_pos[0]).rb,
image.Sample(def_sampler, sample_pos[1]).rb
);
}
}
float4 PSPlanar420(VertInOut vert_in) : TARGET
{
#ifdef _OPENGL
@ -137,3 +201,12 @@ technique Planar420
pixel_shader = PSPlanar420(vert_in);
}
}
technique NV12
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSNV12(vert_in);
}
}

View file

@ -83,6 +83,34 @@ static inline void set_420p_sizes(const struct obs_video_info *ovi)
video->conversion_tech = "Planar420";
}
static inline void set_nv12_sizes(const struct obs_video_info *ovi)
{
struct obs_core_video *video = &obs->video;
uint32_t chroma_pixels;
uint32_t total_bytes;
chroma_pixels = (ovi->output_width * ovi->output_height / 2);
chroma_pixels = GET_ALIGN(chroma_pixels, PIXEL_SIZE);
video->plane_offsets[0] = 0;
video->plane_offsets[1] = ovi->output_width * ovi->output_height;
video->plane_linewidth[0] = ovi->output_width;
video->plane_linewidth[1] = ovi->output_width;
video->plane_sizes[0] = video->plane_offsets[1];
video->plane_sizes[1] = video->plane_sizes[0]/2;
total_bytes = video->plane_offsets[1] + chroma_pixels;
video->conversion_height =
(total_bytes/PIXEL_SIZE + ovi->output_width-1) /
ovi->output_width;
video->conversion_height = GET_ALIGN(video->conversion_height, 2);
video->conversion_tech = "NV12";
}
static inline void calc_gpu_conversion_sizes(const struct obs_video_info *ovi)
{
obs->video.conversion_height = 0;
@ -94,6 +122,10 @@ static inline void calc_gpu_conversion_sizes(const struct obs_video_info *ovi)
switch ((uint32_t)ovi->output_format) {
case VIDEO_FORMAT_I420:
set_420p_sizes(ovi);
break;
case VIDEO_FORMAT_NV12:
set_nv12_sizes(ovi);
break;
}
}