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author | wm4 <wm4@nowhere> | 2015-03-02 19:09:18 +0100 |
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committer | wm4 <wm4@nowhere> | 2015-03-02 19:09:18 +0100 |
commit | 4b177bd5c22fbeeba9ddae77503ab9938f2503c3 (patch) | |
tree | c115fbe9f257564f679e024613fb7f0e79037293 /video/out/d3d_shader_yuv.hlsl | |
parent | 08199a64d2e7e9f1a9430f0258a98285cdf1c902 (diff) | |
download | mpv-4b177bd5c22fbeeba9ddae77503ab9938f2503c3.tar.bz2 mpv-4b177bd5c22fbeeba9ddae77503ab9938f2503c3.tar.xz |
vo_direct3d: support NV12 with shaders
Semi-important, because --hwdec=dxva2 outputs NV12, and we really don't
want people to end up with the "old" StretchRect method.
Unfortunately, I couldn't actually get it to work. It seems most D3D
drivers (including the wine D3D implementation) reject D3DFMT_A8L8,
and I could not find any other 2-channel 8 bit Direct3D 9 format. It
seems newer D3D APIs have DXGI_FORMAT_R8G8_UNORM, but there's no way
to get it in D3D9.
Still pushing this; maybe it actually works on some drivers.
Diffstat (limited to 'video/out/d3d_shader_yuv.hlsl')
-rw-r--r-- | video/out/d3d_shader_yuv.hlsl | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl index 0e78554254..b74f42e6dc 100644 --- a/video/out/d3d_shader_yuv.hlsl +++ b/video/out/d3d_shader_yuv.hlsl @@ -1,5 +1,6 @@ // Compile with: -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv +// fxc.exe /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl /Vnd3d_shader_420p +// fxc.exe /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl /Vnd3d_shader_nv12 // Be careful with this shader. You can't use constant slots, since we don't // load the shader with D3DX. All uniform variables are mapped to hardcoded @@ -11,19 +12,21 @@ sampler2D tex2 : register(s2); uniform float4x4 colormatrix : register(c0); -float1 sample(sampler2D tex, float2 t) -{ - return tex2D(tex, t).x; -} - float4 main(float2 t0 : TEXCOORD0, float2 t1 : TEXCOORD1, float2 t2 : TEXCOORD2) : COLOR { - float4 c = float4(sample(tex0, t0), - sample(tex1, t1), - sample(tex2, t2), +#ifdef USE_420P + float4 c = float4(tex2D(tex0, t0).x, + tex2D(tex1, t1).x, + tex2D(tex2, t2).x, + 1); +#endif +#ifdef USE_NV12 + float4 c = float4(tex2D(tex0, t0).x, + tex2D(tex1, t1).xz, 1); +#endif return mul(c, colormatrix); } |