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authorwm4 <wm4@nowhere>2012-11-05 17:02:04 +0100
committerwm4 <wm4@nowhere>2012-11-12 20:06:14 +0100
commitd4bdd0473d6f43132257c9fb3848d829755167a3 (patch)
tree8021c2f7da1841393c8c832105e20cd527826d6c /video/out/d3d_shader_yuv.hlsl
parentbd48deba77bd5582c5829d6fe73a7d2571088aba (diff)
downloadmpv-d4bdd0473d6f43132257c9fb3848d829755167a3.tar.bz2
mpv-d4bdd0473d6f43132257c9fb3848d829755167a3.tar.xz
Rename directories, move files (step 1 of 2) (does not compile)
Tis drops the silly lib prefixes, and attempts to organize the tree in a more logical way. Make the top-level directory less cluttered as well. Renames the following directories: libaf -> audio/filter libao2 -> audio/out libvo -> video/out libmpdemux -> demux Split libmpcodecs: vf* -> video/filter vd*, dec_video.* -> video/decode mp_image*, img_format*, ... -> video/ ad*, dec_audio.* -> audio/decode libaf/format.* is moved to audio/ - this is similar to how mp_image.* is located in video/. Move most top-level .c/.h files to core. (talloc.c/.h is left on top- level, because it's external.) Park some of the more annoying files in compat/. Some of these are relicts from the time mplayer used ffmpeg internals. sub/ is not split, because it's too much of a mess (subtitle code is mixed with OSD display and rendering). Maybe the organization of core is not ideal: it mixes playback core (like mplayer.c) and utility helpers (like bstr.c/h). Should the need arise, the playback core will be moved somewhere else, while core contains all helper and common code.
Diffstat (limited to 'video/out/d3d_shader_yuv.hlsl')
-rw-r--r--video/out/d3d_shader_yuv.hlsl44
1 files changed, 44 insertions, 0 deletions
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl
new file mode 100644
index 0000000000..b17e257210
--- /dev/null
+++ b/video/out/d3d_shader_yuv.hlsl
@@ -0,0 +1,44 @@
+// Compile with:
+// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv
+// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv_2ch.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv_2ch /DUSE_2CH=1
+
+// 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
+// constant slots.
+
+sampler2D tex0 : register(s0);
+sampler2D tex1 : register(s1);
+sampler2D tex2 : register(s2);
+
+uniform float4x4 colormatrix : register(c0);
+uniform float2 depth : register(c5);
+
+#ifdef USE_2CH
+
+float1 sample(sampler2D tex, float2 t)
+{
+ // Sample from A8L8 format as if we sampled a single value from L16.
+ // We compute the 2 channel values back into one.
+ return dot(tex2D(tex, t).xw, depth);
+}
+
+#else
+
+float1 sample(sampler2D tex, float2 t)
+{
+ return tex2D(tex, t).x;
+}
+
+#endif
+
+float4 main(float2 t0 : TEXCOORD0,
+ float2 t1 : TEXCOORD1,
+ float2 t2 : TEXCOORD2)
+ : COLOR
+{
+ float4 c = float4(sample(tex0, t0),
+ sample(tex1, t1),
+ sample(tex2, t2),
+ 1);
+ return mul(c, colormatrix);
+}