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-rw-r--r--video/out/d3d_shader_420p.h (renamed from video/out/d3d_shader_yuv.h)284
-rw-r--r--video/out/d3d_shader_nv12.h123
-rw-r--r--video/out/d3d_shader_yuv.hlsl21
-rw-r--r--video/out/vo_direct3d.c127
4 files changed, 359 insertions, 196 deletions
diff --git a/video/out/d3d_shader_yuv.h b/video/out/d3d_shader_420p.h
index 49ef753b4c..8f19825458 100644
--- a/video/out/d3d_shader_yuv.h
+++ b/video/out/d3d_shader_420p.h
@@ -1,142 +1,142 @@
-#if 0
-//
-// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
-//
-// fxc /Tps_2_0 /Fhz:\tmp\mplayer\libvo\d3d_shader_yuv.h
-// z:\tmp\mplayer\libvo\d3d_shader_yuv.hlsl /Vnd3d_shader_yuv
-//
-//
-// Parameters:
-//
-// float4x4 colormatrix;
-// sampler2D tex0;
-// sampler2D tex1;
-// sampler2D tex2;
-//
-//
-// Registers:
-//
-// Name Reg Size
-// ------------ ----- ----
-// colormatrix c0 4
-// tex0 s0 1
-// tex1 s1 1
-// tex2 s2 1
-//
-
- ps_2_0
- def c4, 1, 0, 0, 0
- dcl t0.xy
- dcl t1.xy
- dcl t2.xy
- dcl_2d s0
- dcl_2d s1
- dcl_2d s2
- texld r0, t0, s0
- texld r1, t1, s1
- texld r2, t2, s2
- mov r0.y, r1.x
- mov r0.z, r2.x
- mov r0.w, c4.x
- dp4 r1.x, r0, c0
- dp4 r1.y, r0, c1
- dp4 r1.z, r0, c2
- dp4 r1.w, r0, c3
- mov oC0, r1
-
-// approximately 11 instruction slots used (3 texture, 8 arithmetic)
-#endif
-
-const BYTE d3d_shader_yuv[] =
-{
- 0, 2, 255, 255, 254, 255,
- 67, 0, 67, 84, 65, 66,
- 28, 0, 0, 0, 215, 0,
- 0, 0, 0, 2, 255, 255,
- 4, 0, 0, 0, 28, 0,
- 0, 0, 0, 1, 0, 0,
- 208, 0, 0, 0, 108, 0,
- 0, 0, 2, 0, 0, 0,
- 4, 0, 2, 0, 120, 0,
- 0, 0, 0, 0, 0, 0,
- 136, 0, 0, 0, 3, 0,
- 0, 0, 1, 0, 2, 0,
- 144, 0, 0, 0, 0, 0,
- 0, 0, 160, 0, 0, 0,
- 3, 0, 1, 0, 1, 0,
- 6, 0, 168, 0, 0, 0,
- 0, 0, 0, 0, 184, 0,
- 0, 0, 3, 0, 2, 0,
- 1, 0, 10, 0, 192, 0,
- 0, 0, 0, 0, 0, 0,
- 99, 111, 108, 111, 114, 109,
- 97, 116, 114, 105, 120, 0,
- 3, 0, 3, 0, 4, 0,
- 4, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 116, 101,
- 120, 48, 0, 171, 171, 171,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 116, 101,
- 120, 49, 0, 171, 171, 171,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 116, 101,
- 120, 50, 0, 171, 171, 171,
- 4, 0, 12, 0, 1, 0,
- 1, 0, 1, 0, 0, 0,
- 0, 0, 0, 0, 112, 115,
- 95, 50, 95, 48, 0, 77,
- 105, 99, 114, 111, 115, 111,
- 102, 116, 32, 40, 82, 41,
- 32, 72, 76, 83, 76, 32,
- 83, 104, 97, 100, 101, 114,
- 32, 67, 111, 109, 112, 105,
- 108, 101, 114, 32, 57, 46,
- 50, 55, 46, 57, 53, 50,
- 46, 51, 48, 50, 50, 0,
- 81, 0, 0, 5, 4, 0,
- 15, 160, 0, 0, 128, 63,
- 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 0, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 1, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 128, 2, 0, 3, 176,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 0, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 1, 8, 15, 160,
- 31, 0, 0, 2, 0, 0,
- 0, 144, 2, 8, 15, 160,
- 66, 0, 0, 3, 0, 0,
- 15, 128, 0, 0, 228, 176,
- 0, 8, 228, 160, 66, 0,
- 0, 3, 1, 0, 15, 128,
- 1, 0, 228, 176, 1, 8,
- 228, 160, 66, 0, 0, 3,
- 2, 0, 15, 128, 2, 0,
- 228, 176, 2, 8, 228, 160,
- 1, 0, 0, 2, 0, 0,
- 2, 128, 1, 0, 0, 128,
- 1, 0, 0, 2, 0, 0,
- 4, 128, 2, 0, 0, 128,
- 1, 0, 0, 2, 0, 0,
- 8, 128, 4, 0, 0, 160,
- 9, 0, 0, 3, 1, 0,
- 1, 128, 0, 0, 228, 128,
- 0, 0, 228, 160, 9, 0,
- 0, 3, 1, 0, 2, 128,
- 0, 0, 228, 128, 1, 0,
- 228, 160, 9, 0, 0, 3,
- 1, 0, 4, 128, 0, 0,
- 228, 128, 2, 0, 228, 160,
- 9, 0, 0, 3, 1, 0,
- 8, 128, 0, 0, 228, 128,
- 3, 0, 228, 160, 1, 0,
- 0, 2, 0, 8, 15, 128,
- 1, 0, 228, 128, 255, 255,
- 0, 0
-};
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+// fxc /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl
+// /Vnd3d_shader_420p
+//
+//
+// Parameters:
+//
+// float4x4 colormatrix;
+// sampler2D tex0;
+// sampler2D tex1;
+// sampler2D tex2;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// colormatrix c0 4
+// tex0 s0 1
+// tex1 s1 1
+// tex2 s2 1
+//
+
+ ps_2_0
+ def c4, 1, 0, 0, 0
+ dcl t0.xy
+ dcl t1.xy
+ dcl t2.xy
+ dcl_2d s0
+ dcl_2d s1
+ dcl_2d s2
+ texld r0, t0, s0
+ texld r1, t1, s1
+ texld r2, t2, s2
+ mov r0.y, r1.x
+ mov r0.z, r2.x
+ mov r0.w, c4.x
+ dp4 r1.x, r0, c0
+ dp4 r1.y, r0, c1
+ dp4 r1.z, r0, c2
+ dp4 r1.w, r0, c3
+ mov oC0, r1
+
+// approximately 11 instruction slots used (3 texture, 8 arithmetic)
+#endif
+
+const BYTE d3d_shader_420p[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 67, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 215, 0,
+ 0, 0, 0, 2, 255, 255,
+ 4, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 208, 0, 0, 0, 108, 0,
+ 0, 0, 2, 0, 0, 0,
+ 4, 0, 2, 0, 120, 0,
+ 0, 0, 0, 0, 0, 0,
+ 136, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 2, 0,
+ 144, 0, 0, 0, 0, 0,
+ 0, 0, 160, 0, 0, 0,
+ 3, 0, 1, 0, 1, 0,
+ 6, 0, 168, 0, 0, 0,
+ 0, 0, 0, 0, 184, 0,
+ 0, 0, 3, 0, 2, 0,
+ 1, 0, 10, 0, 192, 0,
+ 0, 0, 0, 0, 0, 0,
+ 99, 111, 108, 111, 114, 109,
+ 97, 116, 114, 105, 120, 0,
+ 3, 0, 3, 0, 4, 0,
+ 4, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 48, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 49, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 116, 101,
+ 120, 50, 0, 171, 171, 171,
+ 4, 0, 12, 0, 1, 0,
+ 1, 0, 1, 0, 0, 0,
+ 0, 0, 0, 0, 112, 115,
+ 95, 50, 95, 48, 0, 77,
+ 105, 99, 114, 111, 115, 111,
+ 102, 116, 32, 40, 82, 41,
+ 32, 72, 76, 83, 76, 32,
+ 83, 104, 97, 100, 101, 114,
+ 32, 67, 111, 109, 112, 105,
+ 108, 101, 114, 32, 57, 46,
+ 50, 57, 46, 57, 53, 50,
+ 46, 51, 49, 49, 49, 0,
+ 81, 0, 0, 5, 4, 0,
+ 15, 160, 0, 0, 128, 63,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 0, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 1, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 128, 2, 0, 3, 176,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 0, 8, 15, 160,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 1, 8, 15, 160,
+ 31, 0, 0, 2, 0, 0,
+ 0, 144, 2, 8, 15, 160,
+ 66, 0, 0, 3, 0, 0,
+ 15, 128, 0, 0, 228, 176,
+ 0, 8, 228, 160, 66, 0,
+ 0, 3, 1, 0, 15, 128,
+ 1, 0, 228, 176, 1, 8,
+ 228, 160, 66, 0, 0, 3,
+ 2, 0, 15, 128, 2, 0,
+ 228, 176, 2, 8, 228, 160,
+ 1, 0, 0, 2, 0, 0,
+ 2, 128, 1, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 4, 128, 2, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 8, 128, 4, 0, 0, 160,
+ 9, 0, 0, 3, 1, 0,
+ 1, 128, 0, 0, 228, 128,
+ 0, 0, 228, 160, 9, 0,
+ 0, 3, 1, 0, 2, 128,
+ 0, 0, 228, 128, 1, 0,
+ 228, 160, 9, 0, 0, 3,
+ 1, 0, 4, 128, 0, 0,
+ 228, 128, 2, 0, 228, 160,
+ 9, 0, 0, 3, 1, 0,
+ 8, 128, 0, 0, 228, 128,
+ 3, 0, 228, 160, 1, 0,
+ 0, 2, 0, 8, 15, 128,
+ 1, 0, 228, 128, 255, 255,
+ 0, 0
+};
diff --git a/video/out/d3d_shader_nv12.h b/video/out/d3d_shader_nv12.h
new file mode 100644
index 0000000000..74b592fa04
--- /dev/null
+++ b/video/out/d3d_shader_nv12.h
@@ -0,0 +1,123 @@
+#if 0
+//
+// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
+//
+// fxc /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl
+// /Vnd3d_shader_nv12
+//
+//
+// Parameters:
+//
+// float4x4 colormatrix;
+// sampler2D tex0;
+// sampler2D tex1;
+//
+//
+// Registers:
+//
+// Name Reg Size
+// ------------ ----- ----
+// colormatrix c0 4
+// tex0 s0 1
+// tex1 s1 1
+//
+
+ ps_2_0
+ def c4, 1, 0, 0, 0
+ dcl t0.xy
+ dcl t1.xy
+ dcl_2d s0
+ dcl_2d s1
+ texld r0, t0, s0
+ texld r1, t1, s1
+ mov r0.y, r1.x
+ mov r0.z, r1.z
+ mov r0.w, c4.x
+ dp4 r1.x, r0, c0
+ dp4 r1.y, r0, c1
+ dp4 r1.z, r0, c2
+ dp4 r1.w, r0, c3
+ mov oC0, r1
+
+// approximately 10 instruction slots used (2 texture, 8 arithmetic)
+#endif
+
+const BYTE d3d_shader_nv12[] =
+{
+ 0, 2, 255, 255, 254, 255,
+ 56, 0, 67, 84, 65, 66,
+ 28, 0, 0, 0, 171, 0,
+ 0, 0, 0, 2, 255, 255,
+ 3, 0, 0, 0, 28, 0,
+ 0, 0, 0, 1, 0, 0,
+ 164, 0, 0, 0, 88, 0,
+ 0, 0, 2, 0, 0, 0,
+ 4, 0, 2, 0, 100, 0,
+ 0, 0, 0, 0, 0, 0,
+ 116, 0, 0, 0, 3, 0,
+ 0, 0, 1, 0, 2, 0,
+ 124, 0, 0, 0, 0, 0,
+ 0, 0, 140, 0, 0, 0,
+ 3, 0, 1, 0, 1, 0,
+ 6, 0, 148, 0, 0, 0,
+ 0, 0, 0, 0, 99, 111,
+ 108, 111, 114, 109, 97, 116,
+ 114, 105, 120, 0, 3, 0,
+ 3, 0, 4, 0, 4, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 116, 101, 120, 48,
+ 0, 171, 171, 171, 4, 0,
+ 12, 0, 1, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 116, 101, 120, 49,
+ 0, 171, 171, 171, 4, 0,
+ 12, 0, 1, 0, 1, 0,
+ 1, 0, 0, 0, 0, 0,
+ 0, 0, 112, 115, 95, 50,
+ 95, 48, 0, 77, 105, 99,
+ 114, 111, 115, 111, 102, 116,
+ 32, 40, 82, 41, 32, 72,
+ 76, 83, 76, 32, 83, 104,
+ 97, 100, 101, 114, 32, 67,
+ 111, 109, 112, 105, 108, 101,
+ 114, 32, 57, 46, 50, 57,
+ 46, 57, 53, 50, 46, 51,
+ 49, 49, 49, 0, 81, 0,
+ 0, 5, 4, 0, 15, 160,
+ 0, 0, 128, 63, 0, 0,
+ 0, 0, 0, 0, 0, 0,
+ 0, 0, 0, 0, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 0, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 128,
+ 1, 0, 3, 176, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 0, 8, 15, 160, 31, 0,
+ 0, 2, 0, 0, 0, 144,
+ 1, 8, 15, 160, 66, 0,
+ 0, 3, 0, 0, 15, 128,
+ 0, 0, 228, 176, 0, 8,
+ 228, 160, 66, 0, 0, 3,
+ 1, 0, 15, 128, 1, 0,
+ 228, 176, 1, 8, 228, 160,
+ 1, 0, 0, 2, 0, 0,
+ 2, 128, 1, 0, 0, 128,
+ 1, 0, 0, 2, 0, 0,
+ 4, 128, 1, 0, 170, 128,
+ 1, 0, 0, 2, 0, 0,
+ 8, 128, 4, 0, 0, 160,
+ 9, 0, 0, 3, 1, 0,
+ 1, 128, 0, 0, 228, 128,
+ 0, 0, 228, 160, 9, 0,
+ 0, 3, 1, 0, 2, 128,
+ 0, 0, 228, 128, 1, 0,
+ 228, 160, 9, 0, 0, 3,
+ 1, 0, 4, 128, 0, 0,
+ 228, 128, 2, 0, 228, 160,
+ 9, 0, 0, 3, 1, 0,
+ 8, 128, 0, 0, 228, 128,
+ 3, 0, 228, 160, 1, 0,
+ 0, 2, 0, 8, 15, 128,
+ 1, 0, 228, 128, 255, 255,
+ 0, 0
+};
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);
}
diff --git a/video/out/vo_direct3d.c b/video/out/vo_direct3d.c
index 88eb619b8a..bf24d164c8 100644
--- a/video/out/vo_direct3d.c
+++ b/video/out/vo_direct3d.c
@@ -43,8 +43,8 @@
#include "bitmap_packer.h"
// shaders generated by fxc.exe from d3d_shader_yuv.hlsl
-#include "d3d_shader_yuv.h"
-
+#include "d3d_shader_420p.h"
+#include "d3d_shader_nv12.h"
#define IMGFMT_IS_Y(x) ((x) == IMGFMT_Y8 || (x) == IMGFMT_Y16)
#define IMGFMT_Y_DEPTH(x) ((x) == IMGFMT_Y8 ? 8 : 16)
@@ -110,6 +110,13 @@ struct osdpart {
struct bitmap_packer *packer;
};
+enum shaders {
+ SHADER_NONE = 0,
+ SHADER_420P,
+ SHADER_NV12,
+ NUM_SHADERS
+};
+
/* Global variables "priv" structure. I try to keep their count low.
*/
typedef struct d3d_priv {
@@ -144,13 +151,14 @@ typedef struct d3d_priv {
struct mp_image_params params;
bool use_textures; /**< use 3D texture rendering, instead of
StretchRect */
- bool use_shaders; /**< use shader for YUV color conversion
+ int use_shaders; /**< use shader for YUV color conversion, and
+ the SHADER_ id (0 is SHADER_NONE)
(or possibly for RGB video equalizers) */
int plane_count;
struct texplane planes[3];
- IDirect3DPixelShader9 *pixel_shader;
+ IDirect3DPixelShader9 *pixel_shaders[NUM_SHADERS];
D3DFORMAT movie_src_fmt; /**< Movie colorspace format (depends on
the movie's codec) */
@@ -216,6 +224,8 @@ static const struct fmt_entry fmt_table[] = {
// grayscale (can be considered both packed and planar)
{IMGFMT_Y8, D3DFMT_L8},
{IMGFMT_Y16, D3DFMT_L16},
+ // 2 channels (needed for NV12 shader)
+ {IMGFMT_YA8, D3DFMT_A8L8},
{0},
};
@@ -693,9 +703,11 @@ static void fill_d3d_presentparams(d3d_priv *priv,
// Create a new backbuffer. Create or Reset the D3D device.
static bool change_d3d_backbuffer(d3d_priv *priv)
{
- if (priv->pixel_shader)
- IDirect3DPixelShader9_Release(priv->pixel_shader);
- priv->pixel_shader = NULL;
+ for (int n = 0; n < NUM_SHADERS; n++) {
+ if (priv->pixel_shaders[n])
+ IDirect3DPixelShader9_Release(priv->pixel_shaders[n]);
+ priv->pixel_shaders[n] = NULL;
+ }
int window_w = priv->vo->dwidth;
int window_h = priv->vo->dheight;
@@ -740,12 +752,21 @@ static bool change_d3d_backbuffer(d3d_priv *priv)
present_params.BackBufferWidth, present_params.BackBufferHeight,
window_w, window_h);
- if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device,
- (DWORD *)d3d_shader_yuv, &priv->pixel_shader)))
- {
- priv->pixel_shader = NULL;
- if (!priv->opt_disable_shaders)
- MP_WARN(priv, "Shader could not be created - disabling shaders.\n");
+ const DWORD* shaders[NUM_SHADERS] = {
+ [SHADER_420P] = (DWORD *)d3d_shader_420p,
+ [SHADER_NV12] = (DWORD *)d3d_shader_nv12,
+ };
+
+ for (int n = 0; n < NUM_SHADERS; n++) {
+ if (!shaders[n])
+ continue;
+ if (FAILED(IDirect3DDevice9_CreatePixelShader(priv->d3d_device,
+ shaders[n], &priv->pixel_shaders[n])))
+ {
+ priv->pixel_shaders[n] = NULL;
+ if (!priv->opt_disable_shaders)
+ MP_WARN(priv, "Shader could not be created - disabling shaders.\n");
+ }
}
return 1;
@@ -755,9 +776,11 @@ static void destroy_d3d(d3d_priv *priv)
{
destroy_d3d_surfaces(priv);
- if (priv->pixel_shader)
- IDirect3DPixelShader9_Release(priv->pixel_shader);
- priv->pixel_shader = NULL;
+ for (int n = 0; n < NUM_SHADERS; n++) {
+ if (priv->pixel_shaders[n])
+ IDirect3DPixelShader9_Release(priv->pixel_shaders[n]);
+ priv->pixel_shaders[n] = NULL;
+ }
if (priv->d3d_device)
IDirect3DDevice9_Release(priv->d3d_device);
@@ -901,8 +924,9 @@ static uint32_t d3d_draw_frame(d3d_priv *priv)
}
}
- if (priv->pixel_shader) {
- IDirect3DDevice9_SetPixelShader(priv->d3d_device, priv->pixel_shader);
+ if (priv->use_shaders) {
+ IDirect3DDevice9_SetPixelShader(priv->d3d_device,
+ priv->pixel_shaders[priv->use_shaders]);
IDirect3DDevice9_SetPixelShaderConstantF(priv->d3d_device, 0,
&priv->d3d_colormatrix._11,
4);
@@ -1011,24 +1035,36 @@ static D3DFORMAT check_format(d3d_priv *priv, uint32_t movie_fmt,
}
// Check whether YUV conversion with shaders can be done.
-// Returns the format the individual planes should use (or 0 on failure)
-static D3DFORMAT check_shader_conversion(d3d_priv *priv, uint32_t fmt)
+static int check_shader_conversion(d3d_priv *priv, uint32_t fmt,
+ D3DFORMAT shader_d3dfmts[MP_MAX_PLANES])
{
if (priv->opt_disable_shaders)
return 0;
struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(fmt);
- if (!(desc.flags & MP_IMGFLAG_YUV_P) || !(desc.flags & MP_IMGFLAG_NE))
- return 0;
- if (desc.num_planes != 3)
- return 0;
- int component_bits = desc.plane_bits;
- if (component_bits < 8 || component_bits > 16)
- return 0;
- bool is_8bit = component_bits == 8;
- if (!is_8bit && priv->opt_only_8bit)
- return 0;
- int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16;
- return check_format(priv, texfmt, true);
+ if ((desc.flags & MP_IMGFLAG_YUV_P) && (desc.flags & MP_IMGFLAG_NE)) {
+ if (desc.num_planes > MP_MAX_PLANES)
+ return 0;
+ int component_bits = desc.plane_bits;
+ if (component_bits < 8 || component_bits > 16)
+ return 0;
+ bool is_8bit = component_bits == 8;
+ if (!is_8bit && priv->opt_only_8bit)
+ return 0;
+ int texfmt = is_8bit ? IMGFMT_Y8 : IMGFMT_Y16;
+ D3DFORMAT d3dfmt = check_format(priv, texfmt, true);
+ if (d3dfmt) {
+ for (int n = 0; n < desc.num_planes; n++)
+ shader_d3dfmts[n] = d3dfmt;
+ return SHADER_420P;
+ }
+ }
+ if (fmt == IMGFMT_NV12) {
+ shader_d3dfmts[0] = check_format(priv, IMGFMT_Y8, true);
+ shader_d3dfmts[1] = check_format(priv, IMGFMT_YA8, true);
+ if (shader_d3dfmts[0] && shader_d3dfmts[1])
+ return SHADER_NV12;
+ }
+ return 0;
}
// Return if the image format can be used. If it can, decide which rendering
@@ -1040,41 +1076,42 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize)
int n;
int blit_d3dfmt = check_format(priv, fmt, false);
int texture_d3dfmt = check_format(priv, fmt, true);
- int shader_d3dfmt = check_shader_conversion(priv, fmt);
+ D3DFORMAT shader_d3dfmts[MP_MAX_PLANES] = {0};
+ int shader = check_shader_conversion(priv, fmt, shader_d3dfmts);
if (priv->opt_disable_textures)
texture_d3dfmt = 0;
- if (priv->opt_disable_shaders || !priv->pixel_shader)
- shader_d3dfmt = 0;
+ if (priv->opt_disable_shaders || !priv->pixel_shaders[shader])
+ shader = 0;
if (priv->opt_disable_stretchrect)
blit_d3dfmt = 0;
- if (!(blit_d3dfmt || shader_d3dfmt || texture_d3dfmt))
+ if (!(blit_d3dfmt || shader || texture_d3dfmt))
return false;
MP_VERBOSE(priv, "Accepted rendering methods for "
- "format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%#x.\n",
- vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader_d3dfmt);
+ "format='%s': StretchRect=%#x, Texture=%#x, Texture+Shader=%d.\n",
+ vo_format_name(fmt), blit_d3dfmt, texture_d3dfmt, shader);
if (!initialize)
return true;
// initialization doesn't fail beyond this point
- priv->use_shaders = false;
+ priv->use_shaders = 0;
priv->use_textures = false;
priv->movie_src_fmt = 0;
priv->plane_count = 0;
priv->image_format = fmt;
if (blit_d3dfmt && priv->opt_prefer_stretchrect)
- texture_d3dfmt = shader_d3dfmt = 0;
+ texture_d3dfmt = shader = 0;
if (texture_d3dfmt) {
priv->use_textures = true;
- } else if (shader_d3dfmt) {
+ } else if (shader) {
priv->use_textures = true;
- priv->use_shaders = true;
+ priv->use_shaders = shader;
} else {
assert(!!blit_d3dfmt);
}
@@ -1095,9 +1132,9 @@ static bool init_rendering_mode(d3d_priv *priv, uint32_t fmt, bool initialize)
MP_VERBOSE(priv, "Using YUV shaders.\n");
struct mp_imgfmt_desc desc = mp_imgfmt_get_desc(priv->image_format);
- priv->plane_count = 3;
- for (n = 0; n < 3; n++) {
- planes[n].d3d_format = shader_d3dfmt;
+ priv->plane_count = desc.num_planes;
+ for (n = 0; n < priv->plane_count; n++) {
+ planes[n].d3d_format = shader_d3dfmts[n];
planes[n].bits_per_pixel = desc.plane_bits;
planes[n].shift_x = desc.xs[n];
planes[n].shift_y = desc.ys[n];