Add support for decoding NV12 into RGB image
This commit is contained in:
@@ -83,12 +83,21 @@ float PS_DepthCopy(Quad_VS2PS input) : SV_Depth
|
||||
|
||||
#endif
|
||||
|
||||
float4 yuv2rgb(int y, int u, int v)
|
||||
{
|
||||
u -= 128;
|
||||
v -= 128;
|
||||
float r = y + 1.402 * v;
|
||||
float g = y - 0.34414 * u - 0.71414 * v;
|
||||
float b = y + 1.772 * u;
|
||||
return float4(r, g, b, 256.0f) / 256.0f;
|
||||
}
|
||||
|
||||
#ifdef _PS_DecodeYUY2
|
||||
|
||||
// Raw memory with texture of format YUY2 and size passed in Color.xy
|
||||
Buffer<uint> SourceYUY2 : register(t0);
|
||||
|
||||
// Pixel Shader for copying depth buffer
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_DecodeYUY2(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
@@ -97,17 +106,39 @@ float4 PS_DecodeYUY2(Quad_VS2PS input) : SV_Target
|
||||
uint data = SourceYUY2[p / 2];
|
||||
|
||||
// Unpack YUY components
|
||||
uint v = (data & 0xff000000) >> 24;
|
||||
uint y1 = (data & 0xff0000) >> 16;
|
||||
uint u = (data & 0xff00) >> 8;
|
||||
uint y0 = data & 0x000000FF;
|
||||
uint y = p % 2 == 0 ? y0: y1;
|
||||
int v = ((data & 0xff000000) >> 24);
|
||||
int y1 = (data & 0xff0000) >> 16;
|
||||
int u = ((data & 0xff00) >> 8);
|
||||
int y0 = data & 0xff;
|
||||
int y = p % 2 == 0 ? y0: y1;
|
||||
|
||||
// Convert yuv to rgb
|
||||
float r = (y + 1.402 * (v - 128.0));
|
||||
float g = (y - 0.344 * (u - 128.0) - 0.714 * (v - 128.0));
|
||||
float b = (y + 1.772 * (u - 128.0));
|
||||
return float4(r, g, b, 256.0f) / 256.0f;
|
||||
return yuv2rgb(y, u, v);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef _PS_DecodeNV12
|
||||
|
||||
// Raw memory with texture of format NV12 and size passed in Color.xy
|
||||
Buffer<uint> SourceNV12 : register(t0);
|
||||
|
||||
META_PS(true, FEATURE_LEVEL_ES2)
|
||||
float4 PS_DecodeNV12(Quad_VS2PS input) : SV_Target
|
||||
{
|
||||
// Read NV12 pixel (Y plane of size w*h, followed by interleaved UV plane is of size w*h/2)
|
||||
uint size = (uint)(Color.x * Color.y);
|
||||
uint p = (uint)input.Position.y * (uint)Color.x + (uint)input.Position.x;
|
||||
uint y = (SourceNV12[p / 4] >> ((p % 4) * 8)) & 0xff;
|
||||
p = (uint)(input.Position.y * 0.5f) * (uint)Color.x + (uint)input.Position.x;
|
||||
p = (p / 2) * 2;
|
||||
uint u = (SourceNV12[size / 4 + p / 4] >> ((p % 4) * 8)) & 0xff;
|
||||
p = (uint)(input.Position.y * 0.5f) * (uint)Color.x + (uint)input.Position.x;
|
||||
p = (p / 2) * 2 + 1;
|
||||
uint v = (SourceNV12[size / 4 + p / 4] >> ((p % 4) * 8)) & 0xff;
|
||||
|
||||
// Convert yuv to rgb
|
||||
return yuv2rgb(y, u, v);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user