mame/hlsl/yiq_decode.fx

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//-----------------------------------------------------------------------------
// YIQ Decode Effect
//-----------------------------------------------------------------------------
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texture Composite;
sampler CompositeSampler = sampler_state
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{
Texture = <Composite>;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 Coord0 : TEXCOORD0;
float4 Coord1 : TEXCOORD1;
float4 Coord2 : TEXCOORD2;
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
float4 Coord6 : TEXCOORD6;
float4 Coord7 : TEXCOORD7;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 Coord0 : TEXCOORD0;
float4 Coord1 : TEXCOORD1;
float4 Coord2 : TEXCOORD2;
float4 Coord3 : TEXCOORD3;
float4 Coord4 : TEXCOORD4;
float4 Coord5 : TEXCOORD5;
float4 Coord6 : TEXCOORD6;
float4 Coord7 : TEXCOORD7;
};
//-----------------------------------------------------------------------------
// YIQ Decode Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
uniform float FscValue;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
//Output.Position.x /= WidthRatio;
//Output.Position.y /= HeightRatio;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
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Output.Coord0.xy = Input.TexCoord + float2(0.00f / RawWidth, 0.0f);
Output.Coord1.xy = Input.TexCoord + float2(0.25f / RawWidth, 0.0f);
Output.Coord2.xy = Input.TexCoord + float2(0.50f / RawWidth, 0.0f);
Output.Coord3.xy = Input.TexCoord + float2(0.75f / RawWidth, 0.0f);
Output.Coord4.xy = Input.TexCoord + float2(1.00f / RawWidth, 0.0f);
Output.Coord5.xy = Input.TexCoord + float2(1.25f / RawWidth, 0.0f);
Output.Coord6.xy = Input.TexCoord + float2(1.50f / RawWidth, 0.0f);
Output.Coord7.xy = Input.TexCoord + float2(1.75f / RawWidth, 0.0f);
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Output.Coord0.zw = Input.TexCoord + float2(2.00f / RawWidth, 0.0f);
Output.Coord1.zw = Input.TexCoord + float2(2.25f / RawWidth, 0.0f);
Output.Coord2.zw = Input.TexCoord + float2(2.50f / RawWidth, 0.0f);
Output.Coord3.zw = Input.TexCoord + float2(2.75f / RawWidth, 0.0f);
return Output;
}
//-----------------------------------------------------------------------------
// YIQ Decode Pixel Shader
//-----------------------------------------------------------------------------
uniform float YSubsampleLength = 3.0f;
uniform float ISubsampleLength = 3.0f;
uniform float QSubsampleLength = 3.0f;
uniform float WValue;
uniform float AValue;
uniform float BValue;
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 RawDims = float2(RawWidth, RawHeight);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.Coord0.xy + float2(0.5f, 0.5f) / RawDims);
float4 OrigC = tex2D(CompositeSampler, Input.Coord0.xy + float2(0.5f, 0.5f) / RawDims);
float4 OrigC2 = tex2D(CompositeSampler, Input.Coord4.xy + float2(0.5f, 0.5f) / RawDims);
float4 OrigC3 = tex2D(CompositeSampler, Input.Coord0.zw + float2(0.5f, 0.5f) / RawDims);
float4 C = OrigC;
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float4 C2 = OrigC2;
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float4 C3 = OrigC3;
float MaxC = 2.1183f;
float MinC = -1.1183f;
float CRange = MaxC - MinC;
C = C * CRange + MinC;
C2 = C2 * CRange + MinC;
float2 Coord0 = Input.Coord0.xy * RawDims;
float2 Coord1 = Input.Coord1.xy * RawDims;
float2 Coord2 = Input.Coord2.xy * RawDims;
float2 Coord3 = Input.Coord3.xy * RawDims;
float2 Coord4 = Input.Coord4.xy * RawDims;
float2 Coord5 = Input.Coord5.xy * RawDims;
float2 Coord6 = Input.Coord6.xy * RawDims;
float2 Coord7 = Input.Coord7.xy * RawDims;
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float2 Coord8 = Input.Coord0.zw * RawDims;
float2 Coord9 = Input.Coord1.zw * RawDims;
float2 CoordA = Input.Coord2.zw * RawDims;
float2 CoordB = Input.Coord3.zw * RawDims;
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float W = WValue * 2.0f;
float T0 = Coord0.x + AValue * Coord0.y + BValue;
float T1 = Coord1.x + AValue * Coord1.y + BValue;
float T2 = Coord2.x + AValue * Coord2.y + BValue;
float T3 = Coord3.x + AValue * Coord3.y + BValue;
float T4 = Coord4.x + AValue * Coord4.y + BValue;
float T5 = Coord5.x + AValue * Coord5.y + BValue;
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float T6 = Coord6.x + AValue * Coord6.y + BValue;
float T7 = Coord7.x + AValue * Coord7.y + BValue;
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float T8 = Coord8.x + AValue * Coord8.y + BValue;
float T9 = Coord9.x + AValue * Coord9.y + BValue;
float TA = CoordA.x + AValue * CoordA.y + BValue;
float TB = CoordB.x + AValue * CoordB.y + BValue;
float4 Tc = float4(T0, T1, T2, T3);
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float4 Tc2 = float4(T4, T5, T6, T7);
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float4 Tc3 = float4(T8, T9, TA, TB);
float Yvals[8];
Yvals[0] = C.r; Yvals[1] = C.g; Yvals[2] = C.b; Yvals[3] = C.a; Yvals[4] = C2.r; Yvals[5] = C2.g; Yvals[6] = C2.b; Yvals[7] = C2.a;
float Ytotal = 0.0f;
for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
{
Ytotal = Ytotal + Yvals[idx];
}
float Yavg = Ytotal / (FscValue * 4.0f);
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float4 I = (C - Yavg) * sin(W * Tc);
float4 Q = (C - Yavg) * cos(W * Tc);
float4 I2 = (C2 - Yavg) * sin(W * Tc2);
float4 Q2 = (C2 - Yavg) * cos(W * Tc2);
float4 I3 = (C3 - Yavg) * sin(W * Tc3);
float4 Q3 = (C3 - Yavg) * cos(W * Tc3);
float Itotal = 0.0f;
float Qtotal = 0.0f;
float Ivals[8];
float Qvals[8];
Ivals[0] = I.r; Ivals[1] = I.g; Ivals[2] = I.b; Ivals[3] = I.a; Ivals[4] = I2.r; Ivals[5] = I2.g; Ivals[6] = I2.b; Ivals[7] = I2.a;
Qvals[0] = Q.r; Qvals[1] = Q.g; Qvals[2] = Q.b; Qvals[3] = Q.a; Qvals[4] = Q2.r; Qvals[5] = Q2.g; Qvals[6] = Q2.b; Qvals[7] = Q2.a;
for(uint idx = 0; idx < FscValue * 4.0f; idx++ )
{
Itotal = Itotal + Ivals[idx];
Qtotal = Qtotal + Qvals[idx];
}
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float Iavg = Itotal / (FscValue * 3.0f);
float Qavg = Qtotal / (FscValue * 3.0f);
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float3 YIQ = float3(Yavg, Iavg * 1.5f, Qavg);
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float3 OutRGB = float3(dot(YIQ, float3(1.0f, 0.956f, 0.621f)), dot(YIQ, float3(1.0f, -0.272f, -0.647f)), dot(YIQ, float3(1.0f, -1.106f, 1.703f)));
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return float4(OutRGB, BaseTexel.a);
}
//-----------------------------------------------------------------------------
// YIQ Decode Technique
//-----------------------------------------------------------------------------
technique DecodeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}