libobs: Fix VIDEO_FORMAT_V210 shader for GLSL

This commit is contained in:
Norihiro Kamae
2023-03-26 18:53:01 +09:00
committed by Jim
parent ccb2c06540
commit 94bf325dd9

View File

@@ -927,56 +927,56 @@ float4 PSP010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
float3 compute_v210_reverse(float2 pos)
{
uint x = (uint)pos.x;
uint packed_x = x % 6;
uint base_x = (x / 6) * 4;
uint x = uint(pos.x);
uint packed_x = x % 6u;
uint base_x = x / 6u * 4u;
float y, cb, cr;
if (packed_x == 0)
if (packed_x == 0u)
{
float3 word0_rgb = image.Load(int3(base_x, pos.y, 0)).rgb;
y = word0_rgb.y;
cb = word0_rgb.x;
cr = word0_rgb.z;
}
else if (packed_x == 1)
else if (packed_x == 1u)
{
float2 word0_rb = image.Load(int3(base_x, pos.y, 0)).rb;
float2 word1_rg = image.Load(int3(base_x + 1, pos.y, 0)).rg;
float2 word1_rg = image.Load(int3(base_x + 1u, pos.y, 0)).rg;
y = word1_rg.x;
cb = (word0_rb.x + word1_rg.y) * 0.5;
cr = (word0_rb.y + image.Load(int3(base_x + 2, pos.y, 0)).r) * 0.5;
cr = (word0_rb.y + image.Load(int3(base_x + 2u, pos.y, 0)).r) * 0.5;
}
else if (packed_x == 2)
else if (packed_x == 2u)
{
float2 word1_gb = image.Load(int3(base_x + 1, pos.y, 0)).gb;
float2 word1_gb = image.Load(int3(base_x + 1u, pos.y, 0)).gb;
y = word1_gb.y;
cb = word1_gb.x;
cr = image.Load(int3(base_x + 2, pos.y, 0)).r;
cr = image.Load(int3(base_x + 2u, pos.y, 0)).r;
}
else if (packed_x == 3)
else if (packed_x == 3u)
{
float2 word2_rb = image.Load(int3(base_x + 2, pos.y, 0)).rb;
y = image.Load(int3(base_x + 2, pos.y, 0)).g;
cb = (image.Load(int3(base_x + 1, pos.y, 0)).g + word2_rb.y) * 0.5;
cr = (word2_rb.x + image.Load(int3(base_x + 3, pos.y, 0)).g) * 0.5;
float2 word2_rb = image.Load(int3(base_x + 2u, pos.y, 0)).rb;
y = image.Load(int3(base_x + 2u, pos.y, 0)).g;
cb = (image.Load(int3(base_x + 1u, pos.y, 0)).g + word2_rb.y) * 0.5;
cr = (word2_rb.x + image.Load(int3(base_x + 3u, pos.y, 0)).g) * 0.5;
}
else if (packed_x == 4)
else if (packed_x == 4u)
{
float2 word3_rg = image.Load(int3(base_x + 3, pos.y, 0)).rg;
float2 word3_rg = image.Load(int3(base_x + 3u, pos.y, 0)).rg;
y = word3_rg.x;
cb = image.Load(int3(base_x + 2, pos.y, 0)).b;
cb = image.Load(int3(base_x + 2u, pos.y, 0)).b;
cr = word3_rg.y;
}
else
{
float2 word3_gb = image.Load(int3(base_x + 3, pos.y, 0)).gb;
float2 word3_gb = image.Load(int3(base_x + 3u, pos.y, 0)).gb;
y = word3_gb.y;
cb = image.Load(int3(base_x + 2, pos.y, 0)).b;
cb = image.Load(int3(base_x + 2u, pos.y, 0)).b;
cr = word3_gb.x;
uint base_x_4 = base_x + 4;
uint base_x_4 = base_x + 4u;
if ((pos.x + 1.) < width)
{
float2 word4_gb = image.Load(int3(base_x + 4, pos.y, 0)).rb;
float2 word4_gb = image.Load(int3(base_x + 4u, pos.y, 0)).rb;
cb = (cb + word4_gb.x) * 0.5;
cr = (cr + word4_gb.y) * 0.5;
}
@@ -990,14 +990,14 @@ float3 compute_v210_reverse(float2 pos)
float4 PSV210_SRGB_Reverse(FragPos frag_in) : TARGET
{
float3 rgb = compute_v210_reverse(frag_in.pos);
float3 rgb = compute_v210_reverse(frag_in.pos.xy);
rgb = srgb_nonlinear_to_linear(rgb);
return float4(rgb, 1.);
}
float4 PSV210_PQ_2020_709_Reverse(FragPos frag_in) : TARGET
{
float3 pq = compute_v210_reverse(frag_in.pos);
float3 pq = compute_v210_reverse(frag_in.pos.xy);
float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
float3 rgb = rec2020_to_rec709(hdr2020);
return float4(rgb, 1.);
@@ -1005,7 +1005,7 @@ float4 PSV210_PQ_2020_709_Reverse(FragPos frag_in) : TARGET
float4 PSV210_HLG_2020_709_Reverse(FragPos frag_in) : TARGET
{
float3 hlg = compute_v210_reverse(frag_in.pos);
float3 hlg = compute_v210_reverse(frag_in.pos.xy);
float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
float3 rgb = rec2020_to_rec709(hdr2020);
return float4(rgb, 1.);