Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8140>
static const ShaderItem g_cs_map[] = {
{GST_D3D_PLUGIN_CS_MIP_GEN, BUILD_SOURCE (CSMain_mipgen)},
+ {GST_D3D_PLUGIN_CS_YADIF_1, BUILD_SOURCE (CSMain_yadif_1)},
+ {GST_D3D_PLUGIN_CS_YADIF_1_10, BUILD_SOURCE (CSMain_yadif_1_10)},
+ {GST_D3D_PLUGIN_CS_YADIF_1_12, BUILD_SOURCE (CSMain_yadif_1_12)},
+ {GST_D3D_PLUGIN_CS_YADIF_2, BUILD_SOURCE (CSMain_yadif_2)},
+ {GST_D3D_PLUGIN_CS_YADIF_4, BUILD_SOURCE (CSMain_yadif_4)},
};
#undef BUILD_SOURCE
return TRUE;
}
-
gboolean
gst_d3d_converter_shader_get_vs_blob (GstD3DShaderModel shader_model,
GstD3DShaderByteCode * byte_code)
typedef enum
{
GST_D3D_PLUGIN_CS_MIP_GEN,
+ GST_D3D_PLUGIN_CS_YADIF_1,
+ GST_D3D_PLUGIN_CS_YADIF_1_10,
+ GST_D3D_PLUGIN_CS_YADIF_1_12,
+ GST_D3D_PLUGIN_CS_YADIF_2,
+ GST_D3D_PLUGIN_CS_YADIF_4,
GST_D3D_PLUGIN_CS_LAST,
} GstD3DPluginCS;
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
+ *
+ * Portions of this file extracted from FFmpeg
+ * Copyright (C) 2018 Philip Langdale <philipl@overt.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+cbuffer YADIFData : register(b0)
+{
+ int g_width;
+ int g_height;
+ uint g_primary_line;
+ uint g_is_second;
+};
+
+Texture2D<float> prevTex : register(t0);
+Texture2D<float> curTex : register(t1);
+Texture2D<float> nextTex : register(t2);
+RWTexture2D<unorm float> outTex : register(u0);
+
+float max3 (float a, float b, float c)
+{
+ return max (max (a, b), c);
+}
+
+float min3 (float a, float b, float c)
+{
+ return min (min (a, b), c);
+}
+
+float
+SpatialPred (float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n)
+{
+ float spatial_pred = (d + k) / 2;
+ float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
+ float score = abs (b - k) + abs (c - l) + abs (d - m);
+ if (score < spatial_score) {
+ spatial_pred = (c + l) / 2;
+ spatial_score = score;
+ score = abs (a - l) + abs (b - m) + abs (c - n);
+ if (score < spatial_score) {
+ spatial_pred = (b + m) / 2;
+ spatial_score = score;
+ }
+ }
+ score = abs (d - i) + abs (e - j) + abs (f - k);
+ if (score < spatial_score) {
+ spatial_pred = (e + j) / 2;
+ spatial_score = score;
+ score = abs (e - h) + abs (f - i) + abs (g - j);
+ if (score < spatial_score) {
+ spatial_pred = (f + i) / 2;
+ spatial_score = score;
+ }
+ }
+ return spatial_pred;
+}
+
+float
+TemporalPred (float A, float B, float C, float D, float E, float F,
+ float G, float H, float I, float J, float K, float L, float spatial_pred)
+{
+ float p0 = (C + H) / 2;
+ float p1 = F;
+ float p2 = (D + I) / 2;
+ float p3 = G;
+ float p4 = (E + J) / 2;
+ float tdiff0 = abs (D - I);
+ float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
+ float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
+ float diff = max3 (tdiff0, tdiff1, tdiff2);
+ float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
+ float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
+ diff = max3 (diff, mini, -maxi);
+ if (spatial_pred > p2 + diff)
+ spatial_pred = p2 + diff;
+ if (spatial_pred < p2 - diff)
+ spatial_pred = p2 - diff;
+ return spatial_pred;
+}
+
+int GetPosX (int x)
+{
+ return clamp (x, 0, g_width - 1);
+}
+
+int GetPosY (int y)
+{
+ return clamp (y, 0, g_height - 1);
+}
+
+void Execute (int2 pos)
+{
+ if (pos.x < g_width && pos.y < g_height) {
+ [branch] if ((uint(pos.y) % 2) == g_primary_line) {
+ outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
+ } else {
+ float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
+ float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
+ float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
+ float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
+ float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
+ float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
+ float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
+ float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
+ float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
+ float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
+ float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
+ float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
+ float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
+ float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
+ float spatial_pred =
+ SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
+ float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float C, D, E;
+ if (g_is_second) {
+ C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = curTex.Load(int3(pos.x, pos.y, 0));
+ E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = prevTex.Load(int3(pos.x, pos.y, 0));
+ E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float H, I, J;
+ if (g_is_second) {
+ H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = nextTex.Load(int3(pos.x, pos.y, 0));
+ J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = curTex.Load(int3(pos.x, pos.y, 0));
+ J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ spatial_pred =
+ TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
+ outTex[uint2(pos.x, pos.y)] = spatial_pred;
+ }
+ }
+}
+
+[numthreads(8, 8, 1)]
+void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
+{
+ Execute (int2(tid.x, tid.y));
+}
+#else
+static const char str_CSMain_yadif_1[] =
+"cbuffer YADIFData : register(b0)\n"
+"{\n"
+" int g_width;\n"
+" int g_height;\n"
+" uint g_primary_line;\n"
+" uint g_is_second;\n"
+"};\n"
+"\n"
+"Texture2D<float> prevTex : register(t0);\n"
+"Texture2D<float> curTex : register(t1);\n"
+"Texture2D<float> nextTex : register(t2);\n"
+"RWTexture2D<unorm float> outTex : register(u0);\n"
+"\n"
+"float max3 (float a, float b, float c)\n"
+"{\n"
+" return max (max (a, b), c);\n"
+"}\n"
+"\n"
+"float min3 (float a, float b, float c)\n"
+"{\n"
+" return min (min (a, b), c);\n"
+"}\n"
+"\n"
+"float\n"
+"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
+" float h, float i, float j, float k, float l, float m, float n)\n"
+"{\n"
+" float spatial_pred = (d + k) / 2;\n"
+" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
+" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (c + l) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (b + m) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (e + j) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (f + i) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"float\n"
+"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
+" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
+"{\n"
+" float p0 = (C + H) / 2;\n"
+" float p1 = F;\n"
+" float p2 = (D + I) / 2;\n"
+" float p3 = G;\n"
+" float p4 = (E + J) / 2;\n"
+" float tdiff0 = abs (D - I);\n"
+" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
+" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
+" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
+" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
+" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
+" diff = max3 (diff, mini, -maxi);\n"
+" if (spatial_pred > p2 + diff)\n"
+" spatial_pred = p2 + diff;\n"
+" if (spatial_pred < p2 - diff)\n"
+" spatial_pred = p2 - diff;\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"int GetPosX (int x)\n"
+"{\n"
+" return clamp (x, 0, g_width - 1);\n"
+"}\n"
+"\n"
+"int GetPosY (int y)\n"
+"{\n"
+" return clamp (y, 0, g_height - 1);\n"
+"}\n"
+"\n"
+"void Execute (int2 pos)\n"
+"{\n"
+" if (pos.x < g_width && pos.y < g_height) {\n"
+" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
+" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
+" } else {\n"
+" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
+" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
+" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
+" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
+" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
+" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
+" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
+" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
+" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
+" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
+" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
+" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
+" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
+" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
+" float spatial_pred =\n"
+" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
+" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float C, D, E;\n"
+" if (g_is_second) {\n"
+" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float H, I, J;\n"
+" if (g_is_second) {\n"
+" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" spatial_pred =\n"
+" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
+" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
+" }\n"
+" }\n"
+"}\n"
+"\n"
+"[numthreads(8, 8, 1)]\n"
+"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
+"{\n"
+" Execute (int2(tid.x, tid.y));\n"
+"}\n";
+#endif
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
+ *
+ * Portions of this file extracted from FFmpeg
+ * Copyright (C) 2018 Philip Langdale <philipl@overt.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+cbuffer YADIFData : register(b0)
+{
+ int g_width;
+ int g_height;
+ uint g_primary_line;
+ uint g_is_second;
+};
+
+Texture2D<float> prevTex : register(t0);
+Texture2D<float> curTex : register(t1);
+Texture2D<float> nextTex : register(t2);
+RWTexture2D<unorm float> outTex : register(u0);
+
+float max3 (float a, float b, float c)
+{
+ return max (max (a, b), c);
+}
+
+float min3 (float a, float b, float c)
+{
+ return min (min (a, b), c);
+}
+
+float
+SpatialPred (float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n)
+{
+ float spatial_pred = (d + k) / 2;
+ float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
+ float score = abs (b - k) + abs (c - l) + abs (d - m);
+ if (score < spatial_score) {
+ spatial_pred = (c + l) / 2;
+ spatial_score = score;
+ score = abs (a - l) + abs (b - m) + abs (c - n);
+ if (score < spatial_score) {
+ spatial_pred = (b + m) / 2;
+ spatial_score = score;
+ }
+ }
+ score = abs (d - i) + abs (e - j) + abs (f - k);
+ if (score < spatial_score) {
+ spatial_pred = (e + j) / 2;
+ spatial_score = score;
+ score = abs (e - h) + abs (f - i) + abs (g - j);
+ if (score < spatial_score) {
+ spatial_pred = (f + i) / 2;
+ spatial_score = score;
+ }
+ }
+ return spatial_pred;
+}
+
+float
+TemporalPred (float A, float B, float C, float D, float E, float F,
+ float G, float H, float I, float J, float K, float L, float spatial_pred)
+{
+ float p0 = (C + H) / 2;
+ float p1 = F;
+ float p2 = (D + I) / 2;
+ float p3 = G;
+ float p4 = (E + J) / 2;
+ float tdiff0 = abs (D - I);
+ float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
+ float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
+ float diff = max3 (tdiff0, tdiff1, tdiff2);
+ float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
+ float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
+ diff = max3 (diff, mini, -maxi);
+ if (spatial_pred > p2 + diff)
+ spatial_pred = p2 + diff;
+ if (spatial_pred < p2 - diff)
+ spatial_pred = p2 - diff;
+ return spatial_pred;
+}
+
+int GetPosX (int x)
+{
+ return clamp (x, 0, g_width - 1);
+}
+
+int GetPosY (int y)
+{
+ return clamp (y, 0, g_height - 1);
+}
+
+void Execute (int2 pos)
+{
+ if (pos.x < g_width && pos.y < g_height) {
+ [branch] if ((uint(pos.y) % 2) == g_primary_line) {
+ outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
+ } else {
+ float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
+ float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
+ float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
+ float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
+ float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
+ float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
+ float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
+ float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
+ float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
+ float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
+ float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
+ float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
+ float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
+ float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
+ float spatial_pred =
+ SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
+ float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float C, D, E;
+ if (g_is_second) {
+ C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = curTex.Load(int3(pos.x, pos.y, 0));
+ E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = prevTex.Load(int3(pos.x, pos.y, 0));
+ E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float H, I, J;
+ if (g_is_second) {
+ H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = nextTex.Load(int3(pos.x, pos.y, 0));
+ J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = curTex.Load(int3(pos.x, pos.y, 0));
+ J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ spatial_pred =
+ TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
+ outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 1023.0 / 65535.0);
+ }
+ }
+}
+
+[numthreads(8, 8, 1)]
+void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
+{
+ Execute (int2(tid.x, tid.y));
+}
+#else
+static const char str_CSMain_yadif_1_10[] =
+"cbuffer YADIFData : register(b0)\n"
+"{\n"
+" int g_width;\n"
+" int g_height;\n"
+" uint g_primary_line;\n"
+" uint g_is_second;\n"
+"};\n"
+"\n"
+"Texture2D<float> prevTex : register(t0);\n"
+"Texture2D<float> curTex : register(t1);\n"
+"Texture2D<float> nextTex : register(t2);\n"
+"RWTexture2D<unorm float> outTex : register(u0);\n"
+"\n"
+"float max3 (float a, float b, float c)\n"
+"{\n"
+" return max (max (a, b), c);\n"
+"}\n"
+"\n"
+"float min3 (float a, float b, float c)\n"
+"{\n"
+" return min (min (a, b), c);\n"
+"}\n"
+"\n"
+"float\n"
+"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
+" float h, float i, float j, float k, float l, float m, float n)\n"
+"{\n"
+" float spatial_pred = (d + k) / 2;\n"
+" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
+" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (c + l) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (b + m) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (e + j) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (f + i) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"float\n"
+"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
+" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
+"{\n"
+" float p0 = (C + H) / 2;\n"
+" float p1 = F;\n"
+" float p2 = (D + I) / 2;\n"
+" float p3 = G;\n"
+" float p4 = (E + J) / 2;\n"
+" float tdiff0 = abs (D - I);\n"
+" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
+" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
+" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
+" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
+" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
+" diff = max3 (diff, mini, -maxi);\n"
+" if (spatial_pred > p2 + diff)\n"
+" spatial_pred = p2 + diff;\n"
+" if (spatial_pred < p2 - diff)\n"
+" spatial_pred = p2 - diff;\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"int GetPosX (int x)\n"
+"{\n"
+" return clamp (x, 0, g_width - 1);\n"
+"}\n"
+"\n"
+"int GetPosY (int y)\n"
+"{\n"
+" return clamp (y, 0, g_height - 1);\n"
+"}\n"
+"\n"
+"void Execute (int2 pos)\n"
+"{\n"
+" if (pos.x < g_width && pos.y < g_height) {\n"
+" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
+" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
+" } else {\n"
+" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
+" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
+" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
+" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
+" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
+" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
+" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
+" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
+" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
+" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
+" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
+" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
+" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
+" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
+" float spatial_pred =\n"
+" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
+" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float C, D, E;\n"
+" if (g_is_second) {\n"
+" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float H, I, J;\n"
+" if (g_is_second) {\n"
+" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" spatial_pred =\n"
+" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
+" outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 1023.0 / 65535.0);\n"
+" }\n"
+" }\n"
+"}\n"
+"\n"
+"[numthreads(8, 8, 1)]\n"
+"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
+"{\n"
+" Execute (int2(tid.x, tid.y));\n"
+"}\n";
+#endif
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
+ *
+ * Portions of this file extracted from FFmpeg
+ * Copyright (C) 2018 Philip Langdale <philipl@overt.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+cbuffer YADIFData : register(b0)
+{
+ int g_width;
+ int g_height;
+ uint g_primary_line;
+ uint g_is_second;
+};
+
+Texture2D<float> prevTex : register(t0);
+Texture2D<float> curTex : register(t1);
+Texture2D<float> nextTex : register(t2);
+RWTexture2D<unorm float> outTex : register(u0);
+
+float max3 (float a, float b, float c)
+{
+ return max (max (a, b), c);
+}
+
+float min3 (float a, float b, float c)
+{
+ return min (min (a, b), c);
+}
+
+float
+SpatialPred (float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n)
+{
+ float spatial_pred = (d + k) / 2;
+ float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
+ float score = abs (b - k) + abs (c - l) + abs (d - m);
+ if (score < spatial_score) {
+ spatial_pred = (c + l) / 2;
+ spatial_score = score;
+ score = abs (a - l) + abs (b - m) + abs (c - n);
+ if (score < spatial_score) {
+ spatial_pred = (b + m) / 2;
+ spatial_score = score;
+ }
+ }
+ score = abs (d - i) + abs (e - j) + abs (f - k);
+ if (score < spatial_score) {
+ spatial_pred = (e + j) / 2;
+ spatial_score = score;
+ score = abs (e - h) + abs (f - i) + abs (g - j);
+ if (score < spatial_score) {
+ spatial_pred = (f + i) / 2;
+ spatial_score = score;
+ }
+ }
+ return spatial_pred;
+}
+
+float
+TemporalPred (float A, float B, float C, float D, float E, float F,
+ float G, float H, float I, float J, float K, float L, float spatial_pred)
+{
+ float p0 = (C + H) / 2;
+ float p1 = F;
+ float p2 = (D + I) / 2;
+ float p3 = G;
+ float p4 = (E + J) / 2;
+ float tdiff0 = abs (D - I);
+ float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
+ float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
+ float diff = max3 (tdiff0, tdiff1, tdiff2);
+ float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
+ float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
+ diff = max3 (diff, mini, -maxi);
+ if (spatial_pred > p2 + diff)
+ spatial_pred = p2 + diff;
+ if (spatial_pred < p2 - diff)
+ spatial_pred = p2 - diff;
+ return spatial_pred;
+}
+
+int GetPosX (int x)
+{
+ return clamp (x, 0, g_width - 1);
+}
+
+int GetPosY (int y)
+{
+ return clamp (y, 0, g_height - 1);
+}
+
+void Execute (int2 pos)
+{
+ if (pos.x < g_width && pos.y < g_height) {
+ [branch] if ((uint(pos.y) % 2) == g_primary_line) {
+ outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
+ } else {
+ float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
+ float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
+ float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
+ float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
+ float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
+ float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
+ float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
+ float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
+ float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
+ float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
+ float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
+ float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
+ float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
+ float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
+ float spatial_pred =
+ SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
+ float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float C, D, E;
+ if (g_is_second) {
+ C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = curTex.Load(int3(pos.x, pos.y, 0));
+ E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = prevTex.Load(int3(pos.x, pos.y, 0));
+ E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float H, I, J;
+ if (g_is_second) {
+ H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = nextTex.Load(int3(pos.x, pos.y, 0));
+ J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = curTex.Load(int3(pos.x, pos.y, 0));
+ J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ spatial_pred =
+ TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
+ outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 4095.0 / 65535.0);
+ }
+ }
+}
+
+[numthreads(8, 8, 1)]
+void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
+{
+ Execute (int2(tid.x, tid.y));
+}
+#else
+static const char str_CSMain_yadif_1_12[] =
+"cbuffer YADIFData : register(b0)\n"
+"{\n"
+" int g_width;\n"
+" int g_height;\n"
+" uint g_primary_line;\n"
+" uint g_is_second;\n"
+"};\n"
+"\n"
+"Texture2D<float> prevTex : register(t0);\n"
+"Texture2D<float> curTex : register(t1);\n"
+"Texture2D<float> nextTex : register(t2);\n"
+"RWTexture2D<unorm float> outTex : register(u0);\n"
+"\n"
+"float max3 (float a, float b, float c)\n"
+"{\n"
+" return max (max (a, b), c);\n"
+"}\n"
+"\n"
+"float min3 (float a, float b, float c)\n"
+"{\n"
+" return min (min (a, b), c);\n"
+"}\n"
+"\n"
+"float\n"
+"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
+" float h, float i, float j, float k, float l, float m, float n)\n"
+"{\n"
+" float spatial_pred = (d + k) / 2;\n"
+" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
+" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (c + l) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (b + m) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (e + j) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (f + i) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"float\n"
+"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
+" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
+"{\n"
+" float p0 = (C + H) / 2;\n"
+" float p1 = F;\n"
+" float p2 = (D + I) / 2;\n"
+" float p3 = G;\n"
+" float p4 = (E + J) / 2;\n"
+" float tdiff0 = abs (D - I);\n"
+" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
+" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
+" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
+" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
+" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
+" diff = max3 (diff, mini, -maxi);\n"
+" if (spatial_pred > p2 + diff)\n"
+" spatial_pred = p2 + diff;\n"
+" if (spatial_pred < p2 - diff)\n"
+" spatial_pred = p2 - diff;\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"int GetPosX (int x)\n"
+"{\n"
+" return clamp (x, 0, g_width - 1);\n"
+"}\n"
+"\n"
+"int GetPosY (int y)\n"
+"{\n"
+" return clamp (y, 0, g_height - 1);\n"
+"}\n"
+"\n"
+"void Execute (int2 pos)\n"
+"{\n"
+" if (pos.x < g_width && pos.y < g_height) {\n"
+" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
+" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
+" } else {\n"
+" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
+" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
+" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
+" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
+" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
+" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
+" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
+" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
+" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
+" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
+" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
+" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
+" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
+" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
+" float spatial_pred =\n"
+" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
+" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float C, D, E;\n"
+" if (g_is_second) {\n"
+" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float H, I, J;\n"
+" if (g_is_second) {\n"
+" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" spatial_pred =\n"
+" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
+" outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 4095.0 / 65535.0);\n"
+" }\n"
+" }\n"
+"}\n"
+"\n"
+"[numthreads(8, 8, 1)]\n"
+"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
+"{\n"
+" Execute (int2(tid.x, tid.y));\n"
+"}\n";
+#endif
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
+ *
+ * Portions of this file extracted from FFmpeg
+ * Copyright (C) 2018 Philip Langdale <philipl@overt.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+cbuffer YADIFData : register(b0)
+{
+ int g_width;
+ int g_height;
+ uint g_primary_line;
+ uint g_is_second;
+};
+
+Texture2D<float2> prevTex : register(t0);
+Texture2D<float2> curTex : register(t1);
+Texture2D<float2> nextTex : register(t2);
+RWTexture2D<unorm float2> outTex : register(u0);
+
+float max3 (float a, float b, float c)
+{
+ return max (max (a, b), c);
+}
+
+float min3 (float a, float b, float c)
+{
+ return min (min (a, b), c);
+}
+
+float
+SpatialPred (float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n)
+{
+ float spatial_pred = (d + k) / 2;
+ float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
+ float score = abs (b - k) + abs (c - l) + abs (d - m);
+ if (score < spatial_score) {
+ spatial_pred = (c + l) / 2;
+ spatial_score = score;
+ score = abs (a - l) + abs (b - m) + abs (c - n);
+ if (score < spatial_score) {
+ spatial_pred = (b + m) / 2;
+ spatial_score = score;
+ }
+ }
+ score = abs (d - i) + abs (e - j) + abs (f - k);
+ if (score < spatial_score) {
+ spatial_pred = (e + j) / 2;
+ spatial_score = score;
+ score = abs (e - h) + abs (f - i) + abs (g - j);
+ if (score < spatial_score) {
+ spatial_pred = (f + i) / 2;
+ spatial_score = score;
+ }
+ }
+ return spatial_pred;
+}
+
+float
+TemporalPred (float A, float B, float C, float D, float E, float F,
+ float G, float H, float I, float J, float K, float L, float spatial_pred)
+{
+ float p0 = (C + H) / 2;
+ float p1 = F;
+ float p2 = (D + I) / 2;
+ float p3 = G;
+ float p4 = (E + J) / 2;
+ float tdiff0 = abs (D - I);
+ float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
+ float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
+ float diff = max3 (tdiff0, tdiff1, tdiff2);
+ float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
+ float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
+ diff = max3 (diff, mini, -maxi);
+ if (spatial_pred > p2 + diff)
+ spatial_pred = p2 + diff;
+ if (spatial_pred < p2 - diff)
+ spatial_pred = p2 - diff;
+ return spatial_pred;
+}
+
+int GetPosX (int x)
+{
+ return clamp (x, 0, g_width - 1);
+}
+
+int GetPosY (int y)
+{
+ return clamp (y, 0, g_height - 1);
+}
+
+void Execute (int2 pos)
+{
+ if (pos.x < g_width && pos.y < g_height) {
+ [branch] if ((uint(pos.y) % 2) == g_primary_line) {
+ outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
+ } else {
+ float2 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
+ float2 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
+ float2 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
+ float2 d = curTex.Load(int3( pos.x, pos.y - 1, 0));
+ float2 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
+ float2 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
+ float2 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
+ float2 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
+ float2 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
+ float2 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
+ float2 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
+ float2 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
+ float2 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
+ float2 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
+ float2 spatial_pred;
+ spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,
+ h.x, i.x, j.x, k.x, l.x, m.x, n.x);
+ spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,
+ h.y, i.y, j.y, k.y, l.y, m.y, n.y);
+ float2 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float2 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float2 C, D, E;
+ if (g_is_second) {
+ C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = curTex.Load(int3(pos.x, pos.y, 0));
+ E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = prevTex.Load(int3(pos.x, pos.y, 0));
+ E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float2 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float2 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float2 H, I, J;
+ if (g_is_second) {
+ H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = nextTex.Load(int3(pos.x, pos.y, 0));
+ J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = curTex.Load(int3(pos.x, pos.y, 0));
+ J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float2 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float2 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,
+ H.x, I.x, J.x, K.x, L.x, spatial_pred.x);
+ spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,
+ H.y, I.y, J.y, K.y, L.y, spatial_pred.y);
+ outTex[uint2(pos.x, pos.y)] = spatial_pred;
+ }
+ }
+}
+
+[numthreads(8, 8, 1)]
+void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
+{
+ Execute (int2(tid.x, tid.y));
+}
+#else
+static const char str_CSMain_yadif_2[] =
+"cbuffer YADIFData : register(b0)\n"
+"{\n"
+" int g_width;\n"
+" int g_height;\n"
+" uint g_primary_line;\n"
+" uint g_is_second;\n"
+"};\n"
+"\n"
+"Texture2D<float2> prevTex : register(t0);\n"
+"Texture2D<float2> curTex : register(t1);\n"
+"Texture2D<float2> nextTex : register(t2);\n"
+"RWTexture2D<unorm float2> outTex : register(u0);\n"
+"\n"
+"float max3 (float a, float b, float c)\n"
+"{\n"
+" return max (max (a, b), c);\n"
+"}\n"
+"\n"
+"float min3 (float a, float b, float c)\n"
+"{\n"
+" return min (min (a, b), c);\n"
+"}\n"
+"\n"
+"float\n"
+"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
+" float h, float i, float j, float k, float l, float m, float n)\n"
+"{\n"
+" float spatial_pred = (d + k) / 2;\n"
+" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
+" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (c + l) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (b + m) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (e + j) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (f + i) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"float\n"
+"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
+" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
+"{\n"
+" float p0 = (C + H) / 2;\n"
+" float p1 = F;\n"
+" float p2 = (D + I) / 2;\n"
+" float p3 = G;\n"
+" float p4 = (E + J) / 2;\n"
+" float tdiff0 = abs (D - I);\n"
+" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
+" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
+" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
+" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
+" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
+" diff = max3 (diff, mini, -maxi);\n"
+" if (spatial_pred > p2 + diff)\n"
+" spatial_pred = p2 + diff;\n"
+" if (spatial_pred < p2 - diff)\n"
+" spatial_pred = p2 - diff;\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"int GetPosX (int x)\n"
+"{\n"
+" return clamp (x, 0, g_width - 1);\n"
+"}\n"
+"\n"
+"int GetPosY (int y)\n"
+"{\n"
+" return clamp (y, 0, g_height - 1);\n"
+"}\n"
+"\n"
+"void Execute (int2 pos)\n"
+"{\n"
+" if (pos.x < g_width && pos.y < g_height) {\n"
+" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
+" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
+" } else {\n"
+" float2 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
+" float2 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
+" float2 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
+" float2 d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
+" float2 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
+" float2 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
+" float2 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
+" float2 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
+" float2 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
+" float2 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
+" float2 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
+" float2 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
+" float2 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
+" float2 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
+" float2 spatial_pred;\n"
+" spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,\n"
+" h.x, i.x, j.x, k.x, l.x, m.x, n.x);\n"
+" spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,\n"
+" h.y, i.y, j.y, k.y, l.y, m.y, n.y);\n"
+" float2 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float2 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float2 C, D, E;\n"
+" if (g_is_second) {\n"
+" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float2 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float2 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float2 H, I, J;\n"
+" if (g_is_second) {\n"
+" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float2 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float2 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,\n"
+" H.x, I.x, J.x, K.x, L.x, spatial_pred.x);\n"
+" spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,\n"
+" H.y, I.y, J.y, K.y, L.y, spatial_pred.y);\n"
+" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
+" }\n"
+" }\n"
+"}\n"
+"\n"
+"[numthreads(8, 8, 1)]\n"
+"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
+"{\n"
+" Execute (int2(tid.x, tid.y));\n"
+"}\n";
+#endif
--- /dev/null
+/* GStreamer
+ * Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
+ *
+ * Portions of this file extracted from FFmpeg
+ * Copyright (C) 2018 Philip Langdale <philipl@overt.org>
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ */
+
+#ifdef BUILDING_HLSL
+cbuffer YADIFData : register(b0)
+{
+ int g_width;
+ int g_height;
+ uint g_primary_line;
+ uint g_is_second;
+};
+
+Texture2D<float4> prevTex : register(t0);
+Texture2D<float4> curTex : register(t1);
+Texture2D<float4> nextTex : register(t2);
+RWTexture2D<unorm float4> outTex : register(u0);
+
+float max3 (float a, float b, float c)
+{
+ return max (max (a, b), c);
+}
+
+float min3 (float a, float b, float c)
+{
+ return min (min (a, b), c);
+}
+
+float
+SpatialPred (float a, float b, float c, float d, float e, float f, float g,
+ float h, float i, float j, float k, float l, float m, float n)
+{
+ float spatial_pred = (d + k) / 2;
+ float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
+ float score = abs (b - k) + abs (c - l) + abs (d - m);
+ if (score < spatial_score) {
+ spatial_pred = (c + l) / 2;
+ spatial_score = score;
+ score = abs (a - l) + abs (b - m) + abs (c - n);
+ if (score < spatial_score) {
+ spatial_pred = (b + m) / 2;
+ spatial_score = score;
+ }
+ }
+ score = abs (d - i) + abs (e - j) + abs (f - k);
+ if (score < spatial_score) {
+ spatial_pred = (e + j) / 2;
+ spatial_score = score;
+ score = abs (e - h) + abs (f - i) + abs (g - j);
+ if (score < spatial_score) {
+ spatial_pred = (f + i) / 2;
+ spatial_score = score;
+ }
+ }
+ return spatial_pred;
+}
+
+float
+TemporalPred (float A, float B, float C, float D, float E, float F,
+ float G, float H, float I, float J, float K, float L, float spatial_pred)
+{
+ float p0 = (C + H) / 2;
+ float p1 = F;
+ float p2 = (D + I) / 2;
+ float p3 = G;
+ float p4 = (E + J) / 2;
+ float tdiff0 = abs (D - I);
+ float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
+ float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
+ float diff = max3 (tdiff0, tdiff1, tdiff2);
+ float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
+ float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
+ diff = max3 (diff, mini, -maxi);
+ if (spatial_pred > p2 + diff)
+ spatial_pred = p2 + diff;
+ if (spatial_pred < p2 - diff)
+ spatial_pred = p2 - diff;
+ return spatial_pred;
+}
+
+int GetPosX (int x)
+{
+ return clamp (x, 0, g_width - 1);
+}
+
+int GetPosY (int y)
+{
+ return clamp (y, 0, g_height - 1);
+}
+
+void Execute (int2 pos)
+{
+ if (pos.x < g_width && pos.y < g_height) {
+ [branch] if ((uint(pos.y) % 2) == g_primary_line) {
+ outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
+ } else {
+ float4 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
+ float4 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
+ float4 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
+ float4 d = curTex.Load(int3( pos.x, pos.y - 1, 0));
+ float4 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
+ float4 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
+ float4 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
+ float4 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
+ float4 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
+ float4 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
+ float4 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
+ float4 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
+ float4 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
+ float4 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
+ float4 spatial_pred;
+ spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,
+ h.x, i.x, j.x, k.x, l.x, m.x, n.x);
+ spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,
+ h.y, i.y, j.y, k.y, l.y, m.y, n.y);
+ spatial_pred.z = SpatialPred (a.z, b.z, c.z, d.z, e.z, f.z, g.z,
+ h.z, i.z, j.z, k.z, l.z, m.z, n.z);
+ spatial_pred.w = SpatialPred (a.w, b.w, c.w, d.w, e.w, f.w, g.w,
+ h.w, i.w, j.w, k.w, l.w, m.w, n.w);
+ float4 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float4 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float4 C, D, E;
+ if (g_is_second) {
+ C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = curTex.Load(int3(pos.x, pos.y, 0));
+ E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ D = prevTex.Load(int3(pos.x, pos.y, 0));
+ E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float4 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float4 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ float4 H, I, J;
+ if (g_is_second) {
+ H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = nextTex.Load(int3(pos.x, pos.y, 0));
+ J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ } else {
+ H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
+ I = curTex.Load(int3(pos.x, pos.y, 0));
+ J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
+ }
+ float4 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
+ float4 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
+ spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,
+ H.x, I.x, J.x, K.x, L.x, spatial_pred.x);
+ spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,
+ H.y, I.y, J.y, K.y, L.y, spatial_pred.y);
+ spatial_pred.z = TemporalPred(A.z, B.z, C.z, D.z, E.z, F.z, G.z,
+ H.z, I.z, J.z, K.z, L.z, spatial_pred.z);
+ spatial_pred.w = TemporalPred(A.w, B.w, C.w, D.w, E.w, F.w, G.w,
+ H.w, I.w, J.w, K.w, L.w, spatial_pred.w);
+ outTex[uint2(pos.x, pos.y)] = spatial_pred;
+ }
+ }
+}
+
+[numthreads(8, 8, 1)]
+void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
+{
+ Execute (int2(tid.x, tid.y));
+}
+#else
+static const char str_CSMain_yadif_4[] =
+"cbuffer YADIFData : register(b0)\n"
+"{\n"
+" int g_width;\n"
+" int g_height;\n"
+" uint g_primary_line;\n"
+" uint g_is_second;\n"
+"};\n"
+"\n"
+"Texture2D<float4> prevTex : register(t0);\n"
+"Texture2D<float4> curTex : register(t1);\n"
+"Texture2D<float4> nextTex : register(t2);\n"
+"RWTexture2D<unorm float4> outTex : register(u0);\n"
+"\n"
+"float max3 (float a, float b, float c)\n"
+"{\n"
+" return max (max (a, b), c);\n"
+"}\n"
+"\n"
+"float min3 (float a, float b, float c)\n"
+"{\n"
+" return min (min (a, b), c);\n"
+"}\n"
+"\n"
+"float\n"
+"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
+" float h, float i, float j, float k, float l, float m, float n)\n"
+"{\n"
+" float spatial_pred = (d + k) / 2;\n"
+" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
+" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (c + l) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (b + m) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (e + j) / 2;\n"
+" spatial_score = score;\n"
+" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
+" if (score < spatial_score) {\n"
+" spatial_pred = (f + i) / 2;\n"
+" spatial_score = score;\n"
+" }\n"
+" }\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"float\n"
+"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
+" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
+"{\n"
+" float p0 = (C + H) / 2;\n"
+" float p1 = F;\n"
+" float p2 = (D + I) / 2;\n"
+" float p3 = G;\n"
+" float p4 = (E + J) / 2;\n"
+" float tdiff0 = abs (D - I);\n"
+" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
+" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
+" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
+" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
+" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
+" diff = max3 (diff, mini, -maxi);\n"
+" if (spatial_pred > p2 + diff)\n"
+" spatial_pred = p2 + diff;\n"
+" if (spatial_pred < p2 - diff)\n"
+" spatial_pred = p2 - diff;\n"
+" return spatial_pred;\n"
+"}\n"
+"\n"
+"int GetPosX (int x)\n"
+"{\n"
+" return clamp (x, 0, g_width - 1);\n"
+"}\n"
+"\n"
+"int GetPosY (int y)\n"
+"{\n"
+" return clamp (y, 0, g_height - 1);\n"
+"}\n"
+"\n"
+"void Execute (int2 pos)\n"
+"{\n"
+" if (pos.x < g_width && pos.y < g_height) {\n"
+" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
+" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
+" } else {\n"
+" float4 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
+" float4 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
+" float4 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
+" float4 d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
+" float4 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
+" float4 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
+" float4 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
+" float4 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
+" float4 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
+" float4 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
+" float4 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
+" float4 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
+" float4 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
+" float4 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
+" float4 spatial_pred;\n"
+" spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,\n"
+" h.x, i.x, j.x, k.x, l.x, m.x, n.x);\n"
+" spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,\n"
+" h.y, i.y, j.y, k.y, l.y, m.y, n.y);\n"
+" spatial_pred.z = SpatialPred (a.z, b.z, c.z, d.z, e.z, f.z, g.z,\n"
+" h.z, i.z, j.z, k.z, l.z, m.z, n.z);\n"
+" spatial_pred.w = SpatialPred (a.w, b.w, c.w, d.w, e.w, f.w, g.w,\n"
+" h.w, i.w, j.w, k.w, l.w, m.w, n.w);\n"
+" float4 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float4 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float4 C, D, E;\n"
+" if (g_is_second) {\n"
+" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
+" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float4 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float4 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" float4 H, I, J;\n"
+" if (g_is_second) {\n"
+" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" } else {\n"
+" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
+" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
+" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
+" }\n"
+" float4 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
+" float4 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
+" spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,\n"
+" H.x, I.x, J.x, K.x, L.x, spatial_pred.x);\n"
+" spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,\n"
+" H.y, I.y, J.y, K.y, L.y, spatial_pred.y);\n"
+" spatial_pred.z = TemporalPred(A.z, B.z, C.z, D.z, E.z, F.z, G.z,\n"
+" H.z, I.z, J.z, K.z, L.z, spatial_pred.z);\n"
+" spatial_pred.w = TemporalPred(A.w, B.w, C.w, D.w, E.w, F.w, G.w,\n"
+" H.w, I.w, J.w, K.w, L.w, spatial_pred.w);\n"
+" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
+" }\n"
+" }\n"
+"}\n"
+"\n"
+"[numthreads(8, 8, 1)]\n"
+"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
+"{\n"
+" Execute (int2(tid.x, tid.y));\n"
+"}\n";
+#endif
#include "VSMain_coord.hlsl"
#include "VSMain_pos.hlsl"
#include "CSMain_mipgen.hlsl"
+#include "CSMain_yadif_1.hlsl"
+#include "CSMain_yadif_1_10.hlsl"
+#include "CSMain_yadif_1_12.hlsl"
+#include "CSMain_yadif_2.hlsl"
+#include "CSMain_yadif_4.hlsl"
['VSMain_coord', 'vs'],
['VSMain_pos', 'vs'],
['CSMain_mipgen', 'cs'],
+ ['CSMain_yadif_1_10', 'cs'],
+ ['CSMain_yadif_1_12', 'cs'],
+ ['CSMain_yadif_1', 'cs'],
+ ['CSMain_yadif_2', 'cs'],
+ ['CSMain_yadif_4', 'cs'],
]
shader_model = '5_0'