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https://github.com/moonlight-stream/moonlight-qt.git
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Use optimized pixel shaders for the normal SDR and HDR colorspaces
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@@ -1,4 +1,6 @@
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fxc /T vs_4_0_level_9_3 /Fo d3d11_vertex.fxc d3d11_vertex.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_overlay_pixel.fxc d3d11_overlay_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_video_pixel.fxc d3d11_video_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_video_pixel.fxc d3d11_video_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_bt601lim_pixel.fxc d3d11_bt601lim_pixel.hlsl
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fxc /T ps_4_0_level_9_3 /Fo d3d11_bt2020lim_pixel.fxc d3d11_bt2020lim_pixel.hlsl
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@@ -0,0 +1,35 @@
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Texture2D<min16float> luminancePlane : register(t0);
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Texture2D<min16float2> chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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static const min16float3x3 cscMatrix =
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{
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1.1644, 1.1644, 1.1644,
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0.0, -0.1874, 2.1418,
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1.6781, -0.6505, 0.0,
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};
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static const min16float3 offsets =
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{
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16.0 / 255.0, 128.0 / 255.0, 128.0 / 255.0
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};
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struct ShaderInput
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{
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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chrominancePlane.Sample(theSampler, input.tex));
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(yuv, 1.0);
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}
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Binary file not shown.
@@ -0,0 +1,35 @@
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Texture2D<min16float> luminancePlane : register(t0);
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Texture2D<min16float2> chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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static const min16float3x3 cscMatrix =
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{
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1.1644, 1.1644, 1.1644,
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0.0, -0.3917, 2.0172,
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1.5960, -0.8129, 0.0,
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};
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static const min16float3 offsets =
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{
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16.0 / 255.0, 128.0 / 255.0, 128.0 / 255.0
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};
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struct ShaderInput
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{
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min16float4 pos : SV_POSITION;
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min16float2 tex : TEXCOORD0;
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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chrominancePlane.Sample(theSampler, input.tex));
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(yuv, 1.0);
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}
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@@ -25,5 +25,5 @@ min16float4 main(ShaderInput input) : SV_TARGET
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(saturate(yuv), 1.0);
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return min16float4(yuv, 1.0);
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}
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