// Copyright Epic Games, Inc. All Rights Reserved. #include "MediaShaders.h" #include "ShaderParameterUtils.h" #include "RHIStaticStates.h" TGlobalResource GMediaVertexDeclaration; /* MediaShaders namespace *****************************************************************************/ namespace MediaShaders { /** * YUV to RGB matrices for Rec601, Rec709, and Rec2020. Each are provided with a Scaled and Unscaled version. * * The scaling is according to SMPTE EG36, resulting in (255/219.0, 255/224.0, 255/224.0) being multiplied by the Unscaled matrix. */ const FMatrix YuvToRgbRec601Unscaled = FMatrix( FPlane(1.000000f, 0.00000000000f, 1.4020000000f, 0.000000f), FPlane(1.000000f, -0.34414362862f, -0.7141362862f, 0.000000f), FPlane(1.000000f, 1.77200000000f, 0.0000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FMatrix YuvToRgbRec601Scaled = FMatrix( FPlane(1.16438356164f, 0.000000000000f, 1.596026785714f, 0.000000f), FPlane(1.16438356164f, -0.391762290095f, -0.812967647238f, 0.000000f), FPlane(1.16438356164f, 2.017232142857f, 0.000000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FMatrix YuvToRgbRec709Unscaled = FMatrix( FPlane(1.000000f, 0.000000000000f, 1.574721988260f, 0.000000f), FPlane(1.000000f, -0.187314089535f, -0.468207470556f, 0.000000f), FPlane(1.000000f, 1.855615369279f, 0.000000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FMatrix YuvToRgbRec709Scaled = FMatrix( FPlane(1.16438356164f, 0.000000000000f, 1.792652263418f, 0.000000f), FPlane(1.16438356164f, -0.213237021569f, -0.533004040142f, 0.000000f), FPlane(1.16438356164f, 2.112419281991f, 0.000000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FMatrix YuvToRgbRec2020Unscaled = FMatrix( FPlane(1.000000f, 0.000000000000f, 1.474599575977f, 0.000000f), FPlane(1.000000f, -0.164558057720f, -0.571355048803f, 0.000000f), FPlane(1.000000f, 1.881396567060f, 0.000000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FMatrix YuvToRgbRec2020Scaled = FMatrix( FPlane(1.16438356164f, 0.000000000000f, 1.678673624439f, 0.000000f), FPlane(1.16438356164f, -0.187331717494f, -0.650426506450f, 0.000000f), FPlane(1.16438356164f, 2.141768413395f, 0.000000000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); // YuvToSrgbPs4 is legacy. It is apparently a YuvToRgbRec709Scaled that was rounded to four digits after radix. const FMatrix YuvToSrgbPs4 = FMatrix( FPlane(1.164400f, 0.000000f, 1.792700f, 0.000000f), FPlane(1.164400f, -0.213300f, -0.532900f, 0.000000f), FPlane(1.164400f, 2.112400f, 0.000000f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); // Inverse of YuvToRgbRec709Scaled const FMatrix RgbToYuvRec709Scaled = FMatrix( FPlane( 0.18261938151317932966f, 0.61420368882407283539f, 0.062000459074512487279f, 0.000000f), FPlane(-0.10066136381366230790f, -0.33855432246084737891f, 0.439215686274509797830f, 0.000000f), FPlane( 0.43921568627450979783f, -0.39894445418228852152f, -0.040271232092221290189f, 0.000000f), FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f) ); const FVector YUVOffset8bits = FVector(0.06274509803921568627f, 0.5019607843137254902f, 0.5019607843137254902f); const FVector YUVOffset10bits = FVector(0.06256109481915933529f, 0.50048875855327468231f, 0.50048875855327468231f); /** Setup YUV Offset in matrix */ FMatrix CombineColorTransformAndOffset(const FMatrix& InMatrix, const FVector& InYUVOffset) { FMatrix Result = InMatrix; // Offset in last column: // 1) to allow for 4x4 matrix multiplication optimization when going from RGB to YUV (hence the 1.0 in the [3][3] matrix location) // 2) stored in empty space when going from YUV to RGB Result.M[0][3] = InYUVOffset.X; Result.M[1][3] = InYUVOffset.Y; Result.M[2][3] = InYUVOffset.Z; Result.M[3][3] = 1.0f; return Result; } } /* FMediaShadersVS shader *****************************************************************************/ IMPLEMENT_SHADER_TYPE(, FMediaShadersVS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("MainVertexShader"), SF_Vertex); /* FAYUVConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FAYUVConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, Sampler) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FAYUVConvertUB, "AYUVConvertUB"); IMPLEMENT_SHADER_TYPE(, FAYUVConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("AYUVConvertPS"), SF_Pixel); void FAYUVConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr AYUVTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FAYUVConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.Sampler = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = AYUVTexture; } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FRGBConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FBMPConvertUB, ) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, Sampler) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FBMPConvertUB, "BMPConvertUB"); IMPLEMENT_SHADER_TYPE(, FBMPConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("BMPConvertPS"), SF_Pixel); void FBMPConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr BMPTexture, const FIntPoint& OutputDimensions, bool SrgbToLinear) { FBMPConvertUB UB; { UB.SrgbToLinear = SrgbToLinear; UB.UVScale = FVector2f((float)OutputDimensions.X / (float)BMPTexture->GetSizeX(), (float)OutputDimensions.Y / (float)BMPTexture->GetSizeY()); UB.Texture = BMPTexture; UB.Sampler = TStaticSamplerState::GetRHI(); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FNV12ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, OutputWidth) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_SRV(Texture2D, SRV_Y) SHADER_PARAMETER_SRV(Texture2D, SRV_UV) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertUB, "NV12ConvertUB"); IMPLEMENT_SHADER_TYPE(, FNV12ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV12ConvertPS"), SF_Pixel); void FNV12ConvertPS::SetParameters(FRHICommandList& CommandList, const FIntPoint & TexDim, FShaderResourceViewRHIRef SRV_Y, FShaderResourceViewRHIRef SRV_UV, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FNV12ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.OutputWidth = OutputDimensions.X; UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.SRV_Y = SRV_Y; UB.SRV_UV = SRV_UV; UB.UVScale = FVector2f((float)OutputDimensions.X / (float)TexDim.X, (float)OutputDimensions.Y / (float)TexDim.Y); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FNV12ConvertAsBytesPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertAsBytesUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, OutputWidth) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertAsBytesUB, "NV12ConvertAsBytesUB"); IMPLEMENT_SHADER_TYPE(, FNV12ConvertAsBytesPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV12ConvertAsBytesPS"), SF_Pixel); void FNV12ConvertAsBytesPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr NV12Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FNV12ConvertAsBytesUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.OutputWidth = OutputDimensions.X; UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = NV12Texture; UB.UVScale = FVector2f((float)OutputDimensions.X / (float)NV12Texture->GetSizeX(), (float)OutputDimensions.Y / (float)NV12Texture->GetSizeY()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FNV21ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV21ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, OutputWidth) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV21ConvertUB, "NV21ConvertUB"); IMPLEMENT_SHADER_TYPE(, FNV21ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV21ConvertPS"), SF_Pixel); void FNV21ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr NV21Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FNV21ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.OutputWidth = OutputDimensions.Y; UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = NV21Texture; UB.UVScale = FVector2f((float)OutputDimensions.X / (float)NV21Texture->GetSizeX(), (float)OutputDimensions.Y / (float)NV21Texture->GetSizeY()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FRGBConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FRGBConvertUB, ) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, Sampler) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FRGBConvertUB, "RGBConvertUB"); IMPLEMENT_SHADER_TYPE(, FRGBConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("RGBConvertPS"), SF_Pixel); void FRGBConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr RGBTexture, const FIntPoint& OutputDimensions, bool bSrgbToLinear) { FRGBConvertUB UB; { UB.Sampler = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = bSrgbToLinear; UB.Texture = RGBTexture; UB.UVScale = FVector2f((float)OutputDimensions.X / (float)RGBTexture->GetSizeX(), (float)OutputDimensions.Y / (float)RGBTexture->GetSizeY()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYCbCrConvertUB shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYCbCrConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER_TEXTURE(Texture2D, LumaTexture) SHADER_PARAMETER_TEXTURE(Texture2D, CbCrTexture) SHADER_PARAMETER_SAMPLER(SamplerState, LumaSampler) SHADER_PARAMETER_SAMPLER(SamplerState, CbCrSampler) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYCbCrConvertUB, "YCbCrConvertUB"); IMPLEMENT_SHADER_TYPE(, FYCbCrConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YCbCrConvertPS"), SF_Pixel); IMPLEMENT_SHADER_TYPE(, FYCbCrConvertPS_4x4Matrix, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YCbCrConvertPS_4x4Matrix"), SF_Pixel); void FYCbCrConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr LumaTexture, TRefCountPtr CbCrTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYCbCrConvertUB UB; { // Chroma is not usually 1:1 with the output textxure UB.CbCrSampler = TStaticSamplerState::GetRHI(); UB.CbCrTexture = CbCrTexture; UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); // Luma should be 1:1 with the output texture and needs to be point sampled UB.LumaSampler = TStaticSamplerState::GetRHI(); UB.LumaTexture = LumaTexture; UB.SrgbToLinear = SrgbToLinear; } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FUYVYConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FUYVYConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(uint32, Width) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FUYVYConvertUB, "UYVYConvertUB"); IMPLEMENT_SHADER_TYPE(, FUYVYConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("UYVYConvertPS"), SF_Pixel); void FUYVYConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr UYVYTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FUYVYConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = UYVYTexture; UB.Width = UYVYTexture->GetSizeX(); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYUVConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_TEXTURE(Texture2D, YTexture) SHADER_PARAMETER_TEXTURE(Texture2D, UTexture) SHADER_PARAMETER_TEXTURE(Texture2D, VTexture) SHADER_PARAMETER_SAMPLER(SamplerState, YSampler) SHADER_PARAMETER_SAMPLER(SamplerState, USampler) SHADER_PARAMETER_SAMPLER(SamplerState, VSampler) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVConvertUB, "YUVConvertUB"); IMPLEMENT_SHADER_TYPE(, FYUVConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUVConvertPS"), SF_Pixel); void FYUVConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr YTexture, TRefCountPtr UTexture, TRefCountPtr VTexture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYUVConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SrgbToLinear = SrgbToLinear; UB.YTexture = YTexture; UB.UTexture = UTexture; UB.VTexture = VTexture; UB.YSampler = TStaticSamplerState::GetRHI(); UB.USampler = TStaticSamplerState::GetRHI(); UB.VSampler = TStaticSamplerState::GetRHI(); UB.UVScale = FVector2f((float) OutputDimensions.X / (float) YTexture->GetSizeX(), (float) OutputDimensions.Y / (float) YTexture->GetSizeY()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYUVv210ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVv210ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(uint32, OutputDimX) SHADER_PARAMETER(uint32, OutputDimY) SHADER_PARAMETER_TEXTURE(Texture2D, YUVTexture) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVv210ConvertUB, "YUVv210ConvertUB"); IMPLEMENT_SHADER_TYPE(, FYUVv210ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUVv210ConvertPS"), SF_Pixel); void FYUVv210ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr YUVTexture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYUVv210ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SrgbToLinear = SrgbToLinear; UB.OutputDimX = OutputDimensions.X; UB.OutputDimY = OutputDimensions.Y; UB.YUVTexture = YUVTexture; } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYUVY416ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVY416ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER_SRV(Texture2D, SRV_Y) SHADER_PARAMETER_SAMPLER(SamplerState, BilinearClampedSamplerUV) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVY416ConvertUB, "YUVY416ConvertUB"); IMPLEMENT_SHADER_TYPE(, FYUVY416ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUVY416ConvertPS"), SF_Pixel); void FYUVY416ConvertPS::SetParameters(FRHICommandList& CommandList, FShaderResourceViewRHIRef SRV_Y, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYUVY416ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SrgbToLinear = SrgbToLinear; UB.SRV_Y = SRV_Y; UB.BilinearClampedSamplerUV = TStaticSamplerState::GetRHI(); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYUY2ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUY2ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, OutputWidth) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(FVector2f, UVScale) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUY2ConvertUB, "YUY2ConvertUB"); IMPLEMENT_SHADER_TYPE(, FYUY2ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUY2ConvertPS"), SF_Pixel); void FYUY2ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr YUY2Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYUY2ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.OutputWidth = OutputDimensions.X; UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = YUY2Texture; UB.UVScale = FVector2f((float)OutputDimensions.X / (2.0f * YUY2Texture->GetSizeX()), (float)OutputDimensions.Y / (float)YUY2Texture->GetSizeY()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FYVYUConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYVYUConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, SrgbToLinear) SHADER_PARAMETER(uint32, Width) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYVYUConvertUB, "YVYUConvertUB"); IMPLEMENT_SHADER_TYPE(, FYVYUConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YVYUConvertPS"), SF_Pixel); void FYVYUConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr YVYUTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear) { FYVYUConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SamplerB = TStaticSamplerState::GetRHI(); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.SrgbToLinear = SrgbToLinear; UB.Texture = YVYUTexture; UB.Width = YVYUTexture->GetSizeX(); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FRGB8toUYVY8ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB8toUYVY8ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, LinearToSrgb) SHADER_PARAMETER(float, OnePixelDeltaX) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB8toUYVY8ConvertUB, "RGB8toUYVY8ConvertUB"); IMPLEMENT_SHADER_TYPE(, FRGB8toUYVY8ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("RGB8toUYVY8ConvertPS"), SF_Pixel); void FRGB8toUYVY8ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool LinearToSrgb) { FRGB8toUYVY8ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.LinearToSrgb = LinearToSrgb; UB.Texture = RGBATexture; UB.OnePixelDeltaX = 1.0f / float(RGBATexture->GetSizeX()); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FRGB10toYUVv210ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB10toYUVv210ConvertUB, ) SHADER_PARAMETER(FMatrix44f, ColorTransform) SHADER_PARAMETER(uint32, LinearToSrgb) SHADER_PARAMETER(float, OnePixelDeltaX) SHADER_PARAMETER(float, PaddingScale) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB10toYUVv210ConvertUB, "RGB10toYUVv210ConvertUB"); IMPLEMENT_SHADER_TYPE(, FRGB10toYUVv210ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("RGB10toYUVv210ConvertPS"), SF_Pixel); void FRGB10toYUVv210ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool LinearToSrgb) { FRGB10toYUVv210ConvertUB UB; { UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset); UB.SamplerP = TStaticSamplerState::GetRHI(); UB.LinearToSrgb = LinearToSrgb; UB.Texture = RGBATexture; //Output texture will be based on a size dividable by 48 (i.e 1280 -> 1296) and divided by 6 (i.e 1296 / 6 = 216) //To map output texture UVs, we get a scale from the source texture original size to the mapped output size //And use the source texture size to get the pixel delta const float PaddedResolution = uint32((RGBATexture->GetSizeX() + 47) / 48) * 48; UB.OnePixelDeltaX = 1.0f / (float)RGBATexture->GetSizeX(); UB.PaddingScale = PaddedResolution / (float)RGBATexture->GetSizeX(); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FRGB8toY8ConvertPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB8toY8ConvertUB, ) SHADER_PARAMETER(FVector4f, ColorTransform) SHADER_PARAMETER(uint32, LinearToSrgb) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FRGB8toY8ConvertUB, "RGB8toY8ConvertUB"); IMPLEMENT_SHADER_TYPE(, FRGB8toY8ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("RGB8toY8ConvertPS"), SF_Pixel); void FRGB8toY8ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr RGBATexture, const FVector4f& ColorTransform, bool LinearToSrgb) { FRGB8toY8ConvertUB UB; { UB.ColorTransform = ColorTransform; UB.SamplerP = TStaticSamplerState::GetRHI(); UB.LinearToSrgb = LinearToSrgb; UB.Texture = RGBATexture; } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FReadTextureExternalPS shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FReadTextureExternalUB, ) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) SHADER_PARAMETER(FLinearColor, ScaleRotation) SHADER_PARAMETER(FVector2f, Offset) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FReadTextureExternalUB, "ReadTextureExternalUB"); IMPLEMENT_SHADER_TYPE(, FReadTextureExternalPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("ReadTextureExternalPS"), SF_Pixel); void FReadTextureExternalPS::SetParameters(FRHICommandList& CommandList, FTextureRHIRef TextureExt, FSamplerStateRHIRef SamplerState, const FLinearColor & ScaleRotation, const FLinearColor & Offset) { FReadTextureExternalUB UB; { UB.SamplerP = SamplerState; UB.Texture = TextureExt; UB.ScaleRotation = ScaleRotation; UB.Offset = FVector2f(Offset.R, Offset.G); } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); } /* FModifyAlphaSwizzleRgbaUB shader *****************************************************************************/ BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FModifyAlphaSwizzleRgbaUB, ) SHADER_PARAMETER_TEXTURE(Texture2D, Texture) SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP) END_GLOBAL_SHADER_PARAMETER_STRUCT() IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FModifyAlphaSwizzleRgbaUB, "SwizzleRgbUB"); IMPLEMENT_SHADER_TYPE(, FModifyAlphaSwizzleRgbaPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("SwizzleRgbPS"), SF_Pixel); void FModifyAlphaSwizzleRgbaPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr TextureExt) { FModifyAlphaSwizzleRgbaUB UniformBuffer; { UniformBuffer.SamplerP = TStaticSamplerState::GetRHI(); UniformBuffer.Texture = TextureExt; } TUniformBufferRef Data = TUniformBufferRef::CreateUniformBufferImmediate(UniformBuffer, UniformBuffer_SingleFrame); SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter(), Data); }