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- Adding structured buffer output support to media capture #jira UE-150229, UE-150230 #rb geoffrey.douglas, eric.renaudhoude, ruslan.idrisov - Adding Rivermax output support wiht custom conversions to support YCbCr10 RGB8 RGB10 RGB16f - Fixing chunk configuration for output stream - Fixing crash when dragging a rivermax player in the scene #jira UE-146135, UE-150475 #preflight 627562a78a31599132bf87f2 [CL 20081599 by Simon Therriault in ue5-main branch]
656 lines
30 KiB
C++
656 lines
30 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MediaShaders.h"
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#include "RenderGraphBuilder.h"
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#include "RHIStaticStates.h"
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#include "ShaderParameterUtils.h"
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TGlobalResource<FMediaVertexDeclaration> GMediaVertexDeclaration;
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/* MediaShaders namespace
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*****************************************************************************/
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namespace MediaShaders
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{
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/**
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* YUV to RGB matrices for Rec601, Rec709, and Rec2020. Each are provided with a Scaled and Unscaled version.
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*
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* The scaling is according to SMPTE EG36, resulting in (255/219.0, 255/224.0, 255/224.0) being multiplied by the Unscaled matrix.
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*/
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const FMatrix YuvToRgbRec601Unscaled = FMatrix(
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FPlane(1.000000f, 0.00000000000f, 1.4020000000f, 0.000000f),
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FPlane(1.000000f, -0.34414362862f, -0.7141362862f, 0.000000f),
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FPlane(1.000000f, 1.77200000000f, 0.0000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FMatrix YuvToRgbRec601Scaled = FMatrix(
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FPlane(1.16438356164f, 0.000000000000f, 1.596026785714f, 0.000000f),
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FPlane(1.16438356164f, -0.391762290095f, -0.812967647238f, 0.000000f),
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FPlane(1.16438356164f, 2.017232142857f, 0.000000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FMatrix YuvToRgbRec709Unscaled = FMatrix(
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FPlane(1.000000f, 0.000000000000f, 1.574721988260f, 0.000000f),
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FPlane(1.000000f, -0.187314089535f, -0.468207470556f, 0.000000f),
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FPlane(1.000000f, 1.855615369279f, 0.000000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FMatrix YuvToRgbRec709Scaled = FMatrix(
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FPlane(1.16438356164f, 0.000000000000f, 1.792652263418f, 0.000000f),
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FPlane(1.16438356164f, -0.213237021569f, -0.533004040142f, 0.000000f),
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FPlane(1.16438356164f, 2.112419281991f, 0.000000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FMatrix YuvToRgbRec2020Unscaled = FMatrix(
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FPlane(1.000000f, 0.000000000000f, 1.474599575977f, 0.000000f),
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FPlane(1.000000f, -0.164558057720f, -0.571355048803f, 0.000000f),
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FPlane(1.000000f, 1.881396567060f, 0.000000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FMatrix YuvToRgbRec2020Scaled = FMatrix(
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FPlane(1.16438356164f, 0.000000000000f, 1.678673624439f, 0.000000f),
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FPlane(1.16438356164f, -0.187331717494f, -0.650426506450f, 0.000000f),
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FPlane(1.16438356164f, 2.141768413395f, 0.000000000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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// YuvToSrgbPs4 is legacy. It is apparently a YuvToRgbRec709Scaled that was rounded to four digits after radix.
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const FMatrix YuvToSrgbPs4 = FMatrix(
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FPlane(1.164400f, 0.000000f, 1.792700f, 0.000000f),
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FPlane(1.164400f, -0.213300f, -0.532900f, 0.000000f),
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FPlane(1.164400f, 2.112400f, 0.000000f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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// Inverse of YuvToRgbRec709Scaled
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const FMatrix RgbToYuvRec709Scaled = FMatrix(
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FPlane( 0.18261938151317932966f, 0.61420368882407283539f, 0.062000459074512487279f, 0.000000f),
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FPlane(-0.10066136381366230790f, -0.33855432246084737891f, 0.439215686274509797830f, 0.000000f),
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FPlane( 0.43921568627450979783f, -0.39894445418228852152f, -0.040271232092221290189f, 0.000000f),
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FPlane(0.000000f, 0.000000f, 0.000000f, 0.000000f)
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);
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const FVector YUVOffset8bits = FVector(0.06274509803921568627f, 0.5019607843137254902f, 0.5019607843137254902f);
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const FVector YUVOffset10bits = FVector(0.06256109481915933529f, 0.50048875855327468231f, 0.50048875855327468231f);
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/** Setup YUV Offset in matrix */
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FMatrix CombineColorTransformAndOffset(const FMatrix& InMatrix, const FVector& InYUVOffset)
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{
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FMatrix Result = InMatrix;
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// Offset in last column:
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// 1) to allow for 4x4 matrix multiplication optimization when going from RGB to YUV (hence the 1.0 in the [3][3] matrix location)
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// 2) stored in empty space when going from YUV to RGB
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Result.M[0][3] = InYUVOffset.X;
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Result.M[1][3] = InYUVOffset.Y;
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Result.M[2][3] = InYUVOffset.Z;
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Result.M[3][3] = 1.0f;
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return Result;
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}
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}
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/* FMediaShadersVS shader
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*****************************************************************************/
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IMPLEMENT_SHADER_TYPE(, FMediaShadersVS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("MainVertexShader"), SF_Vertex);
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/* FAYUVConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FAYUVConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, Sampler)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FAYUVConvertUB, "AYUVConvertUB");
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IMPLEMENT_SHADER_TYPE(, FAYUVConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("AYUVConvertPS"), SF_Pixel);
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void FAYUVConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> AYUVTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
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{
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FAYUVConvertUB UB;
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{
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UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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UB.Sampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.SrgbToLinear = SrgbToLinear;
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UB.Texture = AYUVTexture;
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}
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TUniformBufferRef<FAYUVConvertUB> Data = TUniformBufferRef<FAYUVConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FAYUVConvertUB>(), Data);
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}
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/* FRGBConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FBMPConvertUB, )
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(FVector2f, UVScale)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, Sampler)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FBMPConvertUB, "BMPConvertUB");
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IMPLEMENT_SHADER_TYPE(, FBMPConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("BMPConvertPS"), SF_Pixel);
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void FBMPConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> BMPTexture, const FIntPoint& OutputDimensions, bool SrgbToLinear)
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{
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FBMPConvertUB UB;
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{
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UB.SrgbToLinear = SrgbToLinear;
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UB.UVScale = FVector2f((float)OutputDimensions.X / (float)BMPTexture->GetSizeX(), (float)OutputDimensions.Y / (float)BMPTexture->GetSizeY());
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UB.Texture = BMPTexture;
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UB.Sampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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}
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TUniformBufferRef<FBMPConvertUB> Data = TUniformBufferRef<FBMPConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FBMPConvertUB>(), Data);
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}
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/* FNV12ConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, OutputWidth)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(FVector2f, UVScale)
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SHADER_PARAMETER_SRV(Texture2D, SRV_Y)
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SHADER_PARAMETER_SRV(Texture2D, SRV_UV)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertUB, "NV12ConvertUB");
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IMPLEMENT_SHADER_TYPE(, FNV12ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV12ConvertPS"), SF_Pixel);
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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)
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{
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FNV12ConvertUB UB;
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{
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UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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UB.OutputWidth = OutputDimensions.X;
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UB.SamplerB = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
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UB.SrgbToLinear = SrgbToLinear;
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UB.SRV_Y = SRV_Y;
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UB.SRV_UV = SRV_UV;
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UB.UVScale = FVector2f((float)OutputDimensions.X / (float)TexDim.X, (float)OutputDimensions.Y / (float)TexDim.Y);
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}
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TUniformBufferRef<FNV12ConvertUB> Data = TUniformBufferRef<FNV12ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FNV12ConvertUB>(), Data);
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}
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/* FNV12ConvertAsBytesPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertAsBytesUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, OutputWidth)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(FVector2f, UVScale)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV12ConvertAsBytesUB, "NV12ConvertAsBytesUB");
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IMPLEMENT_SHADER_TYPE(, FNV12ConvertAsBytesPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV12ConvertAsBytesPS"), SF_Pixel);
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void FNV12ConvertAsBytesPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> NV12Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
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{
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FNV12ConvertAsBytesUB UB;
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{
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UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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UB.OutputWidth = OutputDimensions.X;
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UB.SamplerB = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
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UB.SrgbToLinear = SrgbToLinear;
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UB.Texture = NV12Texture;
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UB.UVScale = FVector2f((float)OutputDimensions.X / (float)NV12Texture->GetSizeX(), (float)OutputDimensions.Y / (float)NV12Texture->GetSizeY());
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}
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TUniformBufferRef<FNV12ConvertAsBytesUB> Data = TUniformBufferRef<FNV12ConvertAsBytesUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FNV12ConvertAsBytesUB>(), Data);
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}
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/* FNV21ConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FNV21ConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, OutputWidth)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(FVector2f, UVScale)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FNV21ConvertUB, "NV21ConvertUB");
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IMPLEMENT_SHADER_TYPE(, FNV21ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("NV21ConvertPS"), SF_Pixel);
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void FNV21ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> NV21Texture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
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{
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FNV21ConvertUB UB;
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{
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UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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UB.OutputWidth = OutputDimensions.Y;
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UB.SamplerB = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
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UB.SrgbToLinear = SrgbToLinear;
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UB.Texture = NV21Texture;
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UB.UVScale = FVector2f((float)OutputDimensions.X / (float)NV21Texture->GetSizeX(), (float)OutputDimensions.Y / (float)NV21Texture->GetSizeY());
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}
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TUniformBufferRef<FNV21ConvertUB> Data = TUniformBufferRef<FNV21ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FNV21ConvertUB>(), Data);
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}
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/* FRGBConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FRGBConvertUB, )
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SHADER_PARAMETER(FVector2f, UVScale)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, Sampler)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FRGBConvertUB, "RGBConvertUB");
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IMPLEMENT_SHADER_TYPE(, FRGBConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("RGBConvertPS"), SF_Pixel);
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void FRGBConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> RGBTexture, const FIntPoint& OutputDimensions, bool bSrgbToLinear)
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{
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FRGBConvertUB UB;
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{
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UB.Sampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.SrgbToLinear = bSrgbToLinear;
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UB.Texture = RGBTexture;
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UB.UVScale = FVector2f((float)OutputDimensions.X / (float)RGBTexture->GetSizeX(), (float)OutputDimensions.Y / (float)RGBTexture->GetSizeY());
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}
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TUniformBufferRef<FRGBConvertUB> Data = TUniformBufferRef<FRGBConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FRGBConvertUB>(), Data);
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}
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/* FYCbCrConvertUB shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYCbCrConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER_TEXTURE(Texture2D, LumaTexture)
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SHADER_PARAMETER_TEXTURE(Texture2D, CbCrTexture)
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SHADER_PARAMETER_SAMPLER(SamplerState, LumaSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, CbCrSampler)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYCbCrConvertUB, "YCbCrConvertUB");
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IMPLEMENT_SHADER_TYPE(, FYCbCrConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YCbCrConvertPS"), SF_Pixel);
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IMPLEMENT_SHADER_TYPE(, FYCbCrConvertPS_4x4Matrix, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YCbCrConvertPS_4x4Matrix"), SF_Pixel);
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void FYCbCrConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> LumaTexture, TRefCountPtr<FRHITexture2D> CbCrTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
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{
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FYCbCrConvertUB UB;
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{
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// Chroma is not usually 1:1 with the output textxure
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UB.CbCrSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.CbCrTexture = CbCrTexture;
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UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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// Luma should be 1:1 with the output texture and needs to be point sampled
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UB.LumaSampler = TStaticSamplerState<SF_Point>::GetRHI();
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UB.LumaTexture = LumaTexture;
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UB.SrgbToLinear = SrgbToLinear;
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}
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TUniformBufferRef<FYCbCrConvertUB> Data = TUniformBufferRef<FYCbCrConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYCbCrConvertUB>(), Data);
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}
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/* FUYVYConvertPS shader
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*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FUYVYConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(uint32, Width)
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SHADER_PARAMETER_TEXTURE(Texture2D, Texture)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerB)
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SHADER_PARAMETER_SAMPLER(SamplerState, SamplerP)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FUYVYConvertUB, "UYVYConvertUB");
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IMPLEMENT_SHADER_TYPE(, FUYVYConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("UYVYConvertPS"), SF_Pixel);
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void FUYVYConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> UYVYTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
|
|
{
|
|
FUYVYConvertUB UB;
|
|
{
|
|
UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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|
UB.SamplerB = TStaticSamplerState<SF_Bilinear>::GetRHI();
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|
UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
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|
UB.SrgbToLinear = SrgbToLinear;
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|
UB.Texture = UYVYTexture;
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UB.Width = UYVYTexture->GetSizeX();
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|
}
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TUniformBufferRef<FUYVYConvertUB> Data = TUniformBufferRef<FUYVYConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FUYVYConvertUB>(), Data);
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}
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/* FYUVConvertPS shader
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|
*****************************************************************************/
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|
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVConvertUB, )
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SHADER_PARAMETER(FMatrix44f, ColorTransform)
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SHADER_PARAMETER(uint32, SrgbToLinear)
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SHADER_PARAMETER(FVector2f, UVScale)
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|
SHADER_PARAMETER_TEXTURE(Texture2D, YTexture)
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SHADER_PARAMETER_TEXTURE(Texture2D, UTexture)
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SHADER_PARAMETER_TEXTURE(Texture2D, VTexture)
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|
SHADER_PARAMETER_SAMPLER(SamplerState, YSampler)
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SHADER_PARAMETER_SAMPLER(SamplerState, USampler)
|
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SHADER_PARAMETER_SAMPLER(SamplerState, VSampler)
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END_GLOBAL_SHADER_PARAMETER_STRUCT()
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVConvertUB, "YUVConvertUB");
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IMPLEMENT_SHADER_TYPE(, FYUVConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUVConvertPS"), SF_Pixel);
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void FYUVConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> YTexture, TRefCountPtr<FRHITexture2D> UTexture, TRefCountPtr<FRHITexture2D> VTexture, const FIntPoint& OutputDimensions, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
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{
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|
FYUVConvertUB UB;
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|
{
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|
UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
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UB.SrgbToLinear = SrgbToLinear;
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UB.YTexture = YTexture;
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|
UB.UTexture = UTexture;
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UB.VTexture = VTexture;
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UB.YSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.USampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.VSampler = TStaticSamplerState<SF_Bilinear>::GetRHI();
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UB.UVScale = FVector2f((float) OutputDimensions.X / (float) YTexture->GetSizeX(), (float) OutputDimensions.Y / (float) YTexture->GetSizeY());
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}
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TUniformBufferRef<FYUVConvertUB> Data = TUniformBufferRef<FYUVConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
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SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYUVConvertUB>(), Data);
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}
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/* FYUVv210ConvertPS shader
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|
*****************************************************************************/
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BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVv210ConvertUB, )
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|
SHADER_PARAMETER(FMatrix44f, ColorTransform)
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|
SHADER_PARAMETER(uint32, SrgbToLinear)
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|
SHADER_PARAMETER(uint32, OutputDimX)
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|
SHADER_PARAMETER(uint32, OutputDimY)
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|
SHADER_PARAMETER_TEXTURE(Texture2D<uint4>, YUVTexture)
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|
END_GLOBAL_SHADER_PARAMETER_STRUCT()
|
|
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IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT(FYUVv210ConvertUB, "YUVv210ConvertUB");
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IMPLEMENT_SHADER_TYPE(, FYUVv210ConvertPS, TEXT("/Engine/Private/MediaShaders.usf"), TEXT("YUVv210ConvertPS"), SF_Pixel);
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void FYUVv210ConvertPS::SetParameters(FRHICommandList& CommandList, TRefCountPtr<FRHITexture2D> 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<FYUVv210ConvertUB> Data = TUniformBufferRef<FYUVv210ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYUVv210ConvertUB>(), 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<SF_Bilinear, AM_Clamp, AM_Clamp, AM_Clamp>::GetRHI();
|
|
}
|
|
|
|
TUniformBufferRef<FYUVY416ConvertUB> Data = TUniformBufferRef<FYUVY416ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYUVY416ConvertUB>(), 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<FRHITexture2D> 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<SF_Bilinear>::GetRHI();
|
|
UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
|
|
UB.SrgbToLinear = SrgbToLinear;
|
|
UB.Texture = YUY2Texture;
|
|
UB.UVScale = FVector2f((float)OutputDimensions.X / (2.0f * YUY2Texture->GetSizeX()), (float)OutputDimensions.Y / (float)YUY2Texture->GetSizeY());
|
|
}
|
|
|
|
TUniformBufferRef<FYUY2ConvertUB> Data = TUniformBufferRef<FYUY2ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYUY2ConvertUB>(), 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<FRHITexture2D> YVYUTexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool SrgbToLinear)
|
|
{
|
|
FYVYUConvertUB UB;
|
|
{
|
|
UB.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
|
|
UB.SamplerB = TStaticSamplerState<SF_Bilinear>::GetRHI();
|
|
UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
|
|
UB.SrgbToLinear = SrgbToLinear;
|
|
UB.Texture = YVYUTexture;
|
|
UB.Width = YVYUTexture->GetSizeX();
|
|
}
|
|
|
|
TUniformBufferRef<FYVYUConvertUB> Data = TUniformBufferRef<FYVYUConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FYVYUConvertUB>(), 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<FRHITexture2D> RGBATexture, const FVector4f& ColorTransform, bool LinearToSrgb)
|
|
{
|
|
FRGB8toY8ConvertUB UB;
|
|
{
|
|
UB.ColorTransform = ColorTransform;
|
|
UB.SamplerP = TStaticSamplerState<SF_Point>::GetRHI();
|
|
UB.LinearToSrgb = LinearToSrgb;
|
|
UB.Texture = RGBATexture;
|
|
}
|
|
|
|
TUniformBufferRef<FRGB8toY8ConvertUB> Data = TUniformBufferRef<FRGB8toY8ConvertUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FRGB8toY8ConvertUB>(), 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<FReadTextureExternalUB> Data = TUniformBufferRef<FReadTextureExternalUB>::CreateUniformBufferImmediate(UB, UniformBuffer_SingleFrame);
|
|
SetUniformBufferParameter(CommandList, CommandList.GetBoundPixelShader(), GetUniformBufferParameter<FReadTextureExternalUB>(), Data);
|
|
}
|
|
|
|
/* FRGB8toUYVY8ConvertPS shader
|
|
*****************************************************************************/
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FRGB8toUYVY8ConvertPS, "/Engine/Private/MediaShaders.usf", "RGB8toUYVY8ConvertPS", SF_Pixel);
|
|
|
|
FRGB8toUYVY8ConvertPS::FParameters* FRGB8toUYVY8ConvertPS::AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture)
|
|
{
|
|
FRGB8toUYVY8ConvertPS::FParameters* Parameters = GraphBuilder.AllocParameters<FRGB8toUYVY8ConvertPS::FParameters>();
|
|
|
|
Parameters->RGBToYUVConversion.InputTexture = RGBATexture;
|
|
Parameters->RGBToYUVConversion.InputSampler = TStaticSamplerState<SF_Point>::GetRHI();
|
|
Parameters->RGBToYUVConversion.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
|
|
Parameters->RGBToYUVConversion.DoLinearToSrgb = bDoLinearToSrgb;
|
|
Parameters->RGBToYUVConversion.OnePixelDeltaX = 1.0f / (float)RGBATexture->Desc.Extent.X;
|
|
Parameters->RenderTargets[0] = FRenderTargetBinding{ OutputTexture, ERenderTargetLoadAction::ENoAction };
|
|
|
|
return Parameters;
|
|
}
|
|
|
|
|
|
/* FRGB10toYUVv210ConvertPS shader
|
|
*****************************************************************************/
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FRGB10toYUVv210ConvertPS, "/Engine/Private/MediaShaders.usf", "RGB10toYUVv210ConvertPS", SF_Pixel);
|
|
|
|
FRGB10toYUVv210ConvertPS::FParameters* FRGB10toYUVv210ConvertPS::AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, const FMatrix& ColorTransform, const FVector& YUVOffset, bool bDoLinearToSrgb, FRDGTextureRef OutputTexture)
|
|
{
|
|
FRGB10toYUVv210ConvertPS::FParameters* Parameters = GraphBuilder.AllocParameters<FRGB10toYUVv210ConvertPS::FParameters>();
|
|
|
|
Parameters->RGBToYUVConversion.InputTexture = RGBATexture;
|
|
Parameters->RGBToYUVConversion.InputSampler = TStaticSamplerState<SF_Point>::GetRHI();
|
|
Parameters->RGBToYUVConversion.ColorTransform = (FMatrix44f)MediaShaders::CombineColorTransformAndOffset(ColorTransform, YUVOffset);
|
|
Parameters->RGBToYUVConversion.DoLinearToSrgb = bDoLinearToSrgb;
|
|
Parameters->RGBToYUVConversion.OnePixelDeltaX = 1.0f / (float)RGBATexture->Desc.Extent.X;
|
|
|
|
//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 = float(uint32((RGBATexture->Desc.Extent.X + 47) / 48) * 48);
|
|
Parameters->PaddingScale = PaddedResolution / (float)RGBATexture->Desc.Extent.X;
|
|
|
|
Parameters->RenderTargets[0] = FRenderTargetBinding{ OutputTexture, ERenderTargetLoadAction::ENoAction };
|
|
|
|
return Parameters;
|
|
}
|
|
|
|
|
|
/* FModifyAlphaSwizzleRgbaPS shader
|
|
*****************************************************************************/
|
|
|
|
IMPLEMENT_GLOBAL_SHADER(FModifyAlphaSwizzleRgbaPS, "/Engine/Private/MediaShaders.usf", "SwizzleRgbPS", SF_Pixel);
|
|
|
|
FModifyAlphaSwizzleRgbaPS::FParameters* FModifyAlphaSwizzleRgbaPS::AllocateAndSetParameters(FRDGBuilder& GraphBuilder, FRDGTextureRef RGBATexture, FRDGTextureRef OutputTexture)
|
|
{
|
|
FModifyAlphaSwizzleRgbaPS::FParameters* Parameters = GraphBuilder.AllocParameters<FModifyAlphaSwizzleRgbaPS::FParameters>();
|
|
|
|
Parameters->InputTexture = RGBATexture;
|
|
Parameters->InputSampler = TStaticSamplerState<SF_Point>::GetRHI();
|
|
Parameters->RenderTargets[0] = FRenderTargetBinding{ OutputTexture, ERenderTargetLoadAction::ENoAction };
|
|
|
|
return Parameters;
|
|
}
|
|
|
|
|