diff options
author | Timo Rothenpieler <[email protected]> | 2025-08-30 00:45:22 +0200 |
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committer | Timo Rothenpieler <[email protected]> | 2025-09-14 11:45:11 +0000 |
commit | 36e374efb05a2ad81369980de98a0d78381ec81f (patch) | |
tree | 75f67da7ada76d2c47ac3fb87ddc019049668921 /libavfilter/vsrc_gfxcapture_shader.h | |
parent | 7856f57533b14c18e888e275770a0ca26685d6e4 (diff) |
avfilter: add gfxcapture, Windows.Graphics.Capture based window/monitor capture
Diffstat (limited to 'libavfilter/vsrc_gfxcapture_shader.h')
-rw-r--r-- | libavfilter/vsrc_gfxcapture_shader.h | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/libavfilter/vsrc_gfxcapture_shader.h b/libavfilter/vsrc_gfxcapture_shader.h new file mode 100644 index 0000000000..3fe9d5ec0d --- /dev/null +++ b/libavfilter/vsrc_gfxcapture_shader.h @@ -0,0 +1,126 @@ +/* + * This file is part of FFmpeg. + * + * FFmpeg is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * FFmpeg 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 + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with FFmpeg; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + */ + +#ifndef AVFILTER_VSRC_GFXCAPTURE_SHADER_H +#define AVFILTER_VSRC_GFXCAPTURE_SHADER_H + +#define HLSL_SHADER(shader) #shader + +static const char render_shader_src[] = HLSL_SHADER( + struct VSOut { + float4 pos : SV_Position; + float2 uv : TEXCOORD0; + }; + + cbuffer cb : register(b0) { + float2 tS; + float2 dS; + float2 uvMin; + float2 uvMax; + uint to_unpremult; + uint to_srgb; + uint2 pad; + }; + + Texture2D t0 : register(t0); + SamplerState s0 : register(s0); + + VSOut main_vs(uint id : SV_VertexID) { + VSOut o; + o.pos = float4(id == 2 ? 3.0 : -1.0, id == 1 ? 3.0 : -1.0, 0, 1); + o.uv = lerp(uvMin, uvMax, float2((o.pos.x + 1) * 0.5, 1 - (o.pos.y + 1) * 0.5)); + return o; + } + + float4 cubic(float v) { + float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; + float4 s = n * n * n; + float x = s.x; + float y = s.y - 4.0 * s.x; + float z = s.z - 4.0 * s.y + 6.0 * s.x; + float w = 6.0 - x - y - z; + return float4(x, y, z, w) * (1.0 / 6.0); + } + + float4 texBicubic(Texture2D t, SamplerState ss, float2 uv) { + float2 itS = 1.0 / tS; + + float2 tc = uv * tS - 0.5; + float2 fxy = frac(tc); + tc -= fxy; + + float4 xc = cubic(fxy.x); + float4 yc = cubic(fxy.y); + + float4 s = float4(xc.xz + xc.yw, yc.xz + yc.yw); + float4 o = tc.xxyy + (float2(-0.5, 1.5)).xyxy + float4(xc.yw, yc.yw) / s; + o *= itS.xxyy; + + float4 s0 = t.Sample(ss, o.xz); + float4 s1 = t.Sample(ss, o.yz); + float4 s2 = t.Sample(ss, o.xw); + float4 s3 = t.Sample(ss, o.yw); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return lerp(lerp(s3, s2, sx), lerp(s1, s0, sx), sy); + } + + float4 unpremultiply(float4 c) { + if (c.a < 1e-6) + return float4(0.0, 0.0, 0.0, 0.0); + return float4(c.rgb / c.a, c.a); + } + + float4 premultiply(float4 c) { + return float4(c.rgb * c.a, c.a); + } + + float3 linear_to_srgb(float3 c) { + c = max(c, 0.0); + float3 lo = 12.92 * c; + float3 hi = 1.055 * pow(c, 1.0 / 2.4) - 0.055; + return saturate(lerp(hi, lo, step(c, 0.0031308))); + } + + float4 fix_color(float4 c) { + if (to_unpremult || to_srgb) + c = unpremultiply(c); + if (to_srgb) { + c.rgb = linear_to_srgb(c.rgb); + if (!to_unpremult) + c = premultiply(c); + } + return c; + } + + float4 main_ps(VSOut i) : SV_Target { + return fix_color(t0.Sample(s0, i.uv)); + } + + float4 main_ps_bicubic(VSOut i) : SV_Target { + if (all(tS == dS)) + return main_ps(i); + return fix_color(texBicubic(t0, s0, i.uv)); + } +); + +#undef HLSL_SHADER + +#endif /* AVFILTER_VSRC_GFXCAPTURE_SHADER_H */ |