summaryrefslogtreecommitdiffstats
path: root/libavfilter/vsrc_gfxcapture_shader.h
diff options
context:
space:
mode:
authorTimo Rothenpieler <[email protected]>2025-08-30 00:45:22 +0200
committerTimo Rothenpieler <[email protected]>2025-09-14 11:45:11 +0000
commit36e374efb05a2ad81369980de98a0d78381ec81f (patch)
tree75f67da7ada76d2c47ac3fb87ddc019049668921 /libavfilter/vsrc_gfxcapture_shader.h
parent7856f57533b14c18e888e275770a0ca26685d6e4 (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.h126
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 */