| struct GammaTransferParams { |
| float G; |
| float A; |
| float B; |
| float C; |
| float D; |
| float E; |
| float F; |
| uint padding; |
| }; |
| struct ExternalTextureParams { |
| uint numPlanes; |
| float3x4 yuvToRgbConversionMatrix; |
| GammaTransferParams gammaDecodeParams; |
| GammaTransferParams gammaEncodeParams; |
| float3x3 gamutConversionMatrix; |
| }; |
| |
| Texture2D<float4> ext_tex_plane_1 : register(t1, space1); |
| cbuffer cbuffer_ext_tex_params : register(b2, space1) { |
| uint4 ext_tex_params[11]; |
| }; |
| Texture2D<float4> arg_0 : register(t0, space1); |
| |
| float3 gammaCorrection(float3 v, GammaTransferParams params) { |
| const bool3 cond = (abs(v) < float3((params.D).xxx)); |
| const float3 t = (sign(v) * ((params.C * abs(v)) + params.F)); |
| const float3 f = (sign(v) * (pow(((params.A * abs(v)) + params.B), float3((params.G).xxx)) + params.E)); |
| return (cond ? t : f); |
| } |
| |
| float4 textureLoadExternal(Texture2D<float4> plane0, Texture2D<float4> plane1, int2 coord, ExternalTextureParams params) { |
| float3 color = float3(0.0f, 0.0f, 0.0f); |
| if ((params.numPlanes == 1u)) { |
| color = plane0.Load(int3(coord, 0)).rgb; |
| } else { |
| color = mul(params.yuvToRgbConversionMatrix, float4(plane0.Load(int3(coord, 0)).r, plane1.Load(int3(coord, 0)).rg, 1.0f)); |
| } |
| color = gammaCorrection(color, params.gammaDecodeParams); |
| color = mul(color, params.gamutConversionMatrix); |
| color = gammaCorrection(color, params.gammaEncodeParams); |
| return float4(color, 1.0f); |
| } |
| |
| float4 textureLoad2d(Texture2D<float4> tint_symbol, Texture2D<float4> ext_tex_plane_1_1, ExternalTextureParams ext_tex_params_1, int2 coords) { |
| return textureLoadExternal(tint_symbol, ext_tex_plane_1_1, coords, ext_tex_params_1); |
| } |
| |
| float3x4 tint_symbol_4(uint4 buffer[11], uint offset) { |
| const uint scalar_offset = ((offset + 0u)) / 4; |
| const uint scalar_offset_1 = ((offset + 16u)) / 4; |
| const uint scalar_offset_2 = ((offset + 32u)) / 4; |
| return float3x4(asfloat(buffer[scalar_offset / 4]), asfloat(buffer[scalar_offset_1 / 4]), asfloat(buffer[scalar_offset_2 / 4])); |
| } |
| |
| GammaTransferParams tint_symbol_6(uint4 buffer[11], uint offset) { |
| const uint scalar_offset_3 = ((offset + 0u)) / 4; |
| const uint scalar_offset_4 = ((offset + 4u)) / 4; |
| const uint scalar_offset_5 = ((offset + 8u)) / 4; |
| const uint scalar_offset_6 = ((offset + 12u)) / 4; |
| const uint scalar_offset_7 = ((offset + 16u)) / 4; |
| const uint scalar_offset_8 = ((offset + 20u)) / 4; |
| const uint scalar_offset_9 = ((offset + 24u)) / 4; |
| const uint scalar_offset_10 = ((offset + 28u)) / 4; |
| const GammaTransferParams tint_symbol_10 = {asfloat(buffer[scalar_offset_3 / 4][scalar_offset_3 % 4]), asfloat(buffer[scalar_offset_4 / 4][scalar_offset_4 % 4]), asfloat(buffer[scalar_offset_5 / 4][scalar_offset_5 % 4]), asfloat(buffer[scalar_offset_6 / 4][scalar_offset_6 % 4]), asfloat(buffer[scalar_offset_7 / 4][scalar_offset_7 % 4]), asfloat(buffer[scalar_offset_8 / 4][scalar_offset_8 % 4]), asfloat(buffer[scalar_offset_9 / 4][scalar_offset_9 % 4]), buffer[scalar_offset_10 / 4][scalar_offset_10 % 4]}; |
| return tint_symbol_10; |
| } |
| |
| float3x3 tint_symbol_8(uint4 buffer[11], uint offset) { |
| const uint scalar_offset_11 = ((offset + 0u)) / 4; |
| const uint scalar_offset_12 = ((offset + 16u)) / 4; |
| const uint scalar_offset_13 = ((offset + 32u)) / 4; |
| return float3x3(asfloat(buffer[scalar_offset_11 / 4].xyz), asfloat(buffer[scalar_offset_12 / 4].xyz), asfloat(buffer[scalar_offset_13 / 4].xyz)); |
| } |
| |
| ExternalTextureParams tint_symbol_2(uint4 buffer[11], uint offset) { |
| const uint scalar_offset_14 = ((offset + 0u)) / 4; |
| const ExternalTextureParams tint_symbol_11 = {buffer[scalar_offset_14 / 4][scalar_offset_14 % 4], tint_symbol_4(buffer, (offset + 16u)), tint_symbol_6(buffer, (offset + 64u)), tint_symbol_6(buffer, (offset + 96u)), tint_symbol_8(buffer, (offset + 128u))}; |
| return tint_symbol_11; |
| } |
| |
| void doTextureLoad() { |
| float4 res = textureLoad2d(arg_0, ext_tex_plane_1, tint_symbol_2(ext_tex_params, 0u), int2(0, 0)); |
| } |
| |
| struct tint_symbol_1 { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| doTextureLoad(); |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| tint_symbol_1 vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol_1 wrapper_result = (tint_symbol_1)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| doTextureLoad(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| doTextureLoad(); |
| return; |
| } |