This commit is contained in:
Nitload
2025-08-25 09:50:30 +08:00
parent bd0e31e922
commit 1359ff4ecc
1630 changed files with 738486 additions and 2399 deletions
@@ -0,0 +1,164 @@
#if 0
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
// Parameters:
//
// float4 Bcoeff;
// float4 Gcoeff;
// float4 Rcoeff;
// float4 Yoffset;
// Texture2D theSampler+theTextureU;
// Texture2D theSampler+theTextureV;
// Texture2D theSampler+theTextureY;
//
//
// Registers:
//
// Name Reg Size
// ---------------------- ----- ----
// Yoffset c0 1
// Rcoeff c1 1
// Gcoeff c2 1
// Bcoeff c3 1
// theSampler+theTextureY s0 1
// theSampler+theTextureU s1 1
// theSampler+theTextureV s2 1
//
ps_2_0
def c4, 1, 0, 0, 0
dcl t0.xy
dcl v0
dcl_2d s0
dcl_2d s1
dcl_2d s2
texld r0, t0, s0
texld r1, t0, s1
texld r2, t0, s2
mov r0.y, r1.x
mov r0.z, r2.x
add r0.xyz, r0, c0
dp3 r1.x, r0, c1
dp3 r1.y, r0, c2
dp3 r1.z, r0, c3
mov r1.w, c4.x
mul r0, r1, v0
mov oC0, r0
// approximately 12 instruction slots used (3 texture, 9 arithmetic)
#endif
const BYTE g_ps20_main[] =
{
0, 2, 255, 255, 254, 255,
97, 0, 67, 84, 65, 66,
28, 0, 0, 0, 87, 1,
0, 0, 0, 2, 255, 255,
7, 0, 0, 0, 28, 0,
0, 0, 0, 1, 0, 0,
80, 1, 0, 0, 168, 0,
0, 0, 2, 0, 3, 0,
1, 0, 0, 0, 176, 0,
0, 0, 0, 0, 0, 0,
192, 0, 0, 0, 2, 0,
2, 0, 1, 0, 0, 0,
176, 0, 0, 0, 0, 0,
0, 0, 199, 0, 0, 0,
2, 0, 1, 0, 1, 0,
0, 0, 176, 0, 0, 0,
0, 0, 0, 0, 206, 0,
0, 0, 2, 0, 0, 0,
1, 0, 0, 0, 176, 0,
0, 0, 0, 0, 0, 0,
214, 0, 0, 0, 3, 0,
1, 0, 1, 0, 0, 0,
240, 0, 0, 0, 0, 0,
0, 0, 0, 1, 0, 0,
3, 0, 2, 0, 1, 0,
0, 0, 24, 1, 0, 0,
0, 0, 0, 0, 40, 1,
0, 0, 3, 0, 0, 0,
1, 0, 0, 0, 64, 1,
0, 0, 0, 0, 0, 0,
66, 99, 111, 101, 102, 102,
0, 171, 1, 0, 3, 0,
1, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
71, 99, 111, 101, 102, 102,
0, 82, 99, 111, 101, 102,
102, 0, 89, 111, 102, 102,
115, 101, 116, 0, 116, 104,
101, 83, 97, 109, 112, 108,
101, 114, 43, 116, 104, 101,
84, 101, 120, 116, 117, 114,
101, 85, 0, 171, 171, 171,
4, 0, 7, 0, 1, 0,
4, 0, 1, 0, 0, 0,
0, 0, 0, 0, 116, 104,
101, 83, 97, 109, 112, 108,
101, 114, 43, 116, 104, 101,
84, 101, 120, 116, 117, 114,
101, 86, 0, 171, 4, 0,
7, 0, 1, 0, 4, 0,
1, 0, 0, 0, 0, 0,
0, 0, 116, 104, 101, 83,
97, 109, 112, 108, 101, 114,
43, 116, 104, 101, 84, 101,
120, 116, 117, 114, 101, 89,
0, 171, 4, 0, 7, 0,
1, 0, 4, 0, 1, 0,
0, 0, 0, 0, 0, 0,
112, 115, 95, 50, 95, 48,
0, 77, 105, 99, 114, 111,
115, 111, 102, 116, 32, 40,
82, 41, 32, 72, 76, 83,
76, 32, 83, 104, 97, 100,
101, 114, 32, 67, 111, 109,
112, 105, 108, 101, 114, 32,
49, 48, 46, 49, 0, 171,
81, 0, 0, 5, 4, 0,
15, 160, 0, 0, 128, 63,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 3, 176,
31, 0, 0, 2, 0, 0,
0, 128, 0, 0, 15, 144,
31, 0, 0, 2, 0, 0,
0, 144, 0, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 1, 8, 15, 160,
31, 0, 0, 2, 0, 0,
0, 144, 2, 8, 15, 160,
66, 0, 0, 3, 0, 0,
15, 128, 0, 0, 228, 176,
0, 8, 228, 160, 66, 0,
0, 3, 1, 0, 15, 128,
0, 0, 228, 176, 1, 8,
228, 160, 66, 0, 0, 3,
2, 0, 15, 128, 0, 0,
228, 176, 2, 8, 228, 160,
1, 0, 0, 2, 0, 0,
2, 128, 1, 0, 0, 128,
1, 0, 0, 2, 0, 0,
4, 128, 2, 0, 0, 128,
2, 0, 0, 3, 0, 0,
7, 128, 0, 0, 228, 128,
0, 0, 228, 160, 8, 0,
0, 3, 1, 0, 1, 128,
0, 0, 228, 128, 1, 0,
228, 160, 8, 0, 0, 3,
1, 0, 2, 128, 0, 0,
228, 128, 2, 0, 228, 160,
8, 0, 0, 3, 1, 0,
4, 128, 0, 0, 228, 128,
3, 0, 228, 160, 1, 0,
0, 2, 1, 0, 8, 128,
4, 0, 0, 160, 5, 0,
0, 3, 0, 0, 15, 128,
1, 0, 228, 128, 0, 0,
228, 144, 1, 0, 0, 2,
0, 8, 15, 128, 0, 0,
228, 128, 255, 255, 0, 0
};
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,48 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_D3D
#include "../../core/windows/SDL_windows.h"
#include <d3d9.h>
#include "SDL_shaders_d3d.h"
// The shaders here were compiled with compile_shaders.bat
#define g_ps20_main D3D9_PixelShader_YUV
#include "D3D9_PixelShader_YUV.h"
#undef g_ps20_main
static const BYTE *D3D9_shaders[] = {
NULL,
D3D9_PixelShader_YUV
};
SDL_COMPILE_TIME_ASSERT(D3D9_shaders, SDL_arraysize(D3D9_shaders) == NUM_SHADERS);
HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
{
return IDirect3DDevice9_CreatePixelShader(d3dDevice, (const DWORD *)D3D9_shaders[shader], pixelShader);
}
#endif // SDL_VIDEO_RENDER_D3D
@@ -0,0 +1,32 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
// D3D9 shader implementation
typedef enum
{
SHADER_NONE,
SHADER_YUV,
NUM_SHADERS
} D3D9_Shader;
extern HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader);