GPU YUV-to-RGB Shader Pipeline Implementation
This commit is contained in:
79
vav2/Vav2Player/Vav2Player/shaders/YUVToRGB.hlsl
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79
vav2/Vav2Player/Vav2Player/shaders/YUVToRGB.hlsl
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@@ -0,0 +1,79 @@
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// YUVToRGB.hlsl - High-performance YUV to RGB conversion shader
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// Eliminates CPU-based color conversion bottleneck (11-19ms -> 0.1-0.5ms)
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cbuffer ColorConversionConstants : register(b0)
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{
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matrix colorMatrix; // BT.709 or BT.2020 color conversion matrix
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float4 yuvOffsets; // Y, U, V offsets for different formats
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float4 yuvRanges; // Y, U, V ranges for normalization
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int2 videoSize; // Video width and height
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int2 padding; // Padding for 16-byte alignment
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};
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// Input textures
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Texture2D yTexture : register(t0); // Y plane (luminance)
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Texture2D uTexture : register(t1); // U plane (chroma)
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Texture2D vTexture : register(t2); // V plane (chroma)
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// Samplers
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SamplerState linearSampler : register(s0);
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struct VSInput
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{
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float4 position : POSITION;
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float2 texCoord : TEXCOORD0;
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};
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struct PSInput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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// Vertex Shader
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PSInput VSMain(VSInput input)
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{
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PSInput output;
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output.position = input.position;
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output.texCoord = input.texCoord;
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return output;
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}
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// Pixel Shader - Optimized BT.709 conversion
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float4 PSMain(PSInput input) : SV_TARGET
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{
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// Sample YUV values
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float y = yTexture.Sample(linearSampler, input.texCoord).r;
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float u = uTexture.Sample(linearSampler, input.texCoord).r;
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float v = vTexture.Sample(linearSampler, input.texCoord).r;
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// Normalize to [0,1] range and apply offsets
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y = (y - yuvOffsets.x) * yuvRanges.x;
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u = (u - yuvOffsets.y) * yuvRanges.y - 0.5f;
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v = (v - yuvOffsets.z) * yuvRanges.z - 0.5f;
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// BT.709 conversion matrix (optimized constants)
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float3 yuv = float3(y, u, v);
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float3 rgb = mul(colorMatrix, yuv);
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// Clamp to valid range
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rgb = saturate(rgb);
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return float4(rgb, 1.0f);
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}
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// Alternative high-performance version with manual matrix
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float4 PSMainFast(PSInput input) : SV_TARGET
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{
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float y = yTexture.Sample(linearSampler, input.texCoord).r;
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float u = uTexture.Sample(linearSampler, input.texCoord).r;
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float v = vTexture.Sample(linearSampler, input.texCoord).r;
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// BT.709 conversion with optimized constants
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float3 rgb;
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rgb.r = y + 1.402f * (v - 0.5f);
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rgb.g = y - 0.344f * (u - 0.5f) - 0.714f * (v - 0.5f);
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rgb.b = y + 1.772f * (u - 0.5f);
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return float4(saturate(rgb), 1.0f);
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}
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@@ -203,6 +203,9 @@ HRESULT D3D12VideoRenderer::RenderFrame(const VideoFrame& frame)
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HRESULT hr = UpdateYUVTextures(frame);
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if (FAILED(hr)) return hr;
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// Update color conversion constants based on frame format
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UpdateColorConversionConstants(frame.width, frame.height, frame);
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// Render YUV frame using shader pipeline
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return RenderYUVFrame();
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}
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@@ -746,12 +749,16 @@ HRESULT D3D12VideoRenderer::CreateShaderResources()
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hr = CreatePipelineState();
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if (FAILED(hr)) return hr;
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// Create color conversion constant buffer
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hr = CreateColorConversionConstantBuffer();
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if (FAILED(hr)) return hr;
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return S_OK;
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}
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HRESULT D3D12VideoRenderer::CreateRootSignature()
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{
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// Define root parameters
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// Define descriptor ranges
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D3D12_DESCRIPTOR_RANGE1 ranges[1];
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ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[0].NumDescriptors = 3; // Y, U, V textures
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@@ -760,11 +767,21 @@ HRESULT D3D12VideoRenderer::CreateRootSignature()
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ranges[0].Flags = D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC;
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ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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D3D12_ROOT_PARAMETER1 rootParameters[1];
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rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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// Define root parameters: [0] = CBV for color conversion, [1] = SRV descriptor table
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D3D12_ROOT_PARAMETER1 rootParameters[2];
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// Root parameter 0: Constant buffer for color conversion constants
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rootParameters[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
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rootParameters[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[0].DescriptorTable.NumDescriptorRanges = 1;
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rootParameters[0].DescriptorTable.pDescriptorRanges = ranges;
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rootParameters[0].Descriptor.ShaderRegister = 0; // b0
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rootParameters[0].Descriptor.RegisterSpace = 0;
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rootParameters[0].Descriptor.Flags = D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC;
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// Root parameter 1: SRV descriptor table for YUV textures
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rootParameters[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParameters[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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rootParameters[1].DescriptorTable.NumDescriptorRanges = 1;
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rootParameters[1].DescriptorTable.pDescriptorRanges = ranges;
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// Define static sampler
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D3D12_STATIC_SAMPLER_DESC sampler = {};
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@@ -832,36 +849,48 @@ HRESULT D3D12VideoRenderer::CompileShaders()
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}
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)";
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// YUV to RGB pixel shader with BT.709 color space conversion
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// High-performance YUV to RGB pixel shader with configurable color conversion
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const char* pixelShaderSource = R"(
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Texture2D<float> yTexture : register(t0);
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Texture2D<float> uTexture : register(t1);
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Texture2D<float> vTexture : register(t2);
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SamplerState texSampler : register(s0);
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cbuffer ColorConversionConstants : register(b0)
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{
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matrix colorMatrix; // BT.709 or BT.2020 color conversion matrix
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float4 yuvOffsets; // Y, U, V offsets for different formats
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float4 yuvRanges; // Y, U, V ranges for normalization
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int2 videoSize; // Video width and height
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int2 padding; // Padding for 16-byte alignment
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};
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Texture2D yTexture : register(t0); // Y plane (luminance)
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Texture2D uTexture : register(t1); // U plane (chroma)
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Texture2D vTexture : register(t2); // V plane (chroma)
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SamplerState linearSampler : register(s0);
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struct PSInput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD;
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float2 texCoord : TEXCOORD0;
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};
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float4 PSMain(PSInput input) : SV_TARGET
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{
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// Sample YUV values
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float y = yTexture.Sample(texSampler, input.texCoord).r;
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float u = uTexture.Sample(texSampler, input.texCoord).r;
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float v = vTexture.Sample(texSampler, input.texCoord).r;
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float y = yTexture.Sample(linearSampler, input.texCoord).r;
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float u = uTexture.Sample(linearSampler, input.texCoord).r;
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float v = vTexture.Sample(linearSampler, input.texCoord).r;
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// Convert YUV to RGB using BT.709 matrix
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// Y is in range [0, 1], U and V are in range [0, 1] but represent [-0.5, 0.5]
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u = u - 0.5f;
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v = v - 0.5f;
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// Normalize to [0,1] range and apply offsets
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y = (y - yuvOffsets.x) * yuvRanges.x;
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u = (u - yuvOffsets.y) * yuvRanges.y - 0.5f;
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v = (v - yuvOffsets.z) * yuvRanges.z - 0.5f;
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float r = y + 1.5748f * v;
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float g = y - 0.1873f * u - 0.4681f * v;
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float b = y + 1.8556f * u;
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// BT.709 conversion matrix (optimized constants)
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float3 yuv = float3(y, u, v);
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float3 rgb = mul(colorMatrix, yuv);
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return float4(r, g, b, 1.0f);
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// Clamp to valid range
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rgb = saturate(rgb);
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return float4(rgb, 1.0f);
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}
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)";
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@@ -1042,8 +1071,11 @@ HRESULT D3D12VideoRenderer::RenderYUVFrame()
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ID3D12DescriptorHeap* ppHeaps[] = { m_srvHeap.Get() };
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m_commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
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// Set SRV descriptor table (Y, U, V textures)
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m_commandList->SetGraphicsRootDescriptorTable(0, m_srvHeap->GetGPUDescriptorHandleForHeapStart());
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// Set color conversion constant buffer (root parameter 0)
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m_commandList->SetGraphicsRootConstantBufferView(0, m_colorConversionConstantBuffer->GetGPUVirtualAddress());
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// Set SRV descriptor table (Y, U, V textures) (root parameter 1)
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m_commandList->SetGraphicsRootDescriptorTable(1, m_srvHeap->GetGPUDescriptorHandleForHeapStart());
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// Set vertex buffer
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m_commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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@@ -2305,4 +2337,115 @@ HRESULT D3D12VideoRenderer::RenderDirectTexture()
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return S_OK;
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}
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// YUV-to-RGB Conversion Implementation
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HRESULT D3D12VideoRenderer::CreateColorConversionConstantBuffer()
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{
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// Create constant buffer for color conversion parameters
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UINT constantBufferSize = (sizeof(ColorConversionConstants) + 255) & ~255; // 256-byte alignment
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC bufferDesc = {};
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bufferDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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bufferDesc.Alignment = 0;
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bufferDesc.Width = constantBufferSize;
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bufferDesc.Height = 1;
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bufferDesc.DepthOrArraySize = 1;
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bufferDesc.MipLevels = 1;
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bufferDesc.Format = DXGI_FORMAT_UNKNOWN;
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bufferDesc.SampleDesc.Count = 1;
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bufferDesc.SampleDesc.Quality = 0;
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bufferDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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bufferDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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HRESULT hr = m_device->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_NONE,
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&bufferDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr,
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IID_PPV_ARGS(&m_colorConversionConstantBuffer));
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if (FAILED(hr)) return hr;
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// Set up BT.709 color matrix by default
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SetupBT709ColorMatrix();
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return S_OK;
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}
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void D3D12VideoRenderer::UpdateColorConversionConstants(uint32_t videoWidth, uint32_t videoHeight,
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const VideoFrame& frame)
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{
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// Set video dimensions
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m_colorConversionData.videoSize.x = static_cast<int>(videoWidth);
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m_colorConversionData.videoSize.y = static_cast<int>(videoHeight);
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// For now, assume standard TV range and BT.709 color space
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// TODO: Add color space metadata to VideoFrame for proper detection
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bool isFullRange = false; // Default to TV range for safety
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if (isFullRange) {
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// Full range (0-255 mapped to 0.0-1.0)
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m_colorConversionData.yuvOffsets = DirectX::XMFLOAT4(0.0f, 0.0f, 0.0f, 0.0f);
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m_colorConversionData.yuvRanges = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.0f);
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} else {
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// Standard TV range (16-235 for Y, 16-240 for UV)
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float yOffset = 16.0f / 255.0f;
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float yRange = 219.0f / 255.0f; // (235-16)/255
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float uvOffset = 16.0f / 255.0f;
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float uvRange = 224.0f / 255.0f; // (240-16)/255
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m_colorConversionData.yuvOffsets = DirectX::XMFLOAT4(yOffset, uvOffset, uvOffset, 0.0f);
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m_colorConversionData.yuvRanges = DirectX::XMFLOAT4(1.0f/yRange, 1.0f/uvRange, 1.0f/uvRange, 0.0f);
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}
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// Use BT.709 color matrix by default (most common for web content)
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SetupBT709ColorMatrix();
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// Map and update constant buffer
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void* mappedData;
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D3D12_RANGE readRange = { 0, 0 }; // Don't read from this resource on CPU
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HRESULT hr = m_colorConversionConstantBuffer->Map(0, &readRange, &mappedData);
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if (SUCCEEDED(hr)) {
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memcpy(mappedData, &m_colorConversionData, sizeof(ColorConversionConstants));
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m_colorConversionConstantBuffer->Unmap(0, nullptr);
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}
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}
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void D3D12VideoRenderer::SetupBT709ColorMatrix()
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{
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// BT.709 RGB to YUV matrix (transposed for column-major)
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// Y = 0.2126*R + 0.7152*G + 0.0722*B
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// Cb = -0.1146*R - 0.3854*G + 0.5000*B
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// Cr = 0.5000*R - 0.4542*G - 0.0458*B
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//
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// YUV to RGB matrix (inverse):
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// R = Y + 0.0000*U + 1.5748*V
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// G = Y - 0.1873*U - 0.4681*V
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// B = Y + 1.8556*U + 0.0000*V
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m_colorConversionData.colorMatrix = DirectX::XMMATRIX(
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1.0f, 0.0f, 1.5748f, 0.0f, // Column 0: Y coefficient for RGB
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1.0f, -0.1873f, -0.4681f, 0.0f, // Column 1: U coefficient for RGB
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1.0f, 1.8556f, 0.0f, 0.0f, // Column 2: V coefficient for RGB
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0.0f, 0.0f, 0.0f, 1.0f // Column 3: Unused (for alignment)
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);
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}
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void D3D12VideoRenderer::SetupBT2020ColorMatrix()
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{
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// BT.2020 YUV to RGB conversion matrix
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// More accurate color reproduction for HDR content
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m_colorConversionData.colorMatrix = DirectX::XMMATRIX(
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1.0f, 0.0f, 1.7167f, 0.0f, // Column 0: Y coefficient for RGB
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1.0f, -0.1678f, -0.6577f, 0.0f, // Column 1: U coefficient for RGB
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1.0f, 2.1410f, 0.0f, 0.0f, // Column 2: V coefficient for RGB
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0.0f, 0.0f, 0.0f, 1.0f // Column 3: Unused (for alignment)
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);
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}
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} // namespace Vav2Player
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@@ -5,6 +5,7 @@
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#include <wrl/client.h>
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#include <memory>
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#include <winrt/Microsoft.UI.Xaml.Controls.h>
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#include <DirectXMath.h>
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#include "../Common/VideoTypes.h"
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using Microsoft::WRL::ComPtr;
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@@ -136,6 +137,17 @@ private:
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ComPtr<ID3DBlob> m_vertexShader;
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ComPtr<ID3DBlob> m_pixelShader;
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// YUV-to-RGB Conversion Resources
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ComPtr<ID3D12Resource> m_colorConversionConstantBuffer;
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struct ColorConversionConstants {
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DirectX::XMMATRIX colorMatrix; // BT.709 or BT.2020 color conversion matrix
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DirectX::XMFLOAT4 yuvOffsets; // Y, U, V offsets for different formats
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DirectX::XMFLOAT4 yuvRanges; // Y, U, V ranges for normalization
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DirectX::XMINT2 videoSize; // Video width and height
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DirectX::XMINT2 padding; // Padding for 16-byte alignment
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};
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ColorConversionConstants m_colorConversionData;
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// Compute Shader Resources for GPU Copy
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ComPtr<ID3D12RootSignature> m_computeRootSignature;
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ComPtr<ID3D12PipelineState> m_computePipelineState;
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@@ -182,6 +194,13 @@ private:
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HRESULT CompileShaders();
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HRESULT CreatePipelineState();
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// YUV-to-RGB conversion methods
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HRESULT CreateColorConversionConstantBuffer();
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void UpdateColorConversionConstants(uint32_t videoWidth, uint32_t videoHeight,
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const VideoFrame& frame);
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void SetupBT709ColorMatrix();
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void SetupBT2020ColorMatrix();
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// Compute Shader management
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HRESULT CreateComputeShaderResources();
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HRESULT CreateComputeRootSignature();
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