三米上 通过本文主要向大家介绍了hlsl,hlsl教程,hlsl语言,cg/hlsl,hlsl 内置函数等相关知识,希望对您有所帮助,也希望大家支持linkedu.com www.linkedu.com
由于对于dxva2解码得到的数据不宜copy回内存给CPU处理,所以最好的办法是在GPU上直接进行处理。D3D的像素着色器能够对像素直接进行操作,实现点运算极其简单方便,简单的卷积运算效果也非常好。但D3D9的限制也很多,对于过于复杂的图像处理则显得有些不能胜任。
1.点运算
点运算用HLSL非常容易实现,几乎是公式怎么写,代码就怎么写。以RGB转灰度图显示为例:
texture Tex0 ; int iFlag = 0 ; float aValue= 0.0 ; float bValue= 0.0 ; sampler2D YTex = sampler_state { Texture = <Tex0> ; MipFilter = LINEAR ; MinFilter = LINEAR ; MagFilter = LINEAR ; AddressU = CLAMP ; AddressV = CLAMP ; }; struct PS_INPUT { float2 uvCoords0 : TEXCOORD0 ; }; float4 Main( PS_INPUT input ) : COLOR0 { float4 yuvColor ; //rgb to gray 不知道是不是这么显示的,姑且这么认为 float gray = tex2D( YTex, input.uvCoords0 ).r * 0.299 + tex2D( YTex, input.uvCoords0 ).g * 0.587 + tex2D( YTex, input.uvCoords0 ).b * 0.114 ; float s = 0 ; if(iFlag == 0) { s = aValue * gray + bValue/255 ; } else if(iFlag == 1) { s = aValue * log(1+gray) ; } else if(iFlag == 2) { s = aValue * pow(abs(gray),bValue) ; } yuvColor.r = s ; yuvColor.g = s ; yuvColor.b = s ; yuvColor.a = 1.0 ; return yuvColor ; }</div>
点运算如此简单是因为GPU是并行运算的,我个人认为可以看成是每一个像素点(BGRA)对应一个线程,这大概就是OpenCL中所谓的数据并行。这是一个非常简单的程序,指令数少,程序结构也很简单,shader 的版本用2.0就可以轻松编过。
2.卷积运算举例
指令数较多的情况2.0版本的shader就搞不定了,上3.0版本可以做一些简单的卷积运算。以中值滤波为例:
texture Tex0 ; matrix WorldMatrix; matrix ViewMatrix; matrix ProjMatrix; sampler2D YTex = sampler_state { Texture = <Tex0> ; MipFilter = LINEAR ; MinFilter = LINEAR ; MagFilter = LINEAR ; AddressU = CLAMP ; AddressV = CLAMP ; }; struct VS_INPUT { float4 pos : POSITION; float4 color : COLOR0; float2 tex : TEXCOORD0; }; // struct VS_OUTPUT { float4 pos : POSITION; float4 color : COLOR0; float2 tex : TEXCOORD0; }; float2 g_v4ScreenSize; int ksize = 1 ; float fLeft = -1.0f ; float fTop = -1.0f ; float fRight = -1.0f ; float fBottom = -1.0f ; //--------------------------------- BurTechnique -------------------------------------- VS_OUTPUT MainVS_Screen( VS_INPUT In ) { VS_OUTPUT Out = ( VS_OUTPUT )0; float4x4 matWorldView = mul(WorldMatrix,ViewMatrix); float4x4 matProject = mul(matWorldView,ProjMatrix); Out.pos = mul(In.pos,matProject); Out.tex = In.tex; Out.color = In.color; return Out; } float4 MainPS_Screen( VS_INPUT In ) : COLOR0 { float4 outColor = tex2D( YTex, In.tex ).rgba ; if(ksize <= 1 || ksize%2 == 0) { return outColor ; } if( ksize > 11 || ksize < 3) { return outColor ; } if(!(In.tex.x < fRight && In.tex.y < fBottom && In.tex.x > fLeft && In.tex.y > fTop)) { return outColor ; } // 纹理大小 float2 TexSize = float2( g_v4ScreenSize.x , g_v4ScreenSize.y ); float x_off = 1.0f / TexSize.x; float y_off = 1.0f / TexSize.y; float2 fX0Y0 = In.tex - float2(x_off * ksize/2, y_off*ksize/2) ; float3 sum = {0.0f, 0.0f, 0.0f} ; if(ksize >= 3) { sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*2)).rgb; } if(ksize >= 5) { sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*4)).rgb; } if(ksize >= 7) { sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 5, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 6, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 0, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 1, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 2, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 3, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 4, y_off*6)).rgb; } if(ksize >= 9) { sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*7)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 7, y_off*8)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*0)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*1)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*2)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*3)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*4)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*5)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*6)).rgb; sum += tex2D( YTex , fX0Y0 + float2(x_off * 8, y_off*7)).rgb; sum += tex2D( YTex , fX0Y0 + float2