不知道您使用的DirectX版本是什麼,但這裏是我用於dx11的版本(請注意,在這種情況下,我會在StructuredBuffer中發送yuv數據,這可以節省處理行跨度的事實。同樣的技術發送你的yuv數據作爲紋理當然(對下面的代碼稍作修改)
這裏是像素着色器代碼(我假設你的渲染目標和你的輸入圖像大小相同,全屏四邊形/三角形)。
StructuredBuffer<uint> yuy;
int w;
int h;
struct psInput
{
float4 p : SV_Position;
float2 uv : TEXCOORD0;
};
float4 PS(psInput input) : SV_Target
{
//Calculate pixel location within buffer (if you use texture change lookup here)
uint2 xy = input.p.xy;
uint p = (xy.x) + (xy.y * w);
uint pixloc = p/2;
uint pixdata = yuy[pixloc];
//Since pixdata is packed, use some bitshift to remove non useful data
uint v = (pixdata & 0xff000000) >> 24;
uint y1 = (pixdata & 0xff0000) >> 16;
uint u = (pixdata & 0xff00) >> 8;
uint y0 = pixdata & 0x000000FF;
//Check if you are left/right pixel
uint y = p % 2 == 0 ? y0: y1;
//Convert yuv to rgb
float cb = u;
float cr = v;
float r = (y + 1.402 * (cr - 128.0));
float g = (y - 0.344 * (cb - 128.0) - 0.714 * (cr - 128));
float b = (y + 1.772 * (cb - 128));
return float4(r,g,b,1.0f)/256.0f;
}
希望有所幫助。