Signed-off-by: Anton Baskanov baskanov@gmail.com --- The original condition is true for every other line, which is incorrect since the chroma has only half the resolution. Fixes comb artifacts around color transitions.
v2: Added a comment. v3: Split condition simplification into a separate patch. --- dlls/wined3d/glsl_shader.c | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5ae90148dc8..c760d519b30 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12621,8 +12621,10 @@ static void gen_yv12_read(struct wined3d_string_buffer *buffer, * Don't forget to clamp the y values in into the range, otherwise we'll * get filtering bleeding. */
- /* Read odd lines from the right side (add 0.5 to the x coordinate). */ - shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n"); + /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep + * in mind that each line of the chroma plane corresponds to 2 lines of the + * resulting image. */ + shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.25 + 1.0 / 6.0) >= 0.5)\n"); shader_addline(buffer, " texcoord.x += 0.5;\n");
/* Clamp, keep the half pixel origin in mind. */