diff --git a/libobs/data/bicubic_scale.effect b/libobs/data/bicubic_scale.effect index 5ae2dfc2b..d3bbf085c 100644 --- a/libobs/data/bicubic_scale.effect +++ b/libobs/data/bicubic_scale.effect @@ -6,6 +6,7 @@ uniform float4x4 ViewProj; uniform texture2d image; +uniform float2 base_dimension; uniform float2 base_dimension_i; uniform float undistort_factor = 1.0; @@ -20,11 +21,20 @@ struct VertData { float2 uv : TEXCOORD0; }; -VertData VSDefault(VertData v_in) +struct VertOut { + float2 uv : TEXCOORD0; + float4 pos : POSITION; +}; + +struct FragData { + float2 uv : TEXCOORD0; +}; + +VertOut VSDefault(VertData v_in) { - VertData vert_out; + VertOut vert_out; + vert_out.uv = v_in.uv; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); - vert_out.uv = v_in.uv; return vert_out; } @@ -32,24 +42,19 @@ float weight(float x) { float ax = abs(x); - /* Sharper version. May look better in some cases. */ - const float B = 0.0; - const float C = 0.75; + /* Sharper version. May look better in some cases. B=0, C=0.75 */ - if (ax < 1.0) - return (pow(x, 2.0) * - ((12.0 - 9.0 * B - 6.0 * C) * ax + - (-18.0 + 12.0 * B + 6.0 * C)) + - (6.0 - 2.0 * B)) - / 6.0; - else if ((ax >= 1.0) && (ax < 2.0)) - return (pow(x, 2.0) * - ((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) + - (-12.0 * B - 48.0 * C) * ax + - (8.0 * B + 24.0 * C)) - / 6.0; - else - return 0.0; + if (ax < 2.0) { + float six_i = 1.0 / 6.0; + float x_squared = x * x; + if (ax < 1.0) { + return (x_squared * (7.5 * ax + (-13.5))) * six_i + 1.0; + } + + return (x_squared * ((-4.5) * ax + 22.5) + (-36.0) * ax) * six_i + 3.0; + } + + return 0.0; } float4 weight4(float x) @@ -73,65 +78,83 @@ float AspectUndistortU(float u) return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5; } -float2 pixel_coord(float xpos, float ypos) +float2 undistort_coord(float xpos, float ypos) { return float2(AspectUndistortU(xpos), ypos); } -float4 pixel(float xpos, float ypos, bool undistort) +float4 undistort_pixel(float xpos, float ypos) { - if (undistort) - return image.Sample(textureSampler, pixel_coord(xpos, ypos)); - else - return image.Sample(textureSampler, float2(xpos, ypos)); + return image.Sample(textureSampler, undistort_coord(xpos, ypos)); } -float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort) +float4 undistort_line(float4 xpos, float ypos, float4 rowtaps) { - return - pixel(xpos.r, ypos, undistort) * linetaps.r + - pixel(xpos.g, ypos, undistort) * linetaps.g + - pixel(xpos.b, ypos, undistort) * linetaps.b + - pixel(xpos.a, ypos, undistort) * linetaps.a; + return undistort_pixel(xpos.x, ypos) * rowtaps.x + + undistort_pixel(xpos.y, ypos) * rowtaps.y + + undistort_pixel(xpos.z, ypos) * rowtaps.z + + undistort_pixel(xpos.w, ypos) * rowtaps.w; } -float4 DrawBicubic(VertData v_in, bool undistort) +float4 DrawBicubic(FragData f_in, bool undistort) { float2 stepxy = base_dimension_i; - float2 pos = v_in.uv + stepxy * 0.5; - float2 f = frac(pos / stepxy); + float2 pos = f_in.uv + stepxy * 0.5; + float2 f = frac(pos * base_dimension); float4 rowtaps = weight4(1.0 - f.x); float4 coltaps = weight4(1.0 - f.y); - /* make sure all taps added together is exactly 1.0, otherwise some - * (very small) distortion can occur */ - rowtaps /= rowtaps.r + rowtaps.g + rowtaps.b + rowtaps.a; - coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a; + float2 uv0 = (-1.5 - f) * stepxy + pos; + float2 uv1 = uv0 + stepxy; + float2 uv2 = uv1 + stepxy; + float2 uv3 = uv2 + stepxy; - float2 xystart = (-1.5 - f) * stepxy + pos; - float4 xpos = float4( - xystart.x, - xystart.x + stepxy.x, - xystart.x + stepxy.x * 2.0, - xystart.x + stepxy.x * 3.0 - ); + if (undistort) { + float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x); + return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x + + undistort_line(xpos, uv1.y, rowtaps) * coltaps.y + + undistort_line(xpos, uv2.y, rowtaps) * coltaps.z + + undistort_line(xpos, uv3.y, rowtaps) * coltaps.w; + } - return - get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r + - get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g + - get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b + - get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a; + float u_weight_sum = rowtaps.y + rowtaps.z; + float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum; + float u_middle = uv1.x + u_middle_offset; + + float v_weight_sum = coltaps.y + coltaps.z; + float v_middle_offset = coltaps.z * stepxy.y / v_weight_sum; + float v_middle = uv1.y + v_middle_offset; + + int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5)); + int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5)); + + float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x; + top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum; + top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w; + float4 total = top * coltaps.x; + + float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x; + middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum; + middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w; + total += middle * v_weight_sum; + + float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x; + bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum; + bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w; + total += bottom * coltaps.w; + + return total; } -float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET +float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET { - return DrawBicubic(v_in, undistort); + return DrawBicubic(f_in, undistort); } -float4 PSDrawBicubicRGBADivide(VertData v_in) : TARGET +float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET { - float4 rgba = DrawBicubic(v_in, false); + float4 rgba = DrawBicubic(f_in, false); float alpha = rgba.a; float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0; return float4(rgba.rgb * multiplier, alpha); @@ -142,7 +165,7 @@ technique Draw pass { vertex_shader = VSDefault(v_in); - pixel_shader = PSDrawBicubicRGBA(v_in, false); + pixel_shader = PSDrawBicubicRGBA(f_in, false); } } @@ -151,7 +174,7 @@ technique DrawAlphaDivide pass { vertex_shader = VSDefault(v_in); - pixel_shader = PSDrawBicubicRGBADivide(v_in); + pixel_shader = PSDrawBicubicRGBADivide(f_in); } } @@ -160,6 +183,6 @@ technique DrawUndistort pass { vertex_shader = VSDefault(v_in); - pixel_shader = PSDrawBicubicRGBA(v_in, true); + pixel_shader = PSDrawBicubicRGBA(f_in, true); } }