libobs: Simplify bicubic weight calculations

Also increase weight precision by premultiplying UV in VS.

Intel HD Graphics 530, Intel GPA, SetStablePowerState

256x224 -> 1323x1080: 1221 us -> 1020 us
This commit is contained in:
jpark37 2019-08-25 10:00:10 -07:00
parent 68bdadf812
commit 3485c4cdac

View File

@ -33,37 +33,19 @@ struct FragData {
VertOut VSDefault(VertData v_in)
{
VertOut vert_out;
vert_out.uv = v_in.uv;
vert_out.uv = v_in.uv * base_dimension;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return vert_out;
}
float weight(float x)
{
float ax = abs(x);
/* Sharper version. May look better in some cases. B=0, C=0.75 */
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)
{
/* Sharper version. May look better in some cases. B=0, C=0.75 */
return float4(
weight(x - 2.0),
weight(x - 1.0),
weight(x),
weight(x + 1.0));
((-0.75 * x + 1.5) * x - 0.75) * x,
(1.25 * x - 2.25) * x * x + 1.0,
((-1.25 * x + 1.5) * x + 0.75) * x,
(0.75 * x - 0.75) * x * x);
}
float AspectUndistortX(float x, float a)
@ -98,17 +80,17 @@ float4 undistort_line(float4 xpos, float ypos, float4 rowtaps)
float4 DrawBicubic(FragData f_in, bool undistort)
{
float2 stepxy = base_dimension_i;
float2 pos = f_in.uv + stepxy * 0.5;
float2 f = frac(pos * base_dimension);
float2 pos = f_in.uv;
float2 pos1 = floor(pos - 0.5) + 0.5;
float2 f = pos - pos1;
float4 rowtaps = weight4(1.0 - f.x);
float4 coltaps = weight4(1.0 - f.y);
float4 rowtaps = weight4(f.x);
float4 coltaps = weight4(f.y);
float2 uv0 = (-1.5 - f) * stepxy + pos;
float2 uv1 = uv0 + stepxy;
float2 uv2 = uv1 + stepxy;
float2 uv3 = uv2 + stepxy;
float2 uv1 = pos1 * base_dimension_i;
float2 uv0 = uv1 - base_dimension_i;
float2 uv2 = uv1 + base_dimension_i;
float2 uv3 = uv2 + base_dimension_i;
if (undistort) {
float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x);
@ -119,11 +101,11 @@ float4 DrawBicubic(FragData f_in, bool undistort)
}
float u_weight_sum = rowtaps.y + rowtaps.z;
float u_middle_offset = rowtaps.z * stepxy.x / u_weight_sum;
float u_middle_offset = rowtaps.z * base_dimension_i.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_offset = coltaps.z * base_dimension_i.y / v_weight_sum;
float v_middle = uv1.y + v_middle_offset;
int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));