Merge pull request #1993 from jpark37/faster-bicubic

Optimize bicubic shader
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Jim 2019-07-26 00:36:19 -07:00 committed by GitHub
commit 62c7e00d16
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4 changed files with 87 additions and 64 deletions

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@ -325,7 +325,6 @@ static inline bool gl_write_texture_call(struct gl_shader_parser *glsp,
const char *call, bool sampler)
{
struct cf_parser *cfp = &glsp->parser.cfp;
size_t sampler_id = (size_t)-1;
if (!cf_next_token(cfp))
return false;
@ -335,16 +334,16 @@ static inline bool gl_write_texture_call(struct gl_shader_parser *glsp,
if (sampler) {
if (!cf_next_token(cfp))
return false;
sampler_id = sp_getsampler(glsp, cfp->cur_token);
const size_t sampler_id = sp_getsampler(glsp, cfp->cur_token);
if (sampler_id == (size_t)-1)
return false;
if (!cf_next_token(cfp))
return false;
if (!cf_token_is(cfp, ","))
return false;
}
var->gl_sampler_id = sampler_id;
var->gl_sampler_id = sampler_id;
}
dstr_cat(&glsp->gl_string, call);
dstr_cat(&glsp->gl_string, "(");

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@ -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);
}
}

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@ -76,6 +76,7 @@ static inline void shader_var_init_param(struct shader_var *sv, char *type,
sv->name = name;
sv->mapping = NULL;
sv->array_count = 0;
sv->gl_sampler_id = (size_t)-1;
da_init(sv->default_val);
}

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@ -501,9 +501,9 @@ static void render_item_texture(struct obs_scene_item *item)
scale_param = gs_effect_get_param_by_name(
effect, "base_dimension");
if (scale_param) {
struct vec2 base_res_i = {(float)cx, (float)cy};
struct vec2 base_res = {(float)cx, (float)cy};
gs_effect_set_vec2(scale_param, &base_res_i);
gs_effect_set_vec2(scale_param, &base_res);
}
scale_i_param = gs_effect_get_param_by_name(