libobs: Fix lanczos scaling quality issue

Closes jp9000/obs-studio#526
This commit is contained in:
sam8641 2016-03-23 19:58:22 -05:00 committed by jp9000
parent dd75f1a661
commit a7ce53367c

View File

@ -23,11 +23,19 @@ struct VertData {
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
struct FragData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float2 scale : TEXCOORD1;
};
FragData VSDefault(VertData v_in)
{
VertData vert_out;
FragData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
vert_out.scale = min(0.25 + abs(0.75 / mul(float4(1.0 / base_dimension_i.xy, 1.0, 1.0), ViewProj).xy), 1.0);
return vert_out;
}
@ -48,12 +56,12 @@ float weight(float x, float radius)
return 0.0;
}
float3 weight3(float x)
float3 weight3(float x, float scale)
{
return float3(
weight(x * 2.0 + 0.0 * 2.0 - 3.0, 3.0),
weight(x * 2.0 + 1.0 * 2.0 - 3.0, 3.0),
weight(x * 2.0 + 2.0 * 2.0 - 3.0, 3.0));
weight((x * 2.0 + 0.0 * 2.0 - 3.0) * scale, 3.0),
weight((x * 2.0 + 1.0 * 2.0 - 3.0) * scale, 3.0),
weight((x * 2.0 + 2.0 * 2.0 - 3.0) * scale, 3.0));
}
float4 pixel(float xpos, float ypos)
@ -73,16 +81,16 @@ float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1,
pixel(xpos2.b, ypos) * rowtap2.b;
}
float4 DrawLanczos(VertData v_in)
float4 DrawLanczos(FragData v_in)
{
float2 stepxy = base_dimension_i;
float2 pos = v_in.uv + stepxy * 0.5;
float2 f = frac(pos / stepxy);
float3 rowtap1 = weight3((1.0 - f.x) / 2.0);
float3 rowtap2 = weight3((1.0 - f.x) / 2.0 + 0.5);
float3 coltap1 = weight3((1.0 - f.y) / 2.0);
float3 coltap2 = weight3((1.0 - f.y) / 2.0 + 0.5);
float3 rowtap1 = weight3((1.0 - f.x) / 2.0, v_in.scale.x);
float3 rowtap2 = weight3((1.0 - f.x) / 2.0 + 0.5, v_in.scale.x);
float3 coltap1 = weight3((1.0 - f.y) / 2.0, v_in.scale.y);
float3 coltap2 = weight3((1.0 - f.y) / 2.0 + 0.5, v_in.scale.y);
/* make sure all taps added together is exactly 1.0, otherwise some
* (very small) distortion can occur */
@ -106,12 +114,12 @@ float4 DrawLanczos(VertData v_in)
get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b;
}
float4 PSDrawLanczosRGBA(VertData v_in) : TARGET
float4 PSDrawLanczosRGBA(FragData v_in) : TARGET
{
return DrawLanczos(v_in);
}
float4 PSDrawLanczosMatrix(VertData v_in) : TARGET
float4 PSDrawLanczosMatrix(FragData v_in) : TARGET
{
float4 rgba = DrawLanczos(v_in);
float4 yuv;