libobs: Fix various alpha issues
There are cases where alpha is multiplied unnecessarily. This change attempts to use premultiplied alpha blending for composition. To keep this change simple, The filter chain will continue to use straight alpha. Otherwise, every source would need to modified to output premultiplied, and every filter modified for premultiplied input. "DrawAlphaDivide" shader techniques have been added to convert from premultiplied alpha to straight alpha for final output. "DrawMatrix" techniques ignore alpha, so they do not appear to need changing. One remaining issue is that scale effects are set up here to use the same shader logic for both scale filters (straight alpha - incorrectly), and output composition (premultiplied alpha - correctly). A fix could be made to add additional shaders for straight alpha, but the "real" fix may be to eliminate the straight alpha path at some point. For graphics, SrcBlendAlpha and DestBlendAlpha were both ONE, and could combine together to form alpha values greater than one. This is not as noticeable of a problem for UNORM targets because the channels are clamped, but it will likely become a problem in more situations if FLOAT targets are used. This change switches DestBlendAlpha to INVSRCALPHA. The blending behavior of stacked transparents is preserved without overflowing the alpha channel. obs-transitions: Use premultiplied alpha blend, and simplify shaders because both inputs and outputs use premultiplied alpha now. Fixes https://obsproject.com/mantis/view.php?id=1108
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@@ -14,8 +14,6 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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#include "premultiplied.inc"
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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@@ -26,7 +24,8 @@ VertData VSDefault(VertData v_in)
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float4 PSFadeToColor(VertData v_in) : TARGET
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{
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return lerp(convert_pmalpha(tex.Sample(textureSampler, v_in.uv)), color, swp);
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float4 premultiplied = float4(color.rgb * color.a, color.a);
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return lerp(tex.Sample(textureSampler, v_in.uv), premultiplied, swp);
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}
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technique FadeToColor
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@@ -14,8 +14,6 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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#include "premultiplied.inc"
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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@@ -26,8 +24,8 @@ VertData VSDefault(VertData v_in)
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float4 PSFade(VertData v_in) : TARGET
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{
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float4 a_val = convert_pmalpha(tex_a.Sample(textureSampler, v_in.uv));
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float4 b_val = convert_pmalpha(tex_b.Sample(textureSampler, v_in.uv));
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float4 a_val = tex_a.Sample(textureSampler, v_in.uv);
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float4 b_val = tex_b.Sample(textureSampler, v_in.uv);
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return lerp(a_val, b_val, fade_val);
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}
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@@ -20,8 +20,6 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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#include "premultiplied.inc"
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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@@ -33,8 +31,8 @@ VertData VSDefault(VertData v_in)
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float4 PSLumaWipe(VertData v_in) : TARGET
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{
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float2 uv = v_in.uv;
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float4 a_color = convert_pmalpha(a_tex.Sample(textureSampler, uv));
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float4 b_color = convert_pmalpha(b_tex.Sample(textureSampler, uv));
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float4 a_color = a_tex.Sample(textureSampler, uv);
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float4 b_color = b_tex.Sample(textureSampler, uv);
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float luma = l_tex.Sample(textureSampler, uv).x;
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if (invert)
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@@ -1,9 +0,0 @@
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float4 convert_pmalpha(float4 color)
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{
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float4 ret = color;
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if (color.a >= 0.001)
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ret.xyz /= color.a;
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else
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ret = float4(0.0, 0.0, 0.0, 0.0);
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return ret;
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}
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@@ -16,8 +16,6 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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#include "premultiplied.inc"
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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@@ -37,7 +35,7 @@ float4 PSSlide(VertData v_in) : TARGET
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? tex_b.Sample(textureSampler, tex_b_uv)
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: tex_a.Sample(textureSampler, tex_a_uv);
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return convert_pmalpha(outc);
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return outc;
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}
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technique Slide
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@@ -14,8 +14,6 @@ struct VertData {
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float2 uv : TEXCOORD0;
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};
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#include "premultiplied.inc"
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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@@ -34,7 +32,7 @@ float4 PSSwipe(VertData v_in) : TARGET
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? tex_b.Sample(textureSampler, v_in.uv)
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: tex_a.Sample(textureSampler, swipe_uv);
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return convert_pmalpha(outc);
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return outc;
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}
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technique Swipe
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