obs-studio/libobs/data/deinterlace_base.effect

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/*
* Copyright (c) 2015 Ruwen Hahn <palana@stunned.de>
* John R. Bradley <jrb@turrettech.com>
* Hugh Bailey "Jim" <obs.jim@gmail.com>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "color.effect"
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float multiplier;
uniform texture2d previous_image;
uniform float2 dimensions;
uniform int field_order;
uniform bool frame2;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
int3 select(int2 texel, int x, int y)
{
return int3(texel + int2(x, y), 0);
}
float4 load_at_prev(int2 texel, int x, int y)
{
return previous_image.Load(select(texel, x, y));
}
float4 load_at_image(int2 texel, int x, int y)
{
return image.Load(select(texel, x, y));
}
float4 load_at(int2 texel, int x, int y, int field)
{
if(field == 0)
return load_at_image(texel, x, y);
else
return load_at_prev(texel, x, y);
}
#define YADIF_UPDATE(c, level) \
if(score.c < spatial_score.c) \
{ \
spatial_score.c = score.c; \
spatial_pred.c = (load_at(texel, level, -1, field) + load_at(texel, -level, 1, field)).c / 2; \
#define YADIF_CHECK_ONE(level, c) \
{ \
float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
YADIF_UPDATE(c, level) } \
}
#define YADIF_CHECK(level) \
{ \
float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
YADIF_UPDATE(r, level) YADIF_CHECK_ONE(level * 2, r) } \
YADIF_UPDATE(g, level) YADIF_CHECK_ONE(level * 2, g) } \
YADIF_UPDATE(b, level) YADIF_CHECK_ONE(level * 2, b) } \
YADIF_UPDATE(a, level) YADIF_CHECK_ONE(level * 2, a) } \
}
float4 texel_at_yadif(int2 texel, int field, bool mode0)
{
if((texel.y % 2) == field)
return load_at(texel, 0, 0, field);
#define YADIF_AVG(x_off, y_off) ((load_at_prev(texel, x_off, y_off) + load_at_image(texel, x_off, y_off))/2)
float4 c = load_at(texel, 0, 1, field),
d = YADIF_AVG(0, 0),
e = load_at(texel, 0, -1, field);
float4 temporal_diff0 = (abs(load_at_prev(texel, 0, 0) - load_at_image(texel, 0, 0))) / 2,
temporal_diff1 = (abs(load_at_prev(texel, 0, 1) - c) + abs(load_at_prev(texel, 0, -1) - e)) / 2,
temporal_diff2 = (abs(load_at_image(texel, 0, 1) - c) + abs(load_at_image(texel, 0, -1) - e)) / 2,
diff = max(temporal_diff0, max(temporal_diff1, temporal_diff2));
float4 spatial_pred = (c + e) / 2,
spatial_score = abs(load_at(texel, -1, 1, field) - load_at(texel, -1, -1, field)) +
abs(c - e) +
abs(load_at(texel, 1, 1, field) - load_at(texel, 1, -1, field)) - 1;
YADIF_CHECK(-1)
YADIF_CHECK(1)
if (mode0) {
float4 b = YADIF_AVG(0, 2),
f = YADIF_AVG(0, -2);
float4 max_ = max(d - e, max(d - c, min(b - c, f - e))),
min_ = min(d - e, min(d - c, max(b - c, f - e)));
diff = max(diff, max(min_, -max_));
} else {
diff = max(diff, max(min(d - e, d - c), -max(d - e, d - c)));
}
#define YADIF_SPATIAL(c) \
{ \
if(spatial_pred.c > d.c + diff.c) \
spatial_pred.c = d.c + diff.c; \
else if(spatial_pred.c < d.c - diff.c) \
spatial_pred.c = d.c - diff.c; \
}
YADIF_SPATIAL(r)
YADIF_SPATIAL(g)
YADIF_SPATIAL(b)
YADIF_SPATIAL(a)
return spatial_pred;
}
float4 texel_at_yadif_2x(int2 texel, int field, bool mode0)
{
field = frame2 ? (1 - field) : field;
return texel_at_yadif(texel, field, mode0);
}
float4 texel_at_discard(int2 texel, int field)
{
texel.y = texel.y / 2 * 2;
return load_at_image(texel, 0, field);
}
float4 texel_at_discard_2x(int2 texel, int field)
{
field = frame2 ? field : (1 - field);
return texel_at_discard(texel, field);
}
float4 texel_at_blend(int2 texel, int field)
{
return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_blend_2x(int2 texel, int field)
{
if (!frame2)
return (load_at_image(texel, 0, 0) +
load_at_prev(texel, 0, 1)) / 2;
else
return (load_at_image(texel, 0, 0) +
load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_linear(int2 texel, int field)
{
if ((texel.y % 2) == field)
return load_at_image(texel, 0, 0);
return (load_at_image(texel, 0, -1) + load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_linear_2x(int2 texel, int field)
{
field = frame2 ? field : (1 - field);
return texel_at_linear(texel, field);
}
float4 texel_at_yadif_discard(int2 texel, int field)
{
return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
}
float4 texel_at_yadif_discard_2x(int2 texel, int field)
{
field = frame2 ? (1 - field) : field;
return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
}
int2 pixel_uv(float2 uv)
{
return int2(uv * dimensions);
}
float4 PSYadifMode0RGBA(VertData v_in) : TARGET
{
return texel_at_yadif(pixel_uv(v_in.uv), field_order, true);
}
float4 PSYadifMode0RGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, true);
}
float4 PSYadifMode2RGBA(VertData v_in) : TARGET
{
return texel_at_yadif(pixel_uv(v_in.uv), field_order, false);
}
float4 PSYadifMode2RGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, false);
}
float4 PSYadifDiscardRGBA(VertData v_in) : TARGET
{
return texel_at_yadif_discard(pixel_uv(v_in.uv), field_order);
}
float4 PSYadifDiscardRGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_discard_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSLinearRGBA(VertData v_in) : TARGET
{
return texel_at_linear(pixel_uv(v_in.uv), field_order);
}
float4 PSLinearRGBA_2x(VertData v_in) : TARGET
{
return texel_at_linear_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSDiscardRGBA(VertData v_in) : TARGET
{
return texel_at_discard(pixel_uv(v_in.uv), field_order);
}
float4 PSDiscardRGBA_2x(VertData v_in) : TARGET
{
return texel_at_discard_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSBlendRGBA(VertData v_in) : TARGET
{
return texel_at_blend(pixel_uv(v_in.uv), field_order);
}
float4 PSBlendRGBA_2x(VertData v_in) : TARGET
{
return texel_at_blend_2x(pixel_uv(v_in.uv), field_order);
}
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
#define TECHNIQUE(rgba_ps, rgba_ps_multiply, rgba_ps_tonemap, rgba_ps_multiply_tonemap) \
float4 rgba_ps_multiply(VertData v_in) : TARGET \
{ \
float4 rgba = rgba_ps(v_in); \
rgba.rgb *= multiplier; \
return rgba; \
} \
float4 rgba_ps_tonemap(VertData v_in) : TARGET \
{ \
float4 rgba = rgba_ps(v_in); \
rgba.rgb = rec709_to_rec2020(rgba.rgb); \
rgba.rgb = reinhard(rgba.rgb); \
rgba.rgb = rec2020_to_rec709(rgba.rgb); \
return rgba; \
} \
float4 rgba_ps_multiply_tonemap(VertData v_in) : TARGET \
{ \
float4 rgba = rgba_ps(v_in); \
rgba.rgb *= multiplier; \
rgba.rgb = rec709_to_rec2020(rgba.rgb); \
rgba.rgb = reinhard(rgba.rgb); \
rgba.rgb = rec2020_to_rec709(rgba.rgb); \
return rgba; \
} \
technique Draw \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = rgba_ps(v_in); \
} \
} \
technique DrawMultiply \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = rgba_ps_multiply(v_in); \
} \
} \
technique DrawTonemap \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = rgba_ps_tonemap(v_in); \
} \
} \
technique DrawMultiplyTonemap \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = rgba_ps_multiply_tonemap(v_in); \
} \
}