294 lines
7.9 KiB
Plaintext
294 lines
7.9 KiB
Plaintext
/*
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* Copyright (c) 2015 Ruwen Hahn <palana@stunned.de>
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* John R. Bradley <jrb@turrettech.com>
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* Hugh Bailey "Jim" <obs.jim@gmail.com>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d previous_image;
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uniform float2 dimensions;
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uniform int field_order;
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uniform bool frame2;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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int3 select(int2 texel, int x, int y)
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{
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return int3(texel + int2(x, y), 0);
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}
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float4 load_at_prev(int2 texel, int x, int y)
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{
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return previous_image.Load(select(texel, x, y));
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}
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float4 load_at_image(int2 texel, int x, int y)
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{
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return image.Load(select(texel, x, y));
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}
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float4 load_at(int2 texel, int x, int y, int field)
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{
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if(field == 0)
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return load_at_image(texel, x, y);
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else
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return load_at_prev(texel, x, y);
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}
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#define YADIF_UPDATE(c, level) \
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if(score.c < spatial_score.c) \
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{ \
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spatial_score.c = score.c; \
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spatial_pred.c = (load_at(texel, level, -1, field) + load_at(texel, -level, 1, field)).c / 2; \
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#define YADIF_CHECK_ONE(level, c) \
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{ \
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float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
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abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
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abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
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YADIF_UPDATE(c, level) } \
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}
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#define YADIF_CHECK(level) \
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{ \
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float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
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abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
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abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
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YADIF_UPDATE(r, level) YADIF_CHECK_ONE(level * 2, r) } \
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YADIF_UPDATE(g, level) YADIF_CHECK_ONE(level * 2, g) } \
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YADIF_UPDATE(b, level) YADIF_CHECK_ONE(level * 2, b) } \
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YADIF_UPDATE(a, level) YADIF_CHECK_ONE(level * 2, a) } \
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}
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float4 texel_at_yadif(int2 texel, int field, bool mode0)
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{
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if((texel.y % 2) == field)
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return load_at(texel, 0, 0, field);
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#define YADIF_AVG(x_off, y_off) ((load_at_prev(texel, x_off, y_off) + load_at_image(texel, x_off, y_off))/2)
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float4 c = load_at(texel, 0, 1, field),
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d = YADIF_AVG(0, 0),
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e = load_at(texel, 0, -1, field);
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float4 temporal_diff0 = (abs(load_at_prev(texel, 0, 0) - load_at_image(texel, 0, 0))) / 2,
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temporal_diff1 = (abs(load_at_prev(texel, 0, 1) - c) + abs(load_at_prev(texel, 0, -1) - e)) / 2,
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temporal_diff2 = (abs(load_at_image(texel, 0, 1) - c) + abs(load_at_image(texel, 0, -1) - e)) / 2,
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diff = max(temporal_diff0, max(temporal_diff1, temporal_diff2));
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float4 spatial_pred = (c + e) / 2,
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spatial_score = abs(load_at(texel, -1, 1, field) - load_at(texel, -1, -1, field)) +
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abs(c - e) +
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abs(load_at(texel, 1, 1, field) - load_at(texel, 1, -1, field)) - 1;
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YADIF_CHECK(-1)
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YADIF_CHECK(1)
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if (mode0) {
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float4 b = YADIF_AVG(0, 2),
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f = YADIF_AVG(0, -2);
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float4 max_ = max(d - e, max(d - c, min(b - c, f - e))),
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min_ = min(d - e, min(d - c, max(b - c, f - e)));
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diff = max(diff, max(min_, -max_));
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} else {
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diff = max(diff, max(min(d - e, d - c), -max(d - e, d - c)));
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}
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#define YADIF_SPATIAL(c) \
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{ \
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if(spatial_pred.c > d.c + diff.c) \
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spatial_pred.c = d.c + diff.c; \
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else if(spatial_pred.c < d.c - diff.c) \
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spatial_pred.c = d.c - diff.c; \
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}
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YADIF_SPATIAL(r)
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YADIF_SPATIAL(g)
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YADIF_SPATIAL(b)
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YADIF_SPATIAL(a)
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return spatial_pred;
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}
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float4 texel_at_yadif_2x(int2 texel, int field, bool mode0)
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{
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field = frame2 ? (1 - field) : field;
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return texel_at_yadif(texel, field, mode0);
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}
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float4 texel_at_discard(int2 texel, int field)
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{
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texel.y = texel.y / 2 * 2;
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return load_at_image(texel, 0, field);
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}
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float4 texel_at_discard_2x(int2 texel, int field)
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{
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field = frame2 ? field : (1 - field);
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return texel_at_discard(texel, field);
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}
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float4 texel_at_blend(int2 texel, int field)
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{
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return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2;
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}
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float4 texel_at_blend_2x(int2 texel, int field)
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{
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if (!frame2)
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return (load_at_image(texel, 0, 0) +
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load_at_prev(texel, 0, 1)) / 2;
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else
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return (load_at_image(texel, 0, 0) +
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load_at_image(texel, 0, 1)) / 2;
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}
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float4 texel_at_linear(int2 texel, int field)
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{
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if ((texel.y % 2) == field)
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return load_at_image(texel, 0, 0);
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return (load_at_image(texel, 0, -1) + load_at_image(texel, 0, 1)) / 2;
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}
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float4 texel_at_linear_2x(int2 texel, int field)
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{
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field = frame2 ? field : (1 - field);
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return texel_at_linear(texel, field);
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}
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float4 texel_at_yadif_discard(int2 texel, int field)
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{
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return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
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}
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float4 texel_at_yadif_discard_2x(int2 texel, int field)
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{
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field = frame2 ? (1 - field) : field;
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return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
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}
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int2 pixel_uv(float2 uv)
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{
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return int2(uv * dimensions);
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}
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float4 PSYadifMode0RGBA(VertData v_in) : TARGET
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{
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return texel_at_yadif(pixel_uv(v_in.uv), field_order, true);
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}
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float4 PSYadifMode0RGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, true);
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}
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float4 PSYadifMode2RGBA(VertData v_in) : TARGET
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{
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return texel_at_yadif(pixel_uv(v_in.uv), field_order, false);
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}
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float4 PSYadifMode2RGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, false);
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}
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float4 PSYadifDiscardRGBA(VertData v_in) : TARGET
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{
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return texel_at_yadif_discard(pixel_uv(v_in.uv), field_order);
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}
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float4 PSYadifDiscardRGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_yadif_discard_2x(pixel_uv(v_in.uv), field_order);
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}
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float4 PSLinearRGBA(VertData v_in) : TARGET
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{
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return texel_at_linear(pixel_uv(v_in.uv), field_order);
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}
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float4 PSLinearRGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_linear_2x(pixel_uv(v_in.uv), field_order);
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}
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float4 PSDiscardRGBA(VertData v_in) : TARGET
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{
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return texel_at_discard(pixel_uv(v_in.uv), field_order);
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}
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float4 PSDiscardRGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_discard_2x(pixel_uv(v_in.uv), field_order);
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}
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float4 PSBlendRGBA(VertData v_in) : TARGET
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{
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return texel_at_blend(pixel_uv(v_in.uv), field_order);
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}
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float4 PSBlendRGBA_2x(VertData v_in) : TARGET
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{
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return texel_at_blend_2x(pixel_uv(v_in.uv), field_order);
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}
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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#define TECHNIQUE(rgba_ps, matrix_ps) \
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technique Draw \
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{ \
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pass \
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{ \
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vertex_shader = VSDefault(v_in); \
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pixel_shader = rgba_ps(v_in); \
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} \
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} \
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float4 matrix_ps(VertData v_in) : TARGET \
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{ \
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float4 yuv = rgba_ps(v_in); \
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yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); \
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return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); \
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} \
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\
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technique DrawMatrix \
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{ \
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pass \
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{ \
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vertex_shader = VSDefault(v_in); \
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pixel_shader = matrix_ps(v_in); \
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} \
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}
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