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- /*
- * Copyright (c) 2023 Ruwen Hahn <palana@stunned.de>
- * John R. Bradley <jrb@turrettech.com>
- * Lain Bailey <lain@obsproject.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); \
- } \
- }
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