diff options
| author | Admiral H. Curtiss <pikachu025@gmail.com> | 2023-08-18 20:33:09 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-18 20:33:09 +0200 |
| commit | 3441fe6efc8aaba0135ca623d113e127cc5fc7b4 (patch) | |
| tree | 19ca343609f56ac4850e0921416bfa8f72778129 /Data/Sys | |
| parent | a9ec2a6e41ef43189ccdae5926b39169a9693ef1 (diff) | |
| parent | 80b453082dff9545e7b040fbe546055dac310b5c (diff) | |
Merge pull request #11999 from Filoppi/post_process_fixes
Video: implement output resampling (upscaling/downscaling) methods
Diffstat (limited to 'Data/Sys')
| -rw-r--r-- | Data/Sys/Shaders/default_pre_post_process.glsl | 347 | ||||
| -rw-r--r-- | Data/Sys/Shaders/sharp_bilinear.glsl | 47 |
2 files changed, 334 insertions, 60 deletions
diff --git a/Data/Sys/Shaders/default_pre_post_process.glsl b/Data/Sys/Shaders/default_pre_post_process.glsl index 58ed50d53c..795518d616 100644 --- a/Data/Sys/Shaders/default_pre_post_process.glsl +++ b/Data/Sys/Shaders/default_pre_post_process.glsl @@ -1,4 +1,6 @@ -// References: +/***** COLOR CORRECTION *****/ + +// Color Space references: // https://www.unravel.com.au/understanding-color-spaces // SMPTE 170M - BT.601 (NTSC-M) -> BT.709 @@ -21,8 +23,8 @@ mat3 from_PAL = transpose(mat3( float3 LinearTosRGBGamma(float3 color) { - float a = 0.055; - + const float a = 0.055; + for (int i = 0; i < 3; ++i) { float x = color[i]; @@ -36,17 +38,336 @@ float3 LinearTosRGBGamma(float3 color) return color; } +/***** COLOR SAMPLING *****/ + +// Non filtered gamma corrected sample (nearest neighbor) +float4 QuickSample(float3 uvw, float gamma) +{ +#if 0 // Test sampling range + const float threshold = 0.00000001; + float2 xy = uvw.xy * GetResolution(); + // Sampling outside the valid range, draw in yellow + if (xy.x < (0.0 - threshold) || xy.x > (GetResolution().x + threshold) || xy.y < (0.0 - threshold) || xy.y > (GetResolution().y + threshold)) + return float4(1.0, 1.0, 0.0, 1); + // Sampling at the edges, draw in purple + if (xy.x < 1.0 || xy.x > (GetResolution().x - 1.0) || xy.y < 1.0 || xy.y > (GetResolution().y - 1.0)) + return float4(0.5, 0, 0.5, 1); +#endif + + float4 color = texture(samp1, uvw); + color.rgb = pow(color.rgb, float3(gamma)); + return color; +} +float4 QuickSample(float2 uv, float w, float gamma) +{ + return QuickSample(float3(uv, w), gamma); +} +float4 QuickSampleByPixel(float2 xy, float w, float gamma) +{ + float3 uvw = float3(xy * GetInvResolution(), w); + return QuickSample(uvw, gamma); +} + +/***** Bilinear Interpolation *****/ + +float4 BilinearSample(float3 uvw, float gamma) +{ + // This emulates the (bi)linear filtering done directly from GPUs HW. + // Note that GPUs might natively filter red green and blue differently, but we don't do it. + // They might also use different filtering between upscaling and downscaling. + float2 source_size = GetResolution(); + float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner + + // Find the integer and floating point parts + float2 int_pixel = floor(pixel); + float2 frac_pixel = fract(pixel); + + // Take 4 samples around the original uvw + float4 c11 = QuickSampleByPixel(int_pixel + float2(0.5, 0.5), uvw.z, gamma); + float4 c21 = QuickSampleByPixel(int_pixel + float2(1.5, 0.5), uvw.z, gamma); + float4 c12 = QuickSampleByPixel(int_pixel + float2(0.5, 1.5), uvw.z, gamma); + float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma); + + // Blend the 4 samples by their weight + return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y); +} + +/***** Bicubic Interpolation *****/ + +// Formula derived from: +// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters#Definition +// Values from: +// https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/#mitchell-netravali-bicubic +// Other references: +// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL +// https://github.com/ValveSoftware/gamescope/pull/740 +// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl +#define CUBIC_COEFF_GEN(B, C) \ + (mat4(/* t^0 */ ((B) / 6.0), (-(B) / 3.0 + 1.0), ((B) / 6.0), (0.0), \ + /* t^1 */ (-(B) / 2.0 - (C)), (0.0), ((B) / 2.0 + (C)), (0.0), \ + /* t^2 */ ((B) / 2.0 + 2.0 * (C)), (2.0 * (B) + (C)-3.0), \ + (-5.0 * (B) / 2.0 - 2.0 * (C) + 3.0), (-(C)), \ + /* t^3 */ (-(B) / 6.0 - (C)), (-3.0 * (B) / 2.0 - (C) + 2.0), \ + (3.0 * (B) / 2.0 + (C)-2.0), ((B) / 6.0 + (C)))) + +float4 CubicCoeffs(float t, mat4 coeffs) +{ + return coeffs * float4(1.0, t, t * t, t * t * t); +} + +float4 CubicMix(float4 c0, float4 c1, float4 c2, float4 c3, float4 coeffs) +{ + return c0 * coeffs[0] + c1 * coeffs[1] + c2 * coeffs[2] + c3 * coeffs[3]; +} + +// By Sam Belliveau. Public Domain license. +// Simple 16 tap, gamma correct, implementation of bicubic filtering. +float4 BicubicSample(float3 uvw, float gamma, mat4 coeffs) +{ + float2 pixel = (uvw.xy * GetResolution()) - 0.5; + float2 int_pixel = floor(pixel); + float2 frac_pixel = fract(pixel); + + float4 c00 = QuickSampleByPixel(int_pixel + float2(-0.5, -0.5), uvw.z, gamma); + float4 c10 = QuickSampleByPixel(int_pixel + float2(+0.5, -0.5), uvw.z, gamma); + float4 c20 = QuickSampleByPixel(int_pixel + float2(+1.5, -0.5), uvw.z, gamma); + float4 c30 = QuickSampleByPixel(int_pixel + float2(+2.5, -0.5), uvw.z, gamma); + + float4 c01 = QuickSampleByPixel(int_pixel + float2(-0.5, +0.5), uvw.z, gamma); + float4 c11 = QuickSampleByPixel(int_pixel + float2(+0.5, +0.5), uvw.z, gamma); + float4 c21 = QuickSampleByPixel(int_pixel + float2(+1.5, +0.5), uvw.z, gamma); + float4 c31 = QuickSampleByPixel(int_pixel + float2(+2.5, +0.5), uvw.z, gamma); + + float4 c02 = QuickSampleByPixel(int_pixel + float2(-0.5, +1.5), uvw.z, gamma); + float4 c12 = QuickSampleByPixel(int_pixel + float2(+0.5, +1.5), uvw.z, gamma); + float4 c22 = QuickSampleByPixel(int_pixel + float2(+1.5, +1.5), uvw.z, gamma); + float4 c32 = QuickSampleByPixel(int_pixel + float2(+2.5, +1.5), uvw.z, gamma); + + float4 c03 = QuickSampleByPixel(int_pixel + float2(-0.5, +2.5), uvw.z, gamma); + float4 c13 = QuickSampleByPixel(int_pixel + float2(+0.5, +2.5), uvw.z, gamma); + float4 c23 = QuickSampleByPixel(int_pixel + float2(+1.5, +2.5), uvw.z, gamma); + float4 c33 = QuickSampleByPixel(int_pixel + float2(+2.5, +2.5), uvw.z, gamma); + + float4 cx = CubicCoeffs(frac_pixel.x, coeffs); + float4 cy = CubicCoeffs(frac_pixel.y, coeffs); + + float4 x0 = CubicMix(c00, c10, c20, c30, cx); + float4 x1 = CubicMix(c01, c11, c21, c31, cx); + float4 x2 = CubicMix(c02, c12, c22, c32, cx); + float4 x3 = CubicMix(c03, c13, c23, c33, cx); + + return CubicMix(x0, x1, x2, x3, cy); +} + +/***** Sharp Bilinear Filtering *****/ + +// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang +// by Themaister, Public Domain license +// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, +// giving a sharper image than plain bilinear. +float4 SharpBilinearSample(float3 uvw, float gamma) +{ + float2 source_size = GetResolution(); + float2 inverted_source_size = GetInvResolution(); + float2 target_size = GetWindowResolution(); + float2 texel = uvw.xy * source_size; + float2 texel_floored = floor(texel); + float2 s = fract(texel); + float scale = ceil(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y)); + float region_range = 0.5 - (0.5 / scale); + + // Figure out where in the texel to sample to get correct pre-scaled bilinear. + + float2 center_dist = s - 0.5; + float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5; + + float2 mod_texel = texel_floored + f; + + uvw.xy = mod_texel * inverted_source_size; + return BilinearSample(uvw, gamma); +} + +/***** Area Sampling *****/ + +// By Sam Belliveau and Filippo Tarpini. Public Domain license. +// Effectively a more accurate sharp bilinear filter when upscaling, +// that also works as a mathematically perfect downscale filter. +// https://entropymine.com/imageworsener/pixelmixing/ +// https://github.com/obsproject/obs-studio/pull/1715 +// https://legacy.imagemagick.org/Usage/filter/ +float4 AreaSampling(float3 uvw, float gamma) +{ + // Determine the sizes of the source and target images. + float2 source_size = GetResolution(); + float2 inverted_target_size = GetInvWindowResolution(); + + // Determine the range of the source image that the target pixel will cover. + // Workaround: shift the resolution by 1/4 pixel to align the results with other sampling algorithms, + // otherwise the results would be offsetted, and we'd be sampling from coordinates outside the valid range. + float2 adjusted_source_size = source_size - 0.25; + float2 range = adjusted_source_size * inverted_target_size; + float2 beg = (uvw.xy * adjusted_source_size) - (range * 0.5); + float2 end = beg + range; + + // Compute the top-left and bottom-right corners of the pixel box. + float2 f_beg = floor(beg); + float2 f_end = floor(end); + + // Compute how much of the start and end pixels are covered horizontally & vertically. + float area_w = 1.0 - fract(beg.x); + float area_n = 1.0 - fract(beg.y); + float area_e = fract(end.x); + float area_s = fract(end.y); + + // Compute the areas of the corner pixels in the pixel box. + float area_nw = area_n * area_w; + float area_ne = area_n * area_e; + float area_sw = area_s * area_w; + float area_se = area_s * area_e; + + // Initialize the color accumulator. + float4 avg_color = float4(0.0, 0.0, 0.0, 0.0); + + // Prevents rounding errors due to the coordinates flooring above + const float2 offset = float2(0.5, 0.5); + + // Accumulate corner pixels. + avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma); + avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma); + avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma); + avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma); + + // Determine the size of the pixel box. + int x_range = int(f_end.x - f_beg.x + 0.5); + int y_range = int(f_end.y - f_beg.y + 0.5); + + // Workaround to compile the shader with DX11/12. + // If this isn't done, it will complain that the loop could have too many iterations. + // This number should be enough to guarantee downscaling from very high to very small resolutions. + // Note that this number might be referenced in the UI. + const int max_iterations = 16; + + // Fix up the average calculations in case we reached the upper limit + x_range = min(x_range, max_iterations); + y_range = min(y_range, max_iterations); + + // Accumulate top and bottom edge pixels. + for (int ix = 0; ix < max_iterations; ++ix) + { + if (ix < x_range) + { + float x = f_beg.x + 1.0 + float(ix); + avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma); + avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma); + } + } + + // Accumulate left and right edge pixels and all the pixels in between. + for (int iy = 0; iy < max_iterations; ++iy) + { + if (iy < y_range) + { + float y = f_beg.y + 1.0 + float(iy); + + avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma); + avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma); + + for (int ix = 0; ix < max_iterations; ++ix) + { + if (ix < x_range) + { + float x = f_beg.x + 1.0 + float(ix); + avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma); + } + } + } + } + + // Compute the area of the pixel box that was sampled. + float area_corners = area_nw + area_ne + area_sw + area_se; + float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e); + float area_center = float(x_range) * float(y_range); + + // Return the normalized average color. + return avg_color / (area_corners + area_edges + area_center); +} + +/***** Main Functions *****/ + +// Returns an accurate (gamma corrected) sample of a gamma space space texture. +// Outputs in linear space for simplicity. +float4 LinearGammaCorrectedSample(float gamma) +{ + float3 uvw = v_tex0; + float4 color = float4(0, 0, 0, 1); + + if (resampling_method <= 1) // Bilinear + { + color = BilinearSample(uvw, gamma); + } + else if (resampling_method == 2) // Bicubic: B-Spline + { + color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0, 0.0)); + } + else if (resampling_method == 3) // Bicubic: Mitchell-Netravali + { + color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0 / 3.0, 1.0 / 3.0)); + } + else if (resampling_method == 4) // Bicubic: Catmull-Rom + { + color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.5)); + } + else if (resampling_method == 5) // Sharp Bilinear + { + color = SharpBilinearSample(uvw, gamma); + } + else if (resampling_method == 6) // Area Sampling + { + color = AreaSampling(uvw, gamma); + } + else if (resampling_method == 7) // Nearest Neighbor + { + color = QuickSample(uvw, gamma); + } + else if (resampling_method == 8) // Bicubic: Hermite + { + color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.0)); + } + + return color; +} + void main() { - // Note: sampling in gamma space is "wrong" if the source - // and target resolution don't match exactly. - // Fortunately at the moment here they always should but to do this correctly, - // we'd need to sample from 4 pixels, de-apply the gamma from each of these, - // and then do linear sampling on their corrected value. - float4 color = Sample(); + // This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected). + bool raw_resampling = resampling_method <= 0; + bool needs_rescaling = GetResolution() != GetWindowResolution(); + + bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling); - // Convert to linear space to do any other kind of operation - color.rgb = pow(color.rgb, float3(game_gamma)); + float4 color; + + if (needs_resampling) + { + // Doing linear sampling in "gamma space" on linear texture formats isn't correct. + // If the source and target resolutions don't match, the GPU will return a color + // that is the average of 4 gamma space colors, but gamma space colors can't be blended together, + // gamma neeeds to be de-applied first. This makes a big difference if colors change + // drastically between two pixels. + + color = LinearGammaCorrectedSample(game_gamma); + } + else + { + // Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match. + if (needs_rescaling) + color = texture(samp0, v_tex0); + else + color = texture(samp1, v_tex0); + + // Convert to linear before doing any other of follow up operations. + color.rgb = pow(color.rgb, float3(game_gamma)); + } if (OptionEnabled(correct_color_space)) { @@ -57,13 +378,13 @@ void main() else if (game_color_space == 2) color.rgb = color.rgb * from_PAL; } - + if (OptionEnabled(hdr_output)) { float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits; color.rgb *= hdr_paper_white; } - + if (OptionEnabled(linear_space_output)) { // Nothing to do here diff --git a/Data/Sys/Shaders/sharp_bilinear.glsl b/Data/Sys/Shaders/sharp_bilinear.glsl deleted file mode 100644 index e94748b959..0000000000 --- a/Data/Sys/Shaders/sharp_bilinear.glsl +++ /dev/null @@ -1,47 +0,0 @@ -// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang -// by Themaister, Public Domain license -// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, -// giving a sharper image than plain bilinear. - -/* -[configuration] -[OptionRangeFloat] -GUIName = Prescale Factor (set to 0 for automatic) -OptionName = PRESCALE_FACTOR -MinValue = 0.0 -MaxValue = 16.0 -StepAmount = 1.0 -DefaultValue = 0.0 -[/configuration] -*/ - -float CalculatePrescale(float config_scale) { - if (config_scale == 0.0) { - float2 source_size = GetResolution(); - float2 window_size = GetWindowResolution(); - return ceil(max(window_size.x / source_size.x, window_size.y / source_size.y)); - } else { - return config_scale; - } -} - -void main() -{ - float2 source_size = GetResolution(); - float2 texel = GetCoordinates() * source_size; - float2 texel_floored = floor(texel); - float2 s = fract(texel); - float config_scale = GetOption(PRESCALE_FACTOR); - float scale = CalculatePrescale(config_scale); - float region_range = 0.5 - 0.5 / scale; - - // Figure out where in the texel to sample to get correct pre-scaled bilinear. - // Uses the hardware bilinear interpolator to avoid having to sample 4 times manually. - - float2 center_dist = s - 0.5; - float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; - - float2 mod_texel = texel_floored + f; - - SetOutput(SampleLocation(mod_texel / source_size)); -} |
