deinterlace_base.effect 7.9 KB

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  1. /*
  2. * Copyright (c) 2015 Ruwen Hahn <[email protected]>
  3. * John R. Bradley <[email protected]>
  4. * Hugh Bailey "Jim" <[email protected]>
  5. *
  6. * Permission to use, copy, modify, and distribute this software for any
  7. * purpose with or without fee is hereby granted, provided that the above
  8. * copyright notice and this permission notice appear in all copies.
  9. *
  10. * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
  11. * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
  12. * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
  13. * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
  14. * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
  15. * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
  16. * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
  17. */
  18. uniform float4x4 ViewProj;
  19. uniform texture2d image;
  20. uniform float4x4 color_matrix;
  21. uniform float3 color_range_min = {0.0, 0.0, 0.0};
  22. uniform float3 color_range_max = {1.0, 1.0, 1.0};
  23. uniform texture2d previous_image;
  24. uniform float2 dimensions;
  25. uniform int field_order;
  26. uniform bool frame2;
  27. sampler_state textureSampler {
  28. Filter = Linear;
  29. AddressU = Clamp;
  30. AddressV = Clamp;
  31. };
  32. struct VertData {
  33. float4 pos : POSITION;
  34. float2 uv : TEXCOORD0;
  35. };
  36. int3 select(int2 texel, int x, int y)
  37. {
  38. return int3(texel + int2(x, y), 0);
  39. }
  40. float4 load_at_prev(int2 texel, int x, int y)
  41. {
  42. return previous_image.Load(select(texel, x, y));
  43. }
  44. float4 load_at_image(int2 texel, int x, int y)
  45. {
  46. return image.Load(select(texel, x, y));
  47. }
  48. float4 load_at(int2 texel, int x, int y, int field)
  49. {
  50. if(field == 0)
  51. return load_at_image(texel, x, y);
  52. else
  53. return load_at_prev(texel, x, y);
  54. }
  55. #define YADIF_UPDATE(c, level) \
  56. if(score.c < spatial_score.c) \
  57. { \
  58. spatial_score.c = score.c; \
  59. spatial_pred.c = (load_at(texel, level, -1, field) + load_at(texel, -level, 1, field)).c / 2; \
  60. #define YADIF_CHECK_ONE(level, c) \
  61. { \
  62. float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
  63. abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
  64. abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
  65. YADIF_UPDATE(c, level) } \
  66. }
  67. #define YADIF_CHECK(level) \
  68. { \
  69. float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
  70. abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
  71. abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
  72. YADIF_UPDATE(r, level) YADIF_CHECK_ONE(level * 2, r) } \
  73. YADIF_UPDATE(g, level) YADIF_CHECK_ONE(level * 2, g) } \
  74. YADIF_UPDATE(b, level) YADIF_CHECK_ONE(level * 2, b) } \
  75. YADIF_UPDATE(a, level) YADIF_CHECK_ONE(level * 2, a) } \
  76. }
  77. float4 texel_at_yadif(int2 texel, int field, bool mode0)
  78. {
  79. if((texel.y % 2) == field)
  80. return load_at(texel, 0, 0, field);
  81. #define YADIF_AVG(x_off, y_off) ((load_at_prev(texel, x_off, y_off) + load_at_image(texel, x_off, y_off))/2)
  82. float4 c = load_at(texel, 0, 1, field),
  83. d = YADIF_AVG(0, 0),
  84. e = load_at(texel, 0, -1, field);
  85. float4 temporal_diff0 = (abs(load_at_prev(texel, 0, 0) - load_at_image(texel, 0, 0))) / 2,
  86. temporal_diff1 = (abs(load_at_prev(texel, 0, 1) - c) + abs(load_at_prev(texel, 0, -1) - e)) / 2,
  87. temporal_diff2 = (abs(load_at_image(texel, 0, 1) - c) + abs(load_at_image(texel, 0, -1) - e)) / 2,
  88. diff = max(temporal_diff0, max(temporal_diff1, temporal_diff2));
  89. float4 spatial_pred = (c + e) / 2,
  90. spatial_score = abs(load_at(texel, -1, 1, field) - load_at(texel, -1, -1, field)) +
  91. abs(c - e) +
  92. abs(load_at(texel, 1, 1, field) - load_at(texel, 1, -1, field)) - 1;
  93. YADIF_CHECK(-1)
  94. YADIF_CHECK(1)
  95. if (mode0) {
  96. float4 b = YADIF_AVG(0, 2),
  97. f = YADIF_AVG(0, -2);
  98. float4 max_ = max(d - e, max(d - c, min(b - c, f - e))),
  99. min_ = min(d - e, min(d - c, max(b - c, f - e)));
  100. diff = max(diff, max(min_, -max_));
  101. } else {
  102. diff = max(diff, max(min(d - e, d - c), -max(d - e, d - c)));
  103. }
  104. #define YADIF_SPATIAL(c) \
  105. { \
  106. if(spatial_pred.c > d.c + diff.c) \
  107. spatial_pred.c = d.c + diff.c; \
  108. else if(spatial_pred.c < d.c - diff.c) \
  109. spatial_pred.c = d.c - diff.c; \
  110. }
  111. YADIF_SPATIAL(r)
  112. YADIF_SPATIAL(g)
  113. YADIF_SPATIAL(b)
  114. YADIF_SPATIAL(a)
  115. return spatial_pred;
  116. }
  117. float4 texel_at_yadif_2x(int2 texel, int field, bool mode0)
  118. {
  119. field = frame2 ? (1 - field) : field;
  120. return texel_at_yadif(texel, field, mode0);
  121. }
  122. float4 texel_at_discard(int2 texel, int field)
  123. {
  124. return load_at_image(texel, 0, (texel.y + field) % 2);
  125. }
  126. float4 texel_at_discard_2x(int2 texel, int field)
  127. {
  128. field = frame2 ? (1 - field) : field;
  129. return texel_at_discard(texel, field);
  130. }
  131. float4 texel_at_blend(int2 texel, int field)
  132. {
  133. return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2;
  134. }
  135. float4 texel_at_blend_2x(int2 texel, int field)
  136. {
  137. if (!frame2)
  138. return (load_at_image(texel, 0, 0) +
  139. load_at_prev(texel, 0, 1)) / 2;
  140. else
  141. return (load_at_image(texel, 0, 0) +
  142. load_at_image(texel, 0, 1)) / 2;
  143. }
  144. float4 texel_at_linear(int2 texel, int field)
  145. {
  146. if ((texel.y % 2) == field)
  147. return load_at_image(texel, 0, 0);
  148. return (load_at_image(texel, 0, -1) + load_at_image(texel, 0, 1)) / 2;
  149. }
  150. float4 texel_at_linear_2x(int2 texel, int field)
  151. {
  152. field = frame2 ? (1 - field) : field;
  153. return texel_at_linear(texel, field);
  154. }
  155. float4 texel_at_yadif_discard(int2 texel, int field)
  156. {
  157. return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
  158. }
  159. float4 texel_at_yadif_discard_2x(int2 texel, int field)
  160. {
  161. field = frame2 ? (1 - field) : field;
  162. return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
  163. }
  164. int2 pixel_uv(float2 uv)
  165. {
  166. return int2(uv * dimensions);
  167. }
  168. float4 PSYadifMode0RGBA(VertData v_in) : TARGET
  169. {
  170. return texel_at_yadif(pixel_uv(v_in.uv), field_order, true);
  171. }
  172. float4 PSYadifMode0RGBA_2x(VertData v_in) : TARGET
  173. {
  174. return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, true);
  175. }
  176. float4 PSYadifMode2RGBA(VertData v_in) : TARGET
  177. {
  178. return texel_at_yadif(pixel_uv(v_in.uv), field_order, false);
  179. }
  180. float4 PSYadifMode2RGBA_2x(VertData v_in) : TARGET
  181. {
  182. return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, false);
  183. }
  184. float4 PSYadifDiscardRGBA(VertData v_in) : TARGET
  185. {
  186. return texel_at_yadif_discard(pixel_uv(v_in.uv), field_order);
  187. }
  188. float4 PSYadifDiscardRGBA_2x(VertData v_in) : TARGET
  189. {
  190. return texel_at_yadif_discard_2x(pixel_uv(v_in.uv), field_order);
  191. }
  192. float4 PSLinearRGBA(VertData v_in) : TARGET
  193. {
  194. return texel_at_linear(pixel_uv(v_in.uv), field_order);
  195. }
  196. float4 PSLinearRGBA_2x(VertData v_in) : TARGET
  197. {
  198. return texel_at_linear_2x(pixel_uv(v_in.uv), field_order);
  199. }
  200. float4 PSDiscardRGBA(VertData v_in) : TARGET
  201. {
  202. return texel_at_discard(pixel_uv(v_in.uv), field_order);
  203. }
  204. float4 PSDiscardRGBA_2x(VertData v_in) : TARGET
  205. {
  206. return texel_at_discard_2x(pixel_uv(v_in.uv), field_order);
  207. }
  208. float4 PSBlendRGBA(VertData v_in) : TARGET
  209. {
  210. return texel_at_blend(pixel_uv(v_in.uv), field_order);
  211. }
  212. float4 PSBlendRGBA_2x(VertData v_in) : TARGET
  213. {
  214. return texel_at_blend_2x(pixel_uv(v_in.uv), field_order);
  215. }
  216. VertData VSDefault(VertData v_in)
  217. {
  218. VertData vert_out;
  219. vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
  220. vert_out.uv = v_in.uv;
  221. return vert_out;
  222. }
  223. #define TECHNIQUE(rgba_ps, matrix_ps) \
  224. technique Draw \
  225. { \
  226. pass \
  227. { \
  228. vertex_shader = VSDefault(v_in); \
  229. pixel_shader = rgba_ps(v_in); \
  230. } \
  231. } \
  232. float4 matrix_ps(VertData v_in) : TARGET \
  233. { \
  234. float4 yuv = rgba_ps(v_in); \
  235. yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); \
  236. return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); \
  237. } \
  238. \
  239. technique DrawMatrix \
  240. { \
  241. pass \
  242. { \
  243. vertex_shader = VSDefault(v_in); \
  244. pixel_shader = matrix_ps(v_in); \
  245. } \
  246. }