mirror of https://github.com/bsnes-emu/bsnes.git
The old OmniScale filter became OmniScale Legacy. A new OmniScale filter was added instead.
This commit is contained in:
parent
e6c4b4d1b2
commit
6f73ee053d
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@ -25,7 +25,8 @@
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@"AAScale4x",
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@"HQ2x",
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@"OmniScale",
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@"AAOmniScale",
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@"OmniScaleLegacy",
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@"AAOmniScaleLegacy",
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];
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}
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return filters;
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@ -38,7 +38,7 @@
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</textField>
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<popUpButton verticalHuggingPriority="750" fixedFrame="YES" translatesAutoresizingMaskIntoConstraints="NO" id="6pP-kK-EEC">
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<rect key="frame" x="30" y="223" width="245" height="26"/>
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<popUpButtonCell key="cell" type="push" title="HQ2x" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" state="on" borderStyle="borderAndBezel" imageScaling="proportionallyDown" inset="2" selectedItem="gxB-Uj-wp2" id="I1w-05-lGl">
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<popUpButtonCell key="cell" type="push" bezelStyle="rounded" alignment="left" lineBreakMode="truncatingTail" borderStyle="borderAndBezel" imageScaling="proportionallyDown" inset="2" id="I1w-05-lGl">
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<behavior key="behavior" lightByBackground="YES" lightByGray="YES"/>
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<font key="font" metaFont="menu"/>
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<menu key="menu" id="xDC-0T-Qg9">
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@ -54,11 +54,12 @@
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<menuItem title="Anti-aliased Scale4x" id="zJR-ER-Ygo">
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<modifierMask key="keyEquivalentModifierMask"/>
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</menuItem>
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<menuItem title="HQ2x" state="on" id="gxB-Uj-wp2"/>
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<menuItem title="OmniScale (Beta, any factor)" id="doe-kf-quG">
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<menuItem title="HQ2x" id="gxB-Uj-wp2"/>
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<menuItem title="OmniScale (Beta, any factor)" id="z6q-Jp-Z8R"/>
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<menuItem title="OmniScale Legacy" id="doe-kf-quG">
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<modifierMask key="keyEquivalentModifierMask"/>
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</menuItem>
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<menuItem title="Anti-aliased OmniScale" id="uZy-BK-VyB">
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<menuItem title="Anti-aliased OmniScale Legacy" id="uZy-BK-VyB">
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<modifierMask key="keyEquivalentModifierMask"/>
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</menuItem>
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</items>
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@ -1,9 +1,16 @@
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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/* Todo: Add the real YUV difference from HQ2x*/
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vec3 rgb_to_yuv(vec4 rgb)
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{
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return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
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-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
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0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
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}
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bool is_different(vec4 a, vec4 b)
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{
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return length(a - b) > 0.15;
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vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
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return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
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}
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#define P(m, r) ((pattern & (m)) == (r))
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@ -1,107 +1,177 @@
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/* OmniScale is derived from the pattern based design of HQnx, but with the following general differences:
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- The actual output calculating was completely redesigned as resolution independent graphic generator. This allows
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scaling to any factor.
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- HQnx approximations that were good enough for a 2x/3x/4x factor were refined, creating smoother gradients.
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- "Quarters" can be interpolated in more ways than in the HQnx filters
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- If a pattern does not provide enough information to determine the suitable scaling interpolation, up to 16 pixels
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per quarter are sampled (in contrast to the usual 9) in order to determine the best interpolation.
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*/
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float quickDistance(vec4 a, vec4 b)
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vec3 rgb_to_yuv(vec4 rgb)
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{
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return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
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return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
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-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
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0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
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}
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bool is_different(vec4 a, vec4 b)
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{
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vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
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return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
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}
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#define P(m, r) ((pattern & (m)) == (r))
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vec4 scale(sampler2D image)
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{
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// o = offset, the width of a pixel
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vec2 o = 1.0 / textureDimensions;
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vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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/* We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */
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vec4 q11 = texture(image, (pixel ) / textureDimensions);
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vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions);
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vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions);
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vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions);
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// p = the position within a pixel [0...1]
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vec2 p = fract(texCoord * textureDimensions);
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vec2 pos = fract(pixel);
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/* Special handling for diaonals */
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bool hasDownDiagonal = false;
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bool hasUpDiagonal = false;
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if (q12 == q21 && q11 != q22) hasUpDiagonal = true;
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else if (q12 != q21 && q11 == q22) hasDownDiagonal = true;
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else if (q12 == q21 && q11 == q22) {
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if (q11 == q12) return q11;
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int diagonalBias = 0;
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for (float y = -1.0; y < 3.0; y++) {
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for (float x = -1.0; x < 3.0; x++) {
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vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions);
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if (color == q11) diagonalBias++;
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if (color == q12) diagonalBias--;
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}
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}
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if (diagonalBias <= 0) {
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hasDownDiagonal = true;
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}
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if (diagonalBias >= 0) {
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hasUpDiagonal = true;
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}
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if (p.x > 0.5) {
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o.x = -o.x;
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p.x = 1.0 - p.x;
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}
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if (p.y > 0.5) {
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o.y = -o.y;
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p.y = 1.0 - p.y;
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}
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if (hasUpDiagonal || hasDownDiagonal) {
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vec4 downDiagonalResult, upDiagonalResult;
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if (hasUpDiagonal) {
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float diagonalPos = pos.x + pos.y;
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if (diagonalPos < 0.5) {
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upDiagonalResult = q11;
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}
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else if (diagonalPos > 1.5) {
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upDiagonalResult = q22;
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}
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else {
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upDiagonalResult = q12;
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}
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vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y));
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vec4 w1 = texture(image, texCoord + vec2( 0, -o.y));
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vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y));
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vec4 w3 = texture(image, texCoord + vec2( -o.x, 0));
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vec4 w4 = texture(image, texCoord + vec2( 0, 0));
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vec4 w5 = texture(image, texCoord + vec2( o.x, 0));
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vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y));
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vec4 w7 = texture(image, texCoord + vec2( 0, o.y));
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vec4 w8 = texture(image, texCoord + vec2( o.x, o.y));
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int pattern = 0;
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if (is_different(w0, w4)) pattern |= 1 << 0;
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if (is_different(w1, w4)) pattern |= 1 << 1;
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if (is_different(w2, w4)) pattern |= 1 << 2;
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if (is_different(w3, w4)) pattern |= 1 << 3;
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if (is_different(w5, w4)) pattern |= 1 << 4;
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if (is_different(w6, w4)) pattern |= 1 << 5;
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if (is_different(w7, w4)) pattern |= 1 << 6;
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if (is_different(w8, w4)) pattern |= 1 << 7;
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if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5))
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return mix(w4, w3, 0.5 - p.x);
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if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3))
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return mix(w4, w1, 0.5 - p.y);
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if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1))
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return w4;
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if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) ||
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P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) ||
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P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) ||
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P(0xeb,0x8a)) && is_different(w3, w1))
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return mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y);
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if (P(0x0b,0x08))
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return mix(mix(w0 * 0.375 + w1 * 0.25 + w4 * 0.375, w4 * 0.5 + w1 * 0.5, p.x * 2.0), w4, p.y * 2.0);
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if (P(0x0b,0x02))
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return mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0);
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if (P(0x2f,0x2f)) {
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if (length(p - vec2(0.5)) < 0.5) {
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return w4;
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}
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if (hasDownDiagonal) {
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float diagonalPos = 1.0 - pos.x + pos.y;
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if (diagonalPos < 0.5) {
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downDiagonalResult = q21;
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}
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else if (diagonalPos > 1.5) {
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downDiagonalResult = q12;
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}
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else {
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downDiagonalResult = q11;
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}
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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if (!hasUpDiagonal) return downDiagonalResult;
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if (!hasDownDiagonal) return upDiagonalResult;
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return mix(downDiagonalResult, upDiagonalResult, 0.5);
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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if (P(0xbf,0x37) || P(0xdb,0x13)) {
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if (p.x - 2.0 * p.y > 0) {
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return w1;
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}
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return mix(w3, w4, p.x + 0.5);
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}
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if (P(0xdb,0x49) || P(0xef,0x6d)) {
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if (p.y - 2.0 * p.x > 0) {
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return w3;
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}
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return mix(w1, w4, p.x * 2);
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}
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if ( P(0xbf,0x8f) || P(0x7e,0x0e)) {
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if (p.x + 2.0 * p.y < 1.0) {
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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return w4;
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}
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if (P(0x7e,0x2a) || P(0xef,0xab)) {
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if (p.y + 2.0 * p.x < 1.0) {
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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return w4;
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}
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if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
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return mix(w4, w3, 0.5 - p.x);
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if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
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return mix(w4, w1, 0.5 - p.y);
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if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
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P(0xdf,0xde) || P(0xdf,0x1e))
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return mix(w4, w0, (1.0 - p.x - p.y) / 2.0);
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if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
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P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
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P(0x3b,0x1b)) {
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if (p.x + p.y > 0.5) {
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return w4;
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}
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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vec4 r1 = mix(q11, q21, fract(pos.x));
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vec4 r2 = mix(q12, q22, fract(pos.x));
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if (P(0x0b,0x01))
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//return vec4(1,0,0,0);
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return mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y);
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if (P(0x0b,0x00))
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return mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y);
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if (p.x + p.y > 0.5)
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return w4;
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/* We need more samples to "solve" this diagonal */
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vec4 x0 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y * 2.0));
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vec4 x1 = texture(image, texCoord + vec2( -o.x , -o.y * 2.0));
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vec4 x2 = texture(image, texCoord + vec2( 0.0 , -o.y * 2.0));
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vec4 x3 = texture(image, texCoord + vec2( o.x , -o.y * 2.0));
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vec4 x4 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y ));
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vec4 x5 = texture(image, texCoord + vec2( -o.x * 2.0, 0.0 ));
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vec4 x6 = texture(image, texCoord + vec2( -o.x * 2.0, o.y ));
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if (is_different(x0, w4)) pattern |= 1 << 8;
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if (is_different(x1, w4)) pattern |= 1 << 9;
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if (is_different(x2, w4)) pattern |= 1 << 10;
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if (is_different(x3, w4)) pattern |= 1 << 11;
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if (is_different(x4, w4)) pattern |= 1 << 12;
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if (is_different(x5, w4)) pattern |= 1 << 13;
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if (is_different(x6, w4)) pattern |= 1 << 14;
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int diagonal_bias = -7;
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while (pattern != 0) {
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diagonal_bias += pattern & 1;
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pattern >>= 1;
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}
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if (diagonal_bias <= 0)
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return mix(w1, w3, p.y - p.x + 0.5);
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vec4 unqunatized = mix(r1, r2, fract(pos.y));
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float q11d = quickDistance(unqunatized, q11);
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float q21d = quickDistance(unqunatized, q21);
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float q12d = quickDistance(unqunatized, q12);
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float q22d = quickDistance(unqunatized, q22);
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float best = min(q11d,
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min(q21d,
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min(q12d,
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q22d)));
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if (q11d == best) {
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return q11;
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}
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if (q21d == best) {
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return q21;
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}
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if (q12d == best) {
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return q12;
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}
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return q22;
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return w4;
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}
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@ -0,0 +1,107 @@
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float quickDistance(vec4 a, vec4 b)
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{
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return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z);
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}
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vec4 scale(sampler2D image)
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{
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vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution;
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, (pixel ) / textureDimensions);
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vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions);
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vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions);
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vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions);
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vec2 pos = fract(pixel);
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/* Special handling for diaonals */
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bool hasDownDiagonal = false;
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bool hasUpDiagonal = false;
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if (q12 == q21 && q11 != q22) hasUpDiagonal = true;
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else if (q12 != q21 && q11 == q22) hasDownDiagonal = true;
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else if (q12 == q21 && q11 == q22) {
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if (q11 == q12) return q11;
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int diagonalBias = 0;
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for (float y = -1.0; y < 3.0; y++) {
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for (float x = -1.0; x < 3.0; x++) {
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vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions);
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if (color == q11) diagonalBias++;
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if (color == q12) diagonalBias--;
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}
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}
|
||||
if (diagonalBias <= 0) {
|
||||
hasDownDiagonal = true;
|
||||
}
|
||||
if (diagonalBias >= 0) {
|
||||
hasUpDiagonal = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasUpDiagonal || hasDownDiagonal) {
|
||||
vec4 downDiagonalResult, upDiagonalResult;
|
||||
|
||||
if (hasUpDiagonal) {
|
||||
float diagonalPos = pos.x + pos.y;
|
||||
|
||||
if (diagonalPos < 0.5) {
|
||||
upDiagonalResult = q11;
|
||||
}
|
||||
else if (diagonalPos > 1.5) {
|
||||
upDiagonalResult = q22;
|
||||
}
|
||||
else {
|
||||
upDiagonalResult = q12;
|
||||
}
|
||||
}
|
||||
|
||||
if (hasDownDiagonal) {
|
||||
float diagonalPos = 1.0 - pos.x + pos.y;
|
||||
|
||||
if (diagonalPos < 0.5) {
|
||||
downDiagonalResult = q21;
|
||||
}
|
||||
else if (diagonalPos > 1.5) {
|
||||
downDiagonalResult = q12;
|
||||
}
|
||||
else {
|
||||
downDiagonalResult = q11;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasUpDiagonal) return downDiagonalResult;
|
||||
if (!hasDownDiagonal) return upDiagonalResult;
|
||||
return mix(downDiagonalResult, upDiagonalResult, 0.5);
|
||||
}
|
||||
|
||||
vec4 r1 = mix(q11, q21, fract(pos.x));
|
||||
vec4 r2 = mix(q12, q22, fract(pos.x));
|
||||
|
||||
vec4 unqunatized = mix(r1, r2, fract(pos.y));
|
||||
|
||||
float q11d = quickDistance(unqunatized, q11);
|
||||
float q21d = quickDistance(unqunatized, q21);
|
||||
float q12d = quickDistance(unqunatized, q12);
|
||||
float q22d = quickDistance(unqunatized, q22);
|
||||
|
||||
float best = min(q11d,
|
||||
min(q21d,
|
||||
min(q12d,
|
||||
q22d)));
|
||||
|
||||
if (q11d == best) {
|
||||
return q11;
|
||||
}
|
||||
|
||||
if (q21d == best) {
|
||||
return q21;
|
||||
}
|
||||
|
||||
if (q12d == best) {
|
||||
return q12;
|
||||
}
|
||||
|
||||
return q22;
|
||||
}
|
Loading…
Reference in New Issue