Video: Improved Tooltips & Bicubic (#5)

Edited by Filoppi
This commit is contained in:
Sam Belliveau 2023-08-03 18:53:21 -04:00 committed by Filoppi
parent ca93a5191f
commit 39d96a21a8
3 changed files with 159 additions and 208 deletions

View File

@ -1,3 +1,5 @@
/***** COLOR CORRECTION *****/
// Color Space references:
// https://www.unravel.com.au/understanding-color-spaces
@ -36,6 +38,8 @@ float3 LinearTosRGBGamma(float3 color)
return color;
}
/***** COLOR SAMPLING *****/
// Non filtered gamma corrected sample (nearest neighbor)
float4 QuickSample(float3 uvw, float gamma)
{
@ -43,20 +47,24 @@ float4 QuickSample(float3 uvw, float gamma)
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 inverted_source_size = GetInvResolution();
float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner
// Find the integer and floating point parts
@ -64,15 +72,84 @@ float4 BilinearSample(float3 uvw, float gamma)
float2 frac_pixel = fract(pixel);
// Take 4 samples around the original uvw
float4 c11 = QuickSample((int_pixel + float2(0.5, 0.5)) * inverted_source_size, uvw.z, gamma);
float4 c21 = QuickSample((int_pixel + float2(1.5, 0.5)) * inverted_source_size, uvw.z, gamma);
float4 c12 = QuickSample((int_pixel + float2(0.5, 1.5)) * inverted_source_size, uvw.z, gamma);
float4 c22 = QuickSample((int_pixel + float2(1.5, 1.5)) * inverted_source_size, 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 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,
@ -99,23 +176,24 @@ float4 SharpBilinearSample(float3 uvw, float gamma)
return BilinearSample(uvw, gamma);
}
/***** Area Sampling *****/
// By Sam Belliveau. 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 BoxResample(float3 uvw, float gamma)
float4 AreaSampling(float3 uvw, float gamma)
{
// Determine the sizes of the source and target images.
float2 source_size = GetResolution();
float2 inv_source_size = GetInvResolution();
float2 inv_target_size = GetInvWindowResolution();
float2 inverted_target_size = GetInvWindowResolution();
// Determine the range of the source image that the target pixel will cover.
// We shift by one output pixel because that's a prerequisite of the algorithm.
float2 range = source_size * inv_target_size;
float2 beg = (uvw.xy - inv_target_size) * source_size;
float2 range = source_size * inverted_target_size;
float2 beg = (uvw.xy - inverted_target_size) * source_size;
float2 end = beg + range;
// Compute the top-left and bottom-right corners of the pixel box.
@ -141,10 +219,10 @@ float4 BoxResample(float3 uvw, float gamma)
const float offset = 0.5;
// Accumulate corner pixels.
avg_color += area_nw * QuickSample(float2(f_beg.x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_ne * QuickSample(float2(f_end.x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_sw * QuickSample(float2(f_beg.x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_se * QuickSample(float2(f_end.x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x + offset, f_beg.y + offset), uvw.z, gamma);
avg_color += area_ne * QuickSampleByPixel(float2(f_end.x + offset, f_beg.y + offset), uvw.z, gamma);
avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x + offset, f_end.y + offset), uvw.z, gamma);
avg_color += area_se * QuickSampleByPixel(float2(f_end.x + offset, 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);
@ -165,8 +243,8 @@ float4 BoxResample(float3 uvw, float gamma)
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += area_n * QuickSample(float2(x + offset, f_beg.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_s * QuickSample(float2(x + offset, f_end.y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_n * QuickSampleByPixel(float2(x + offset, f_beg.y + offset), uvw.z, gamma);
avg_color += area_s * QuickSampleByPixel(float2(x + offset, f_end.y + offset), uvw.z, gamma);
}
}
@ -177,15 +255,15 @@ float4 BoxResample(float3 uvw, float gamma)
{
float y = f_beg.y + 1.0 + float(iy);
avg_color += area_w * QuickSample(float2(f_beg.x + offset, y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_e * QuickSample(float2(f_end.x + offset, y + offset) * inv_source_size, uvw.z, gamma);
avg_color += area_w * QuickSampleByPixel(float2(f_beg.x + offset, y + offset), uvw.z, gamma);
avg_color += area_e * QuickSampleByPixel(float2(f_end.x + offset, 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 += QuickSample(float2(x + offset, y + offset) * inv_source_size, uvw.z, gamma);
avg_color += QuickSampleByPixel(float2(x + offset, y + offset), uvw.z, gamma);
}
}
}
@ -200,154 +278,7 @@ float4 BoxResample(float3 uvw, float gamma)
return avg_color / (area_corners + area_edges + area_center);
}
float4 Cubic(float v)
{
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v;
float4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return float4(x, y, z, w) * (1.0 / 6.0);
}
// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
float4 BicubicSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
float2 pixel = (uvw.xy * in_source_resolution) - 0.5;
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
float4 xcubic = Cubic(frac_pixel.x);
float4 ycubic = Cubic(frac_pixel.y);
float4 c = float4(int_pixel.x - 0.5, int_pixel.x + 1.5, int_pixel.y - 0.5, int_pixel.y + 1.5);
float4 s = float4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
float4 offset = c + float4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
offset *= float4(in_inverted_source_resolution.x, in_inverted_source_resolution.x, in_inverted_source_resolution.y, in_inverted_source_resolution.y);
float4 sample0 = QuickSample(offset.xz, uvw.z, gamma);
float4 sample1 = QuickSample(offset.yz, uvw.z, gamma);
float4 sample2 = QuickSample(offset.xw, uvw.z, gamma);
float4 sample3 = QuickSample(offset.yw, uvw.z, gamma);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return lerp(lerp(sample3, sample2, sx), lerp(sample1, sample0, sx), sy);
}
float4 CubicHermite(float4 A, float4 B, float4 C, float4 D, float t)
{
float t2 = t * t;
float t3 = t * t * t;
float4 a = (-A / 2.0) + ((3.0 * B) / 2.0) - ((3.0 * C) / 2.0) + (D / 2.0);
float4 b = A - ((5.0 * B) / 2.0 ) + (2.0 * C) - (D / 2.0);
float4 c = (-A / 2.0) + (C / 2.0);
float4 d = B;
return (a * t3) + (b * t2) + (c * t) + d;
}
float4 BicubicHermiteSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
float2 pixel = (uvw.xy * in_source_resolution) + 0.5;
float2 frac_pixel = fract(pixel);
float2 uv = (floor(pixel) * in_inverted_source_resolution) - (in_inverted_source_resolution / 2.0);
float2 inverted_source_resolution_double = in_inverted_source_resolution * 2.0;
float4 c00 = QuickSample(uv + float2(-in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c10 = QuickSample(uv + float2( 0.0, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c20 = QuickSample(uv + float2( in_inverted_source_resolution.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c30 = QuickSample(uv + float2( inverted_source_resolution_double.x, -in_inverted_source_resolution.y), uvw.z, gamma);
float4 c01 = QuickSample(uv + float2(-in_inverted_source_resolution.x, 0.0), uvw.z, gamma);
float4 c11 = QuickSample(uv + float2( 0.0, 0.0), uvw.z, gamma);
float4 c21 = QuickSample(uv + float2( in_inverted_source_resolution.x, 0.0), uvw.z, gamma);
float4 c31 = QuickSample(uv + float2( inverted_source_resolution_double.x, 0.0), uvw.z, gamma);
float4 c02 = QuickSample(uv + float2(-in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c12 = QuickSample(uv + float2( 0.0, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c22 = QuickSample(uv + float2( in_inverted_source_resolution.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c32 = QuickSample(uv + float2( inverted_source_resolution_double.x, in_inverted_source_resolution.y), uvw.z, gamma);
float4 c03 = QuickSample(uv + float2(-in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c13 = QuickSample(uv + float2( 0.0, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c23 = QuickSample(uv + float2( in_inverted_source_resolution.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 c33 = QuickSample(uv + float2( inverted_source_resolution_double.x, inverted_source_resolution_double.y), uvw.z, gamma);
float4 cp0x = CubicHermite(c00, c10, c20, c30, frac_pixel.x);
float4 cp1x = CubicHermite(c01, c11, c21, c31, frac_pixel.x);
float4 cp2x = CubicHermite(c02, c12, c22, c32, frac_pixel.x);
float4 cp3x = CubicHermite(c03, c13, c23, c33, frac_pixel.x);
return CubicHermite(cp0x, cp1x, cp2x, cp3x, frac_pixel.y);
}
float CatmullRom(float B, float C, float x)
{
float f = x;
if (f < 0.0)
f = -f;
if (f < 1.0)
{
return ((12 - 9 * B - 6 * C) * (f * f * f) +
(-18 + 12 * B + 6 * C) * (f * f) +
(6 - 2 * B)) / 6.0;
}
else if (f >= 1.0 && f < 2.0)
{
return ((-B - 6 * C) * (f * f * f)
+ (6 * B + 30 * C) * (f * f) +
( - (12 * B) - 48 * C) * f +
8 * B + 24 * C) / 6.0;
}
else
{
return 0.0;
}
}
// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
// https://github.com/ValveSoftware/gamescope/pull/740
float4 BicubicCatmullRomSample(float3 uvw, float2 in_source_resolution, float2 in_inverted_source_resolution, float gamma)
{
const float offset = 0.5;
float2 pixel = (uvw.xy * in_source_resolution) - offset;
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
float2 int_uvw = (int_pixel + offset) * in_inverted_source_resolution;
// B and C can be any value between 0 and 1,
// though they are meant to be 0 and 0.5 for Catmull-Rom.
// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters
// https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/
const float B = 0.0;
const float C = 0.5;
// Take 16 (4x4) samples, each with a different weight.
// This loop can be replaced with any other bicubic formula (e.g. Hermite).
float4 color_sum = float4(0.0, 0.0, 0.0, 0.0);
float4 color_denominator = float4(0.0, 0.0, 0.0, 0.0);
for (int m = -1; m <= 2; m++)
{
for (int n = -1; n <= 2; n++)
{
float4 color = QuickSample(int_uvw + (float2(m, n) * in_inverted_source_resolution), uvw.z, gamma);
float f1 = CatmullRom(B, C, float(m) - frac_pixel.x);
float f2 = CatmullRom(B, C, -float(n) + frac_pixel.y);
float4 cooef1 = float4(f1, f1, f1, f1);
float4 cooef2 = float4(f2, f2, f2, f2);
color_sum += color * (cooef2 * cooef1);
color_denominator += cooef2 * cooef1;
}
}
return color_sum / color_denominator;
}
/***** Main Functions *****/
// Returns an accurate (gamma corrected) sample of a gamma space space texture.
// Outputs in linear space for simplicity.
@ -360,29 +291,33 @@ float4 LinearGammaCorrectedSample(float gamma)
{
color = BilinearSample(uvw, gamma);
}
else if (resampling_method == 2) // "Simple" Bicubic
else if (resampling_method == 2) // Bicubic: B-Spline
{
color = BicubicSample(uvw, GetResolution(), GetInvResolution(), gamma);
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0, 0.0));
}
else if (resampling_method == 3) // Hermite
else if (resampling_method == 3) // Bicubic: Mitchell-Netravali
{
color = BicubicHermiteSample(uvw, GetResolution(), GetInvResolution(), gamma);
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0 / 3.0, 1.0 / 3.0));
}
else if (resampling_method == 4) // Catmull-Rom
else if (resampling_method == 4) // Bicubic: Catmull-Rom
{
color = BicubicCatmullRomSample(uvw, GetResolution(), GetInvResolution(), gamma);
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.5));
}
else if (resampling_method == 5) // Nearest Neighbor
{
color = QuickSample(uvw, gamma);
}
else if (resampling_method == 6) // Sharp Bilinear
else if (resampling_method == 5) // Sharp Bilinear
{
color = SharpBilinearSample(uvw, gamma);
}
else if (resampling_method == 7) // BoxSampling
else if (resampling_method == 6) // Area Sampling
{
color = BoxResample(uvw, gamma);
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;

View File

@ -110,18 +110,16 @@ void EnhancementsWidget::CreateWidgets()
static_cast<int>(OutputResamplingMode::Default));
m_output_resampling_combo->addItem(tr("Bilinear"),
static_cast<int>(OutputResamplingMode::Bilinear));
m_output_resampling_combo->addItem(tr("Bicubic"),
static_cast<int>(OutputResamplingMode::Bicubic));
m_output_resampling_combo->addItem(tr("Hermite"),
static_cast<int>(OutputResamplingMode::Hermite));
m_output_resampling_combo->addItem(tr("Catmull-Rom"),
m_output_resampling_combo->addItem(tr("Bicubic: B-Spline"),
static_cast<int>(OutputResamplingMode::BSpline));
m_output_resampling_combo->addItem(tr("Bicubic: Mitchell-Netravali"),
static_cast<int>(OutputResamplingMode::MitchellNetravali));
m_output_resampling_combo->addItem(tr("Bicubic: Catmull-Rom"),
static_cast<int>(OutputResamplingMode::CatmullRom));
m_output_resampling_combo->addItem(tr("Nearest Neighbor"),
static_cast<int>(OutputResamplingMode::NearestNeighbor));
m_output_resampling_combo->addItem(tr("Sharp Bilinear"),
static_cast<int>(OutputResamplingMode::SharpBilinear));
m_output_resampling_combo->addItem(tr("Box Resampling"),
static_cast<int>(OutputResamplingMode::BoxResampling));
m_output_resampling_combo->addItem(tr("Area Sampling"),
static_cast<int>(OutputResamplingMode::AreaSampling));
m_configure_color_correction = new ToolTipPushButton(tr("Configure"));
@ -491,18 +489,37 @@ void EnhancementsWidget::AddDescriptions()
"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
"of the game's textures and might cause issues in a small number of "
"games.<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_OUTPUT_RESAMPLING_DESCRIPTION[] = QT_TR_NOOP(
"Affects how the game output image is upscaled or downscaled to the window resolution.<br>"
"\"Default\" will rely on the GPU internal bilinear sampler which isn't gamma corrected."
"<br>\"Bilinear\" (gamma corrected) is a good compromise between quality and performance."
"<br>\"Bicubic\" is smoother than \"Bilinear\"."
"<br>\"Hermite\" might offer the best quality when upscaling,"
" at a slightly bigger perform cost.<br>\"Catmull-Rom\" is best for downscaling."
"<br>\"Nearest Neighbor\" doesn't do any resampling, select if you like a pixelated look."
"<br>\"Sharp Bilinear\" works best with 2D games at low resolutions, use if you like a sharp"
" look."
"<br>\"Box Resampling\" is most expensive but also most accurate downscaling method."
"<br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_OUTPUT_RESAMPLING_DESCRIPTION[] =
QT_TR_NOOP("Affects how the game output is scaled to the window resolution."
"<br>The performance mostly depends on the number of samples each method uses."
"<br>Compared to SSAA, resampling is useful in case the output window"
"<br>resolution isn't a multiplier of the native emulation resolution."
"<br><br><b>Default</b> - [fastest]"
"<br>Internal GPU bilinear sampler which is not gamma corrected."
"<br>This setting might be ignored if gamma correction is forced on."
"<br><br><b>Bilinear</b> - [4 samples]"
"<br>Gamma corrected linear interpolation between pixels."
"<br><br><b>Bicubic</b> - [16 samples]"
"<br>Gamma corrected cubic interpolation between pixels."
"<br>Good when rescaling between close resolutions. i.e 1080p and 1440p."
"<br>Comes in various flavors:"
"<br><b>B-Spline</b>: Blurry, but avoids all lobing artifacts"
"<br><b>Mitchell-Netravali</b>: Good middle ground between blurry and lobing"
"<br><b>Catmull-Rom</b>: Sharper, but can cause lobing artifacts"
"<br><br><b>Sharp Bilinear</b> - [1-4 samples]"
"<br>Similarly to \"Nearest Neighbor\", it maintains a sharp look,"
"<br>but also does some blending to avoid shimmering."
"<br>Works best with 2D games at low resolutions."
"<br><br><b>Area Sampling</b> - [up to 324 samples]"
"<br>Weights pixels by the percentage of area they occupy. Gamma corrected."
"<br>Best for down scaling by more than 2x."
"<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
static const char TR_COLOR_CORRECTION_DESCRIPTION[] =
QT_TR_NOOP("A group of features to make the colors more accurate, matching the color space "
"Wii and GC games were meant for.");

View File

@ -56,12 +56,11 @@ enum class OutputResamplingMode : int
{
Default,
Bilinear,
Bicubic,
Hermite,
BSpline,
MitchellNetravali,
CatmullRom,
NearestNeighbor,
SharpBilinear,
BoxResampling,
AreaSampling,
};
enum class ColorCorrectionRegion : int