Video: Fix area/box resampling shifting the output by about one pixel when upscaling and downscaling
This commit is contained in:
parent
39d96a21a8
commit
fc3f7866f8
|
@ -43,6 +43,17 @@ float3 LinearTosRGBGamma(float3 color)
|
|||
// 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;
|
||||
|
@ -178,7 +189,7 @@ float4 SharpBilinearSample(float3 uvw, float gamma)
|
|||
|
||||
/***** Area Sampling *****/
|
||||
|
||||
// By Sam Belliveau. Public Domain license.
|
||||
// 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/
|
||||
|
@ -191,9 +202,11 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
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 * inverted_target_size;
|
||||
float2 beg = (uvw.xy - inverted_target_size) * source_size;
|
||||
// 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.
|
||||
|
@ -215,15 +228,15 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
// Initialize the color accumulator.
|
||||
float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
// Presents rounding errors
|
||||
const float offset = 0.5;
|
||||
// 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 + 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);
|
||||
|
||||
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);
|
||||
|
@ -231,6 +244,7 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
// 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
|
||||
|
@ -243,8 +257,8 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
if (ix < x_range)
|
||||
{
|
||||
float x = f_beg.x + 1.0 + float(ix);
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -255,15 +269,15 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
{
|
||||
float y = f_beg.y + 1.0 + float(iy);
|
||||
|
||||
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);
|
||||
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 + offset, y + offset), uvw.z, gamma);
|
||||
avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue