GS: Cleaned up and commented Motiond Adaptive Deinterlacing shader code

GS: fixed compile error in Metal interlace shader
GS fixed more compile errors in Metal interlace shader
GS: Adjusted code indentation in interlace shader for all renderers
This commit is contained in:
sideprojectslab 2022-11-12 12:20:09 +01:00 committed by refractionpcsx2
parent e9d256aa74
commit 64f6bf52b0
4 changed files with 413 additions and 335 deletions

View File

@ -48,124 +48,143 @@ float4 ps_main3(PS_INPUT input) : SV_Target0
float4 ps_main4(PS_INPUT input) : SV_Target0
{
const int vres = int(round(ZrH.z));
const int idx = int(round(ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const int vpos = int(input.p.y) + (((((vres + 1) >> 1) << 1) - vres) & bank);
const float2 bofs = float2(0.0f, 0.5f * bank);
const float2 vscale = float2(1.0f, 2.0f);
const float2 optr = input.t - bofs;
const float2 iptr = optr * vscale;
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
const int idx = int(ZrH.x); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vres = int(ZrH.z); // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(input.p.y) + lofs; // vertical position of destination texture
const float2 bofs = float2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const float2 vscale = float2(1.0f, 2.0f); // scaling factor from source to destination texture
const float2 optr = input.t - bofs; // used to check if the current destination line is within the current bank
const float2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
return Texture.Sample(Sampler, iptr);
else
discard;
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
float4 ps_main5(PS_INPUT input) : SV_Target0
{
const float sensitivity = ZrH.w;
const float3 motion_thr = float3(1.0, 1.0, 1.0) * sensitivity;
const float2 vofs = float2(0.0f, 0.5f);
const float2 vscale = float2(1.0f, 0.5f);
const int idx = int(round(ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const float2 line_ofs = float2(0.0f, ZrH.y);
const float2 iptr = input.t * vscale;
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current
// field.
float2 p_new_cf;
float2 p_old_cf;
float2 p_new_af;
float2 p_old_af;
const int idx = int(round(ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vpos = int(input.p.y); // vertical position of destination texture
const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
const float3 motion_thr = float3(1.0, 1.0, 1.0) * sensitivity; //
const float2 bofs = float2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
const float2 vscale = float2(1.0f, 0.5f); // scaling factor from source to destination texture
const float2 lofs = float2(0.0f, ZrH.y); // distance between two adjacent lines relative to source texture size
const float2 iptr = input.t * vscale; // pointer to the current pixel in the source texture
float2 p_t0; // pointer to current pixel (missing or not) from most recent frame
float2 p_t1; // pointer to current pixel (missing or not) from one frame back
float2 p_t2; // pointer to current pixel (missing or not) from two frames back
float2 p_t3; // pointer to current pixel (missing or not) from three frames back
switch (idx)
{
case 0:
p_new_cf = iptr;
p_new_af = iptr + vofs;
p_old_cf = iptr + vofs;
p_old_af = iptr;
p_t0 = iptr;
p_t1 = iptr + bofs;
p_t2 = iptr + bofs;
p_t3 = iptr;
break;
case 1:
p_new_cf = iptr;
p_new_af = iptr;
p_old_cf = iptr + vofs;
p_old_af = iptr + vofs;
p_t0 = iptr;
p_t1 = iptr;
p_t2 = iptr + bofs;
p_t3 = iptr + bofs;
break;
case 2:
p_new_cf = iptr + vofs;
p_new_af = iptr;
p_old_cf = iptr;
p_old_af = iptr + vofs;
p_t0 = iptr + bofs;
p_t1 = iptr;
p_t2 = iptr;
p_t3 = iptr + bofs;
break;
case 3:
p_new_cf = iptr + vofs;
p_new_af = iptr + vofs;
p_old_cf = iptr;
p_old_af = iptr;
p_t0 = iptr + bofs;
p_t1 = iptr + bofs;
p_t2 = iptr;
p_t3 = iptr;
break;
default:
break;
}
// calculating motion
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
float4 hn = Texture.Sample(Sampler, p_new_cf - line_ofs); // high
float4 cn = Texture.Sample(Sampler, p_new_af); // center
float4 ln = Texture.Sample(Sampler, p_new_cf + line_ofs); // low
float4 hn = Texture.Sample(Sampler, p_t0 - lofs); // new high pixel
float4 cn = Texture.Sample(Sampler, p_t1); // new center pixel
float4 ln = Texture.Sample(Sampler, p_t0 + lofs); // new low pixel
float4 ho = Texture.Sample(Sampler, p_old_cf - line_ofs); // high
float4 co = Texture.Sample(Sampler, p_old_af); // center
float4 lo = Texture.Sample(Sampler, p_old_cf + line_ofs); // low
float4 ho = Texture.Sample(Sampler, p_t2 - lofs); // old high pixel
float4 co = Texture.Sample(Sampler, p_t3); // old center pixel
float4 lo = Texture.Sample(Sampler, p_t2 + lofs); // old low pixel
float3 mh = hn.rgb - ho.rgb;
float3 mc = cn.rgb - co.rgb;
float3 ml = ln.rgb - lo.rgb;
float3 mh = hn.rgb - ho.rgb; // high pixel motion
float3 mc = cn.rgb - co.rgb; // center pixel motion
float3 ml = ln.rgb - lo.rgb; // low pixel motion
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
// float mh_max = max(max(mh.x, mh.y), mh.z);
// float mc_max = max(max(mc.x, mc.y), mc.z);
// float ml_max = max(max(ml.x, ml.y), ml.z);
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#if 1 // use this code to evaluate each color motion separately
float mh_max = max(max(mh.x, mh.y), mh.z);
float mc_max = max(max(mc.x, mc.y), mc.z);
float ml_max = max(max(ml.x, ml.y), ml.z);
#else // use this code to evaluate average color motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#endif
// selecting deinterlacing output
if (((int(input.p.y) & 1) == field)) // output coordinate present on current field
if ((vpos & 1) == field)
{
return Texture.Sample(Sampler, p_new_cf);
// output coordinate present on current field
return Texture.Sample(Sampler, p_t0);
}
else if ((iptr.y > 0.5f - line_ofs.y) || (iptr.y < 0.0 + line_ofs.y))
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
return Texture.Sample(Sampler, p_new_af);
// top and bottom lines are always weaved
return cn;
}
else
{
// missing line needs to be reconstructed
if (((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
// high motion -> interpolate pixels above and below
return (hn + ln) / 2.0f;
}
else
{
return Texture.Sample(Sampler, p_new_af);
// low motion -> weave
return cn;
}
}
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
#endif

View File

@ -13,157 +13,179 @@ layout(location = 0) out vec4 SV_Target0;
// TODO ensure that clip (discard) is < 0 and not <= 0 ???
void ps_main0()
{
if ((int(gl_FragCoord.y) & 1) == 0)
discard;
// I'm not sure it impact us but be safe to lookup texture before conditional if
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
vec4 c = texture(TextureSampler, PSin_t);
if ((int(gl_FragCoord.y) & 1) == 0)
discard;
// I'm not sure it impact us but be safe to lookup texture before conditional if
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = c;
SV_Target0 = c;
}
void ps_main1()
{
if ((int(gl_FragCoord.y) & 1) != 0)
discard;
// I'm not sure it impact us but be safe to lookup texture before conditional if
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
vec4 c = texture(TextureSampler, PSin_t);
if ((int(gl_FragCoord.y) & 1) != 0)
discard;
// I'm not sure it impact us but be safe to lookup texture before conditional if
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = c;
SV_Target0 = c;
}
void ps_main2()
{
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = texture(TextureSampler, PSin_t - vstep);
vec4 c1 = texture(TextureSampler, PSin_t);
vec4 c2 = texture(TextureSampler, PSin_t + vstep);
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = texture(TextureSampler, PSin_t - vstep);
vec4 c1 = texture(TextureSampler, PSin_t);
vec4 c2 = texture(TextureSampler, PSin_t + vstep);
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
void ps_main3()
{
SV_Target0 = texture(TextureSampler, PSin_t);
SV_Target0 = texture(TextureSampler, PSin_t);
}
void ps_main4()
{
const int vres = int(round(ZrH.z));
const int idx = int(round(ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const int vpos = int(gl_FragCoord.y) + (((((vres + 1) >> 1) << 1) - vres) & bank);
const vec2 bofs = vec2(0.0f, 0.5f * bank);
const vec2 vscale = vec2(1.0f, 2.0f);
const vec2 optr = PSin_t - bofs;
const vec2 iptr = optr * vscale;
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
//if ((optr.y >= 0.0f) && (optr.y < 0.5f) && (int(iptr.y * vres) & 1) == field)
SV_Target0 = texture(TextureSampler, iptr);
else
discard;
const int idx = int(ZrH.x); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vres = int(ZrH.z); // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
const vec2 optr = PSin_t - bofs; // used to check if the current destination line is within the current bank
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
SV_Target0 = texture(TextureSampler, iptr);
else
discard;
}
void ps_main5()
{
const float sensitivity = ZrH.w;
const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity;
const vec2 vofs = vec2(0.0f, 0.5f);
const vec2 vscale = vec2(1.0f, 0.5f);
const int idx = int(round(ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const vec2 line_ofs = vec2(0.0f, ZrH.y);
const vec2 iptr = PSin_t * vscale;
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current
// field.
vec2 p_new_cf;
vec2 p_old_cf;
vec2 p_new_af;
vec2 p_old_af;
const int idx = int(round(ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
const vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
const vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
const vec2 lofs = vec2(0.0f, ZrH.y); // distance between two adjacent lines relative to source texture size
const vec2 iptr = PSin_t * vscale; // pointer to the current pixel in the source texture
switch (idx)
{
case 0:
p_new_cf = iptr;
p_new_af = iptr + vofs;
p_old_cf = iptr + vofs;
p_old_af = iptr;
break;
case 1:
p_new_cf = iptr;
p_new_af = iptr;
p_old_cf = iptr + vofs;
p_old_af = iptr + vofs;
break;
case 2:
p_new_cf = iptr + vofs;
p_new_af = iptr;
p_old_cf = iptr;
p_old_af = iptr + vofs;
break;
case 3:
p_new_cf = iptr + vofs;
p_new_af = iptr + vofs;
p_old_cf = iptr;
p_old_af = iptr;
break;
default:
break;
}
vec2 p_t0; // pointer to current pixel (missing or not) from most recent frame
vec2 p_t1; // pointer to current pixel (missing or not) from one frame back
vec2 p_t2; // pointer to current pixel (missing or not) from two frames back
vec2 p_t3; // pointer to current pixel (missing or not) from three frames back
// calculating motion
switch (idx)
{
case 0:
p_t0 = iptr;
p_t1 = iptr + bofs;
p_t2 = iptr + bofs;
p_t3 = iptr;
break;
case 1:
p_t0 = iptr;
p_t1 = iptr;
p_t2 = iptr + bofs;
p_t3 = iptr + bofs;
break;
case 2:
p_t0 = iptr + bofs;
p_t1 = iptr;
p_t2 = iptr;
p_t3 = iptr + bofs;
break;
case 3:
p_t0 = iptr + bofs;
p_t1 = iptr + bofs;
p_t2 = iptr;
p_t3 = iptr;
break;
default:
break;
}
vec4 hn = texture(TextureSampler, p_new_cf - line_ofs); // high
vec4 cn = texture(TextureSampler, p_new_af); // center
vec4 ln = texture(TextureSampler, p_new_cf + line_ofs); // low
vec4 ho = texture(TextureSampler, p_old_cf - line_ofs); // high
vec4 co = texture(TextureSampler, p_old_af); // center
vec4 lo = texture(TextureSampler, p_old_cf + line_ofs); // low
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
vec3 mh = hn.rgb - ho.rgb;
vec3 mc = cn.rgb - co.rgb;
vec3 ml = ln.rgb - lo.rgb;
vec4 hn = texture(TextureSampler, p_t0 - lofs); // new high pixel
vec4 cn = texture(TextureSampler, p_t1); // new center pixel
vec4 ln = texture(TextureSampler, p_t0 + lofs); // new low pixel
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
vec4 ho = texture(TextureSampler, p_t2 - lofs); // old high pixel
vec4 co = texture(TextureSampler, p_t3); // old center pixel
vec4 lo = texture(TextureSampler, p_t2 + lofs); // old low pixel
// float mh_max = max(max(mh.x, mh.y), mh.z);
// float mc_max = max(max(mc.x, mc.y), mc.z);
// float ml_max = max(max(ml.x, ml.y), ml.z);
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
vec3 mc = cn.rgb - co.rgb; // center pixel motion
vec3 ml = ln.rgb - lo.rgb; // low pixel motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
// selecting deinterlacing output
#if 1 // use this code to evaluate each color motion separately
float mh_max = max(max(mh.x, mh.y), mh.z);
float mc_max = max(max(mc.x, mc.y), mc.z);
float ml_max = max(max(ml.x, ml.y), ml.z);
#else // use this code to evaluate average color motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#endif
if (((int(gl_FragCoord.y) & 1) == field)) // output coordinate present on current field
{
SV_Target0 = texture(TextureSampler, p_new_cf);
}
else if ((iptr.y > 0.5f - line_ofs.y) || (iptr.y < 0.0 + line_ofs.y))
{
SV_Target0 = texture(TextureSampler, p_new_af);
}
else
{
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
SV_Target0 = (hn + ln) / 2.0f;
}
else
{
SV_Target0 = texture(TextureSampler, p_new_af);
}
}
// selecting deinterlacing output
if ((vpos & 1) == field)
{
// output coordinate present on current field
SV_Target0 = texture(TextureSampler, p_t0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
// top and bottom lines are always weaved
SV_Target0 = cn;
}
else
{
// missing line needs to be reconstructed
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
// high motion -> interpolate pixels above and below
SV_Target0 = (hn + ln) / 2.0f;
}
else
{
// low motion -> weave
SV_Target0 = cn;
}
}
}
#endif

View File

@ -66,20 +66,30 @@ void ps_main3()
#ifdef ps_main4
void ps_main4()
{
const int vres = int(round(ZrH.z));
const int idx = int(round(ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const int vpos = int(gl_FragCoord.y) + (((((vres + 1) >> 1) << 1) - vres) & bank);
const vec2 bofs = vec2(0.0f, 0.5f * bank);
const vec2 vscale = vec2(1.0f, 2.0f);
const vec2 optr = v_tex - bofs;
const vec2 iptr = optr * vscale;
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
o_col0 = texture(samp0, iptr);
else
discard;
const int idx = int(round(ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vres = int(round(ZrH.z)); // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
o_col0 = texture(samp0, iptr);
else
discard;
}
#endif
@ -87,101 +97,110 @@ void ps_main4()
#ifdef ps_main5
void ps_main5()
{
const float sensitivity = ZrH.w;
const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity;
const vec2 vofs = vec2(0.0f, 0.5f);
const vec2 vscale = vec2(1.0f, 0.5f);
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current
// field.
int idx = int(round(ZrH.x));
int bank = idx >> 1;
int field = idx & 1;
vec2 line_ofs = vec2(0.0f, ZrH.y);
const int idx = int(round(ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
const vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
const vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
const vec2 lofs = vec2(0.0f, ZrH.y); // distance between two adjacent lines relative to source texture size
const vec2 iptr = v_tex * vscale; // pointer to the current pixel in the source texture
vec2 iptr = v_tex * vscale;
vec2 p_new_cf = vec2(0.0f, 0.0f);
vec2 p_old_cf = vec2(0.0f, 0.0f);
vec2 p_new_af = vec2(0.0f, 0.0f);
vec2 p_old_af = vec2(0.0f, 0.0f);
vec2 p_t0; // pointer to current pixel (missing or not) from most recent frame
vec2 p_t1; // pointer to current pixel (missing or not) from one frame back
vec2 p_t2; // pointer to current pixel (missing or not) from two frames back
vec2 p_t3; // pointer to current pixel (missing or not) from three frames back
switch (idx)
{
case 0:
p_new_cf = iptr;
p_new_af = iptr + vofs;
p_old_cf = iptr + vofs;
p_old_af = iptr;
break;
case 1:
p_new_cf = iptr;
p_new_af = iptr;
p_old_cf = iptr + vofs;
p_old_af = iptr + vofs;
break;
case 2:
p_new_cf = iptr + vofs;
p_new_af = iptr;
p_old_cf = iptr;
p_old_af = iptr + vofs;
break;
case 3:
p_new_cf = iptr + vofs;
p_new_af = iptr + vofs;
p_old_cf = iptr;
p_old_af = iptr;
break;
default:
break;
}
switch (idx)
{
case 0:
p_t0 = iptr;
p_t1 = iptr + bofs;
p_t2 = iptr + bofs;
p_t3 = iptr;
break;
case 1:
p_t0 = iptr;
p_t1 = iptr;
p_t2 = iptr + bofs;
p_t3 = iptr + bofs;
break;
case 2:
p_t0 = iptr + bofs;
p_t1 = iptr;
p_t2 = iptr;
p_t3 = iptr + bofs;
break;
case 3:
p_t0 = iptr + bofs;
p_t1 = iptr + bofs;
p_t2 = iptr;
p_t3 = iptr;
break;
default:
break;
}
// calculating motion
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
vec4 hn = texture(samp0, p_new_cf - line_ofs); // high
vec4 cn = texture(samp0, p_new_af); // center
vec4 ln = texture(samp0, p_new_cf + line_ofs); // low
vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
vec4 cn = texture(samp0, p_t1); // new center pixel
vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
vec4 ho = texture(samp0, p_old_cf - line_ofs); // high
vec4 co = texture(samp0, p_old_af); // center
vec4 lo = texture(samp0, p_old_cf + line_ofs); // low
vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
vec4 co = texture(samp0, p_t3); // old center pixel
vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
vec3 mh = hn.rgb - ho.rgb;
vec3 mc = cn.rgb - co.rgb;
vec3 ml = ln.rgb - lo.rgb;
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
vec3 mc = cn.rgb - co.rgb; // center pixel motion
vec3 ml = ln.rgb - lo.rgb; // low pixel motion
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
#if 1 // use this code to evaluate each color motion separately
float mh_max = max(max(mh.x, mh.y), mh.z);
float mc_max = max(max(mc.x, mc.y), mc.z);
float ml_max = max(max(ml.x, ml.y), ml.z);
#else // use this code to evaluate average color motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#endif
// float mh_max = max(max(mh.x, mh.y), mh.z);
// float mc_max = max(max(mc.x, mc.y), mc.z);
// float ml_max = max(max(ml.x, ml.y), ml.z);
// selecting deinterlacing output
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
// selecting deinterlacing output
if (((int(gl_FragCoord.y) & 1) == field)) // output coordinate present on current field
{
o_col0 = texture(samp0, p_new_cf);
}
else if ((iptr.y > 0.5f - line_ofs.y) || (iptr.y < 0.0 + line_ofs.y))
{
o_col0 = texture(samp0, p_new_af);
}
else
{
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
o_col0 = (hn + ln) / 2.0f;
}
else
{
o_col0 = texture(samp0, p_new_af);
}
}
if ((vpos & 1) == field) // output coordinate present on current field
{
// output coordinate present on current field
o_col0 = texture(samp0, p_t0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
// top and bottom lines are always weaved
o_col0 = cn;
}
else
{
// missing line needs to be reconstructed
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
// high motion -> interpolate pixels above and below
o_col0 = (hn + ln) / 2.0f;
}
else
{
// low motion -> weave
o_col0 = cn;
}
}
}
#endif

View File

@ -51,82 +51,94 @@ fragment float4 ps_interlace3(ConvertShaderData data [[stage_in]], ConvertPSRes
fragment float4 ps_interlace4(ConvertShaderData data [[stage_in]], ConvertPSRes res,
constant GSMTLInterlacePSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{
const int vres = int(round(uniform.ZrH.z));
const int idx = int(round(uniform.ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const int vpos = int(data.p.y) + (((((vres + 1) >> 1) << 1) - vres) & bank);
const float2 bofs = float2(0.0f, 0.5f * bank);
const float2 vscale = float2(1.0f, 2.0f);
const float2 optr = data.t - bofs;
const float2 iptr = optr * vscale;
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
const int idx = int(round(uniform.ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vres = int(round(uniform.ZrH.z)); // vertical resolution of source texture
const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
const int vpos = int(data.p.y) + lofs; // vertical position of destination texture
const float2 bofs = float2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
const float2 vscale = float2(1.0f, 2.0f); // scaling factor from source to destination texture
const float2 optr = data.t - bofs; // used to check if the current destination line is within the current bank
const float2 iptr = optr * vscale; // pointer to the current pixel in the source texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
return res.sample(iptr);
else
discard_fragment();
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
fragment float4 ps_interlace5(ConvertShaderData data [[stage_in]], ConvertPSRes res,
constant GSMTLInterlacePSUniform& uniform [[buffer(GSMTLBufferIndexUniforms)]])
{
const float sensitivity = uniform.ZrH.w;
const float3 motion_thr = float3(1.0, 1.0, 1.0) * sensitivity;
const float2 vofs = float2(0.0f, 0.5f);
const float2 vscale = float2(1.0f, 0.5f);
const int idx = int(round(uniform.ZrH.x));
const int bank = idx >> 1;
const int field = idx & 1;
const float2 line_ofs = float2(0.0f, uniform.ZrH.y);
const float2 iptr = data.t * vscale;
const int idx = int(round(uniform.ZrH.x)); // buffer index passed from CPU
const int bank = idx >> 1; // current bank
const int field = idx & 1; // current field
const int vpos = int(data.p.y); // vertical position of destination texture
const float sensitivity = uniform.ZrH.w; // passed from CPU, higher values mean more likely to use weave
const float3 motion_thr = float3(1.0, 1.0, 1.0) * sensitivity; //
const float2 bofs = float2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
const float2 vscale = float2(1.0f, 0.5f); // scaling factor from source to destination texture
const float2 lofs = float2(0.0f, uniform.ZrH.y); // distance between two adjacent lines relative to source texture size
const float2 iptr = data.t * vscale; // pointer to the current pixel in the source texture
float2 p_new_cf;
float2 p_old_cf;
float2 p_new_af;
float2 p_old_af;
float2 p_t0; // pointer to current pixel (missing or not) from most recent frame
float2 p_t1; // pointer to current pixel (missing or not) from one frame back
float2 p_t2; // pointer to current pixel (missing or not) from two frames back
float2 p_t3; // pointer to current pixel (missing or not) from three frames back
switch (idx)
{
case 0:
p_new_cf = iptr;
p_new_af = iptr + vofs;
p_old_cf = iptr + vofs;
p_old_af = iptr;
p_t0 = iptr;
p_t1 = iptr + bofs;
p_t2 = iptr + bofs;
p_t3 = iptr;
break;
case 1:
p_new_cf = iptr;
p_new_af = iptr;
p_old_cf = iptr + vofs;
p_old_af = iptr + vofs;
p_t0 = iptr;
p_t1 = iptr;
p_t2 = iptr + bofs;
p_t3 = iptr + bofs;
break;
case 2:
p_new_cf = iptr + vofs;
p_new_af = iptr;
p_old_cf = iptr;
p_old_af = iptr + vofs;
p_t0 = iptr + bofs;
p_t1 = iptr;
p_t2 = iptr;
p_t3 = iptr + bofs;
break;
case 3:
p_new_cf = iptr + vofs;
p_new_af = iptr + vofs;
p_old_cf = iptr;
p_old_af = iptr;
p_t0 = iptr + bofs;
p_t1 = iptr + bofs;
p_t2 = iptr;
p_t3 = iptr;
break;
default:
break;
}
// calculating motion
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
float4 hn = res.sample(p_new_cf - line_ofs); // high
float4 cn = res.sample(p_new_af); // center
float4 ln = res.sample(p_new_cf + line_ofs); // low
float4 hn = res.sample(p_t0 - lofs); // new high pixel
float4 cn = res.sample(p_t1); // new center pixel
float4 ln = res.sample(p_t0 + lofs); // new low pixel
float4 ho = res.sample(p_old_cf - line_ofs); // high
float4 co = res.sample(p_old_af); // center
float4 lo = res.sample(p_old_cf + line_ofs); // low
float4 ho = res.sample(p_t2 - lofs); // old high pixel
float4 co = res.sample(p_t3); // old center pixel
float4 lo = res.sample(p_t2 + lofs); // old low pixel
float3 mh = hn.rgb - ho.rgb;
float3 mc = cn.rgb - co.rgb;
@ -136,34 +148,40 @@ fragment float4 ps_interlace5(ConvertShaderData data [[stage_in]], ConvertPSRes
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
// float mh_max = max(max(mh.x, mh.y), mh.z);
// float mc_max = max(max(mc.x, mc.y), mc.z);
// float ml_max = max(max(ml.x, ml.y), ml.z);
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#if 1 // use this code to evaluate each color motion separately
float mh_max = max(max(mh.x, mh.y), mh.z);
float mc_max = max(max(mc.x, mc.y), mc.z);
float ml_max = max(max(ml.x, ml.y), ml.z);
#else // use this code to evaluate average color motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#endif
// selecting deinterlacing output
if (((int(data.p.y) & 1) == field)) // output coordinate present on current field
if ((vpos & 1) == field)
{
return res.sample(p_new_cf);
// output coordinate present on current field
return res.sample(p_t0);
}
else if ((iptr.y > 0.5f - line_ofs.y) || (iptr.y < 0.0 + line_ofs.y))
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
return res.sample(p_new_af);
// top and bottom lines are always weaved
return cn;
}
else
{
// missing line needs to be reconstructed
if (((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
{
// high motion -> interpolate pixels above and below
return (hn + ln) / 2.0f;
}
else
{
return res.sample(p_new_af);
// low motion -> weave
return cn;
}
}