// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ Texture2D Texture; SamplerState Sampler; cbuffer cb0 { float4 ZrH; }; struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; // Weave shader float4 ps_main0(PS_INPUT input) : SV_Target0 { const int idx = int(ZrH.x); // buffer index passed from CPU const int field = idx & 1; // current field const int vpos = int(input.p.y); // vertical position of destination texture if ((vpos & 1) == field) return Texture.SampleLevel(Sampler, input.t, 0); else discard; return float4(0.0f, 0.0f, 0.0f, 0.0f); } // Bob shader float4 ps_main1(PS_INPUT input) : SV_Target0 { return Texture.SampleLevel(Sampler, input.t, 0); } // Blend shader float4 ps_main2(PS_INPUT input) : SV_Target0 { float2 vstep = float2(0.0f, ZrH.y); float4 c0 = Texture.SampleLevel(Sampler, input.t - vstep, 0); float4 c1 = Texture.SampleLevel(Sampler, input.t, 0); float4 c2 = Texture.SampleLevel(Sampler, input.t + vstep, 0); return (c0 + c1 * 2 + c2) / 4; } // MAD shader - buffering float4 ps_main3(PS_INPUT input) : SV_Target0 { // 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 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) >> 1; // 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 // 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 ((vpos & 1) == field) return Texture.SampleLevel(Sampler, input.t, 0); else discard; return float4(0.0f, 0.0f, 0.0f, 0.0f); } // MAD shader - reconstruction float4 ps_main4(PS_INPUT input) : SV_Target0 { // we use the contents of the MAD frame buffer to reconstruct the missing lines from the current // field. const int idx = int(ZrH.x); // buffer index passed from CPU 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) * vscale; // 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 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: p_t0 = iptr; p_t1 = iptr + bofs; p_t2 = iptr + bofs; p_t3 = iptr; break; } // calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1 float4 hn = Texture.SampleLevel(Sampler, p_t0 - lofs, 0); // new high pixel float4 cn = Texture.SampleLevel(Sampler, p_t1, 0); // new center pixel float4 ln = Texture.SampleLevel(Sampler, p_t0 + lofs, 0); // new low pixel float4 ho = Texture.SampleLevel(Sampler, p_t2 - lofs, 0); // old high pixel float4 co = Texture.SampleLevel(Sampler, p_t3, 0); // old center pixel float4 lo = Texture.SampleLevel(Sampler, p_t2 + lofs, 0); // old low pixel 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; #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 ((vpos & 1) == field) { // output coordinate present on current field return Texture.SampleLevel(Sampler, p_t0, 0); } else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y)) { // 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 // low motion -> weave return cn; } return float4(0.0f, 0.0f, 0.0f, 0.0f); }