mirror of https://github.com/PCSX2/pcsx2.git
205 lines
6.6 KiB
GLSL
205 lines
6.6 KiB
GLSL
#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(push_constant) uniform cb0
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{
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vec4 ZrH;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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// Weave shader
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#ifdef ps_main0
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void ps_main0()
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{
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const int idx = int(ZrH.x); // buffer index passed from CPU
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const int field = idx & 1; // current field
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const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
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if ((vpos & 1) == field)
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o_col0 = texture(samp0, v_tex);
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else
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discard;
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}
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#endif
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// Bob shader
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#ifdef ps_main1
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void ps_main1()
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{
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o_col0 = texture(samp0, v_tex);
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}
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#endif
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// Blend shader
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#ifdef ps_main2
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void ps_main2()
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{
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vec2 vstep = vec2(0.0f, ZrH.y);
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vec4 c0 = texture(samp0, v_tex - vstep);
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vec4 c1 = texture(samp0, v_tex);
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vec4 c2 = texture(samp0, v_tex + vstep);
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o_col0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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#endif
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// MAD shader - buffering
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#ifdef ps_main3
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void ps_main3()
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{
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// We take half the lines from the current frame and stores them in the MAD frame buffer.
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// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
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// are interleaved (top field at even lines and bottom field at odd lines).
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// When the source texture has an odd vres, the first line of bank 1 would be an odd index
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// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
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// position of the destination texture to force the proper field alignment
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const int idx = int(ZrH.x); // buffer index passed from CPU
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const int bank = idx >> 1; // current bank
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const int field = idx & 1; // current field
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const int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
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const int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
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const int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
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const vec2 bofs = vec2(0.0f, 0.5f * bank); // vertical offset of the current bank relative to source texture size
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const vec2 vscale = vec2(1.0f, 2.0f); // scaling factor from source to destination texture
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const vec2 optr = v_tex - bofs; // used to check if the current destination line is within the current bank
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const vec2 iptr = optr * vscale; // pointer to the current pixel in the source texture
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// if the index of current destination line belongs to the current fiels we update it, otherwise
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// we leave the old line in the destination buffer
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if ((optr.y >= 0.0f) && (optr.y < 0.5f) && ((vpos & 1) == field))
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o_col0 = texture(samp0, iptr);
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else
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discard;
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}
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#endif
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// MAD shader - reconstruction
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#ifdef ps_main4
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void ps_main4()
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{
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// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current
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// field.
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const int idx = int(ZrH.x); // buffer index passed from CPU
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const int bank = idx >> 1; // current bank
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const int field = idx & 1; // current field
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const int vpos = int(gl_FragCoord.y); // vertical position of destination texture
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const float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
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const vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
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const vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
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const vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
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const vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
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const vec2 iptr = v_tex * vscale; // pointer to the current pixel in the source texture
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vec2 p_t0; // pointer to current pixel (missing or not) from most recent frame
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vec2 p_t1; // pointer to current pixel (missing or not) from one frame back
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vec2 p_t2; // pointer to current pixel (missing or not) from two frames back
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vec2 p_t3; // pointer to current pixel (missing or not) from three frames back
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switch (idx)
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{
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case 1:
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p_t0 = iptr;
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p_t1 = iptr;
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p_t2 = iptr + bofs;
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p_t3 = iptr + bofs;
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break;
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case 2:
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p_t0 = iptr + bofs;
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p_t1 = iptr;
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p_t2 = iptr;
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p_t3 = iptr + bofs;
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break;
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case 3:
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p_t0 = iptr + bofs;
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p_t1 = iptr + bofs;
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p_t2 = iptr;
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p_t3 = iptr;
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break;
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default:
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p_t0 = iptr;
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p_t1 = iptr + bofs;
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p_t2 = iptr + bofs;
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p_t3 = iptr;
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break;
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}
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// calculating motion, only relevant for missing lines where the "center line" is pointed by p_t1
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vec4 hn = texture(samp0, p_t0 - lofs); // new high pixel
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vec4 cn = texture(samp0, p_t1); // new center pixel
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vec4 ln = texture(samp0, p_t0 + lofs); // new low pixel
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vec4 ho = texture(samp0, p_t2 - lofs); // old high pixel
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vec4 co = texture(samp0, p_t3); // old center pixel
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vec4 lo = texture(samp0, p_t2 + lofs); // old low pixel
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vec3 mh = hn.rgb - ho.rgb; // high pixel motion
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vec3 mc = cn.rgb - co.rgb; // center pixel motion
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vec3 ml = ln.rgb - lo.rgb; // low pixel motion
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mh = max(mh, -mh) - motion_thr;
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mc = max(mc, -mc) - motion_thr;
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ml = max(ml, -ml) - motion_thr;
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#if 1 // use this code to evaluate each color motion separately
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float mh_max = max(max(mh.x, mh.y), mh.z);
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float mc_max = max(max(mc.x, mc.y), mc.z);
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float ml_max = max(max(ml.x, ml.y), ml.z);
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#else // use this code to evaluate average color motion
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float mh_max = mh.x + mh.y + mh.z;
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float mc_max = mc.x + mc.y + mc.z;
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float ml_max = ml.x + ml.y + ml.z;
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#endif
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// selecting deinterlacing output
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if ((vpos & 1) == field) // output coordinate present on current field
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{
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// output coordinate present on current field
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o_col0 = texture(samp0, p_t0);
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}
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else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
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{
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// top and bottom lines are always weaved
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o_col0 = cn;
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}
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else
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{
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// missing line needs to be reconstructed
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if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
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// high motion -> interpolate pixels above and below
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o_col0 = (hn + ln) / 2.0f;
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else
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// low motion -> weave
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o_col0 = cn;
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}
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}
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#endif
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#endif
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