mirror of https://github.com/PCSX2/pcsx2.git
196 lines
6.7 KiB
HLSL
196 lines
6.7 KiB
HLSL
/* PCSX2 - PS2 Emulator for PCs
|
|
* Copyright (C) 2002-2023 PCSX2 Dev Team
|
|
*
|
|
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
|
|
* of the GNU Lesser General Public License as published by the Free Software Found-
|
|
* ation, either version 3 of the License, or (at your option) any later version.
|
|
*
|
|
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
|
|
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
|
|
* PURPOSE. See the GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License along with PCSX2.
|
|
* If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
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);
|
|
}
|