mirror of https://github.com/PCSX2/pcsx2.git
194 lines
6.4 KiB
GLSL
194 lines
6.4 KiB
GLSL
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2023 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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//#version 420 // Keep it for editor detection
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#ifdef FRAGMENT_SHADER
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in vec4 PSin_p;
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in vec2 PSin_t;
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in vec4 PSin_c;
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uniform vec4 ZrH;
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(location = 0) out vec4 SV_Target0;
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// Weave shader
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void ps_main0()
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{
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int idx = int(ZrH.x); // buffer index passed from CPU
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int field = idx & 1; // current field
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int vpos = int(gl_FragCoord.y); // vertical position of destination texture
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if ((vpos & 1) == field)
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SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
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else
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discard;
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}
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// Bob shader
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void ps_main1()
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{
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SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
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}
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// Blend shader
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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 = textureLod(TextureSampler, PSin_t - vstep, 0);
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vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
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vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
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SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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// MAD shader - buffering
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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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int idx = int(ZrH.x); // buffer index passed from CPU
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int bank = idx >> 1; // current bank
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int field = idx & 1; // current field
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int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
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int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
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int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination 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 ((vpos & 1) == field)
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SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
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else
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discard;
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}
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// MAD shader - reconstruction
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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 field.
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int idx = int(ZrH.x); // buffer index passed from CPU
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int field = idx & 1; // current field
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int vpos = int(gl_FragCoord.y); // vertical position of destination texture
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float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
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vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
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vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
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vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
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vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
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vec2 iptr = PSin_t * 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
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// by p_t1
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vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
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vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
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vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
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vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
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vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
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vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // 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)
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{
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// output coordinate present on current field
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SV_Target0 = textureLod(TextureSampler, p_t0, 0);
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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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SV_Target0 = 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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SV_Target0 = (hn + ln) / 2.0f;
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else
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// low motion -> weave
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SV_Target0 = cn;
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}
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}
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#endif
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