pcsx2/bin/resources/shaders/opengl/interlace.glsl

194 lines
6.4 KiB
GLSL

/* 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/>.
*/
//#version 420 // Keep it for editor detection
#ifdef FRAGMENT_SHADER
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
uniform vec4 ZrH;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
// Weave shader
void ps_main0()
{
int idx = int(ZrH.x); // buffer index passed from CPU
int field = idx & 1; // current field
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
if ((vpos & 1) == field)
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
// Bob shader
void ps_main1()
{
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
}
// Blend shader
void ps_main2()
{
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = textureLod(TextureSampler, PSin_t - vstep, 0);
vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
// MAD shader - buffering
void ps_main3()
{
// 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
int idx = int(ZrH.x); // buffer index passed from CPU
int bank = idx >> 1; // current bank
int field = idx & 1; // current field
int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
int vpos = int(gl_FragCoord.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)
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
// MAD shader - reconstruction
void ps_main4()
{
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current field.
int idx = int(ZrH.x); // buffer index passed from CPU
int field = idx & 1; // current field
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
vec2 iptr = PSin_t * vscale; // pointer to the current pixel in the source texture
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 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
vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // old low pixel
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;
#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
SV_Target0 = textureLod(TextureSampler, p_t0, 0);
}
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