mirror of https://github.com/PCSX2/pcsx2.git
184 lines
6.1 KiB
HLSL
184 lines
6.1 KiB
HLSL
// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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Texture2D Texture;
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SamplerState Sampler;
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cbuffer cb0
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{
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float4 ZrH;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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// Weave shader
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float4 ps_main0(PS_INPUT input) : SV_Target0
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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(input.p.y); // vertical position of destination texture
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if ((vpos & 1) == field)
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return Texture.SampleLevel(Sampler, input.t, 0);
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else
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discard;
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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// Bob shader
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float4 ps_main1(PS_INPUT input) : SV_Target0
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{
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return Texture.SampleLevel(Sampler, input.t, 0);
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}
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// Blend shader
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float4 ps_main2(PS_INPUT input) : SV_Target0
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{
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float2 vstep = float2(0.0f, ZrH.y);
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float4 c0 = Texture.SampleLevel(Sampler, input.t - vstep, 0);
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float4 c1 = Texture.SampleLevel(Sampler, input.t, 0);
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float4 c2 = Texture.SampleLevel(Sampler, input.t + vstep, 0);
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return (c0 + c1 * 2 + c2) / 4;
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}
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// MAD shader - buffering
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float4 ps_main3(PS_INPUT input) : SV_Target0
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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(input.p.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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return Texture.SampleLevel(Sampler, input.t, 0);
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else
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discard;
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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// MAD shader - reconstruction
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float4 ps_main4(PS_INPUT input) : SV_Target0
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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 field = idx & 1; // current field
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const int vpos = int(input.p.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 float3 motion_thr = float3(1.0, 1.0, 1.0) * sensitivity; //
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const float2 bofs = float2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
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const float2 vscale = float2(1.0f, 0.5f); // scaling factor from source to destination texture
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const float2 lofs = float2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
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const float2 iptr = input.t * vscale; // pointer to the current pixel in the source texture
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float2 p_t0; // pointer to current pixel (missing or not) from most recent frame
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float2 p_t1; // pointer to current pixel (missing or not) from one frame back
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float2 p_t2; // pointer to current pixel (missing or not) from two frames back
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float2 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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float4 hn = Texture.SampleLevel(Sampler, p_t0 - lofs, 0); // new high pixel
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float4 cn = Texture.SampleLevel(Sampler, p_t1, 0); // new center pixel
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float4 ln = Texture.SampleLevel(Sampler, p_t0 + lofs, 0); // new low pixel
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float4 ho = Texture.SampleLevel(Sampler, p_t2 - lofs, 0); // old high pixel
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float4 co = Texture.SampleLevel(Sampler, p_t3, 0); // old center pixel
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float4 lo = Texture.SampleLevel(Sampler, p_t2 + lofs, 0); // old low pixel
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float3 mh = hn.rgb - ho.rgb; // high pixel motion
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float3 mc = cn.rgb - co.rgb; // center pixel motion
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float3 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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return Texture.SampleLevel(Sampler, 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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return 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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return (hn + ln) / 2.0f;
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else
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// low motion -> weave
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return cn;
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}
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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