GPU: move filtered sampler to fragui.glsl, delete fragui_bicubic.glsl, add documentation

This commit is contained in:
logarithm
2019-11-28 20:31:50 +02:00
parent de485f2010
commit 9022b4f65e
4 changed files with 95 additions and 134 deletions

View File

@@ -146,10 +146,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
private int glUiVertexShader;
private int glUiFragmentShader;
private int glUiBicubicProgram;
private int glUiBicubicVertexShader;
private int glUiBicubicFragmentShader;
private int vaoUiHandle;
private int vboUiHandle;
@@ -223,7 +219,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
private int uniProjectionMatrix;
private int uniBrightness;
private int uniTex;
private int uniTexBicubic;
private int uniTexSamplingMode;
private int uniTextures;
private int uniTextureOffsets;
private int uniBlockSmall;
@@ -510,15 +506,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
null,
inputStreamToString(getClass().getResourceAsStream("fragui.glsl")));
glUiBicubicProgram = gl.glCreateProgram();
glUiBicubicVertexShader = gl.glCreateShader(gl.GL_VERTEX_SHADER);
glUiBicubicFragmentShader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER);
GLUtil.loadShaders(gl, glUiBicubicProgram, glUiBicubicVertexShader, -1, glUiBicubicFragmentShader,
inputStreamToString(getClass().getResourceAsStream("vertui.glsl")),
null,
inputStreamToString(getClass().getResourceAsStream("fragui_bicubic.glsl")));
initUniforms();
}
@@ -533,7 +520,7 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
uniDrawDistance = gl.glGetUniformLocation(glProgram, "drawDistance");
uniTex = gl.glGetUniformLocation(glUiProgram, "tex");
uniTexBicubic = gl.glGetUniformLocation(glUiBicubicProgram, "tex");
uniTexSamplingMode = gl.glGetUniformLocation(glUiProgram, "samplingMode");
uniTextures = gl.glGetUniformLocation(glProgram, "textures");
uniTextureOffsets = gl.glGetUniformLocation(glProgram, "textureOffsets");
@@ -586,9 +573,6 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
gl.glDeleteProgram(glUiProgram);
glUiProgram = -1;
gl.glDeleteProgram(glUiBicubicProgram);
glUiBicubicProgram = -1;
}
private void initVao()
@@ -1182,18 +1166,10 @@ public class GpuPlugin extends Plugin implements DrawCallbacks
glDpiAwareViewport(0, 0, canvasWidth, canvasHeight);
}
if (client.isStretchedEnabled() && config.uiScalingMode() == UIScalingMode.CATMULL_ROM)
{
// Use the texture bound in the first pass
gl.glUseProgram(glUiBicubicProgram);
gl.glUniform1i(uniTexBicubic, 0);
}
else
{
// Use the texture bound in the first pass
gl.glUseProgram(glUiProgram);
gl.glUniform1i(uniTex, 0);
}
// Use the texture bound in the first pass
gl.glUseProgram(glUiProgram);
gl.glUniform1i(uniTex, 0);
gl.glUniform1i(uniTexSamplingMode, config.uiScalingMode().getMode());
// Set the sampling function used when stretching the UI.
// This is probably better done with sampler objects instead of texture parameters, but this is easier and likely more portable.

View File

@@ -31,11 +31,12 @@ import lombok.RequiredArgsConstructor;
@RequiredArgsConstructor
public enum UIScalingMode
{
NEAREST("Nearest Neighbor"),
LINEAR("Bilinear"),
CATMULL_ROM("Bicubic (Catmull-Rom)");
NEAREST("Nearest Neighbor", 0),
LINEAR("Bilinear", 0),
CATMULL_ROM("Bicubic (Catmull-Rom)", 1);
private final String name;
private final int mode;
@Override
public String toString()

View File

@@ -26,11 +26,93 @@
uniform sampler2D tex;
// Modes:
// 0 - default sampling, either GL_LINEAR or GL_NEAREST depending on texture attributes
// 1 - bicubic sampling with Catmull-Rom spline values
uniform int samplingMode;
in vec2 TexCoord;
out vec4 FragColor;
void main() {
vec4 c = texture(tex, TexCoord);
FragColor = c;
// Cubic filter with Catmull-Rom parameters
float catmull_rom(float x)
{
/* A generalized cubic filter as described by Mitchell and Netravali is defined by the piecewise equation:
* if abs(x) < 1
* y = 1/6 * ( (12 - 9b - 6c) * abs(x)^3 + (-18 + 12b + 6c) * abs(x)^2 + (6 - 2b) )
* if abs(x) >= 1 and < 2
* y = 1/6 * ( (-1b - 6c) * abs(x)^3 + (6b + 30c) * abs(x)^2 + (-12b - 48c) * abs(x) + (8b + 24c) )
* otherwise
* y = 0
* Generally favorable results in image upscaling are given by the values b = 0 and c = 0.5.
* This is known as the Catmull-Rom filter.
* Placing these values into the piecewise equations gives us a more compact representation of:
* y = 1.5 * abs(x)^3 - 2.5 * abs(x)^2 + 1 // abs(x) < 1
* y = -0.5 * abs(x)^3 + 2.5 * abs(x)^2 - 4 * abs(x) + 2 // 1 <= abs(x) < 2
*/
float t = abs(x); // absolute value of the x coordinate
float t2 = t * t; // t squared
float t3 = t * t * t; // t cubed
if (t < 1)
return 1.5 * t3 - 2.5 * t2 + 1;
else if (t < 2)
return -0.5 * t3 + 2.5 * t2 - 4 * t + 2;
else
return 0;
}
// Samples a texture using a 4x4 filtering kernel.
vec4 textureFiltered(sampler2D sampler, vec2 texCoords){
vec2 texSize = textureSize(tex, 0);
vec2 texelSize = 1.0 / texSize;
texCoords *= texSize;
texCoords -= 0.5;
vec4 nSum = vec4( 0.0, 0.0, 0.0, 0.0 );
vec4 nDenom = vec4( 0.0, 0.0, 0.0, 0.0 );
ivec2 texelCoords = ivec2(floor(texCoords));
vec2 coordFract = fract(texCoords);
if (samplingMode == 1)
{
for (int m = -1; m <= 2; m++)
{
for (int n = -1; n <= 2; n++)
{
// get the raw texel, bypassing any other filters
vec4 vecData = texelFetch(sampler, texelCoords + ivec2(m, n), 0);
// calculate weights based on distance of the current texel offset from the sub-texel position of the sampling location
float cx = catmull_rom( m - coordFract.x );
float cy = catmull_rom( n - coordFract.y );
// build the weighted average
nSum += vecData * cx * cy;
nDenom += cx * cy;
}
}
}
else
{
// Undefined sampling mode, fall back to default sampler
return texture(sampler, texCoords);
}
// calculate and return the weighted average
return nSum / nDenom;
}
void main() {
vec4 c;
if (samplingMode == 0)
c = texture(tex, TexCoord);
else
c = textureFiltered(tex, TexCoord);
FragColor = c;
}

View File

@@ -1,98 +0,0 @@
/*
* Copyright (c) 2019 logarrhytmic <https://github.com/logarrhythmic>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 330
uniform sampler2D tex;
in vec2 TexCoord;
out vec4 FragColor;
float CatmullRom( float x )
{
const float B = 0.0;
const float C = 0.5;
float f = abs(x);
float f2 = f * f;
float f3 = f * f * f;
if (f >= 2) {
return 0.0;
}
if ( f < 1.0 ) {
return (
( 12 - 9 * B - 6 * C ) * f3 +
( -18 + 12 * B + 6 *C ) * f2 +
( 6 - 2 * B )
) / 6.0;
}
else {
return (
( -B - 6 * C ) * f3 +
( 6 * B + 30 * C ) * f2 +
( - ( 12 * B ) - 48 * C ) * f +
8 * B + 24 * C
) / 6.0;
}
}
vec4 textureBicubic(sampler2D sampler, vec2 texCoords){
vec2 texSize = textureSize(tex, 0);
vec2 texelSize = 1.0 / texSize;
texCoords *= texSize;
texCoords -= 0.5;
vec4 nSum = vec4( 0.0, 0.0, 0.0, 0.0 );
vec4 nDenom = vec4( 0.0, 0.0, 0.0, 0.0 );
ivec2 texelCoords = ivec2(floor(texCoords));
vec2 fxy = fract(texCoords);
for (int m = -1; m <= 2; m++)
{
for (int n = -1; n <= 2; n++)
{
vec4 vecData = texelFetch(
sampler,
texelCoords + ivec2(m, n),
0
);
float cx = CatmullRom( m - fxy.x );
float cy = CatmullRom( n - fxy.y );
nSum += vecData * cx * cy;
nDenom += cx * cy;
}
}
return nSum / nDenom;
}
void main() {
vec4 c = textureBicubic(tex, TexCoord);
FragColor = c;
}