GPU: Document some parts of the XBR algorithm, and make it do alpha

This commit is contained in:
logarithm
2019-12-02 15:56:45 +02:00
parent 39d623b909
commit ebd4d12468
4 changed files with 53 additions and 45 deletions

View File

@@ -35,7 +35,7 @@ public enum UIScalingMode
LINEAR("Bilinear", 0),
MITCHELL("Bicubic (Mitchell)", 1),
CATMULL_ROM("Bicubic (Catmull-Rom)", 2),
XBR("XBR (use Integer Scaling)", 3);
XBR("XBR (best at 2x & above)", 3);
private final String name;
private final int mode;

View File

@@ -51,11 +51,7 @@ void main() {
else if (samplingMode == SAMPLING_CATROM || samplingMode == SAMPLING_MITCHELL)
c = textureCubic(tex, TexCoord, samplingMode);
else if (samplingMode == SAMPLING_XBR)
{
float scaleFactor = ceil(1.0 * targetDimensions.x / sourceDimensions.x);
c = texture(tex, TexCoord);
c.xyz = textureXBR(tex, TexCoord, xbrTable, scaleFactor);
}
c = textureXBR(tex, TexCoord, xbrTable, ceil(1.0 * targetDimensions.x / sourceDimensions.x));
FragColor = c;
}

View File

@@ -44,9 +44,9 @@
#define SMOOTH_TIPS
#endif
const float coef = 2.0;
const vec3 rgbw = vec3(14.352, 28.176, 5.472);
const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
//const float coef = 2.0; // unused
const vec3 rgbw = vec3(14.352, 28.176, 5.472); // rgb weights
//const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0); // unused
const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
@@ -59,7 +59,7 @@ const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
const vec3 Y = vec3(0.2126, 0.7152, 0.0722); // rec.709 luma weights
// Difference between vector components.
vec4 df(vec4 A, vec4 B)
@@ -104,7 +104,7 @@ float c_df(vec3 c1, vec3 c2)
#include scale/xbr_lv2_common.glsl
vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
vec4 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
{
vec4 delta = vec4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale);
vec4 delta_l = vec4(0.5/scale, 1.0/scale, 0.5/scale, 1.0/scale);
@@ -118,32 +118,37 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
vec2 fp = fract(texCoord*textureDimensions);
vec3 A1 = texture(image, t.t1.xw ).xyz;
vec3 B1 = texture(image, t.t1.yw ).xyz;
vec3 C1 = texture(image, t.t1.zw ).xyz;
vec3 A = texture(image, t.t2.xw ).xyz;
vec3 B = texture(image, t.t2.yw ).xyz;
vec3 C = texture(image, t.t2.zw ).xyz;
vec3 D = texture(image, t.t3.xw ).xyz;
vec3 E = texture(image, t.t3.yw ).xyz;
vec3 F = texture(image, t.t3.zw ).xyz;
vec3 G = texture(image, t.t4.xw ).xyz;
vec3 H = texture(image, t.t4.yw ).xyz;
vec3 I = texture(image, t.t4.zw ).xyz;
vec3 G5 = texture(image, t.t5.xw ).xyz;
vec3 H5 = texture(image, t.t5.yw ).xyz;
vec3 I5 = texture(image, t.t5.zw ).xyz;
vec3 A0 = texture(image, t.t6.xy ).xyz;
vec3 D0 = texture(image, t.t6.xz ).xyz;
vec3 G0 = texture(image, t.t6.xw ).xyz;
vec3 C4 = texture(image, t.t7.xy ).xyz;
vec3 F4 = texture(image, t.t7.xz ).xyz;
vec3 I4 = texture(image, t.t7.xw ).xyz;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
vec4 A1 = texture(image, t.t1.xw );
vec4 B1 = texture(image, t.t1.yw );
vec4 C1 = texture(image, t.t1.zw );
vec4 A = texture(image, t.t2.xw );
vec4 B = texture(image, t.t2.yw );
vec4 C = texture(image, t.t2.zw );
vec4 D = texture(image, t.t3.xw );
vec4 E = texture(image, t.t3.yw );
vec4 F = texture(image, t.t3.zw );
vec4 G = texture(image, t.t4.xw );
vec4 H = texture(image, t.t4.yw );
vec4 I = texture(image, t.t4.zw );
vec4 G5 = texture(image, t.t5.xw );
vec4 H5 = texture(image, t.t5.yw );
vec4 I5 = texture(image, t.t5.zw );
vec4 A0 = texture(image, t.t6.xy );
vec4 D0 = texture(image, t.t6.xz );
vec4 G0 = texture(image, t.t6.xw );
vec4 C4 = texture(image, t.t7.xy );
vec4 F4 = texture(image, t.t7.xz );
vec4 I4 = texture(image, t.t7.xw );
vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw));
vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw));
vec4 b = vec4(dot(B.xyz ,rgbw), dot(D.xyz ,rgbw), dot(H.xyz ,rgbw), dot(F.xyz ,rgbw));
vec4 c = vec4(dot(C.xyz ,rgbw), dot(A.xyz ,rgbw), dot(G.xyz ,rgbw), dot(I.xyz ,rgbw));
vec4 d = b.yzwx;
vec4 e = vec4(dot(E,rgbw));
vec4 e = vec4(dot(E.xyz,rgbw));
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
@@ -155,15 +160,15 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
if (small_details < 0.5)
{
i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));
i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw));
h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw));
i4 = vec4(dot(I4.xyz,rgbw), dot(C1.xyz,rgbw), dot(A0.xyz,rgbw), dot(G5.xyz,rgbw));
i5 = vec4(dot(I5.xyz,rgbw), dot(C4.xyz,rgbw), dot(A1.xyz,rgbw), dot(G0.xyz,rgbw));
h5 = vec4(dot(H5.xyz,rgbw), dot(F4.xyz,rgbw), dot(B1.xyz,rgbw), dot(D0.xyz,rgbw));
}
else
{
i4 = mul( mat4x3(I4, C1, A0, G5), y_weight * Y );
i5 = mul( mat4x3(I5, C4, A1, G0), y_weight * Y );
h5 = mul( mat4x3(H5, F4, B1, D0), y_weight * Y );
i4 = mul( mat4x3(I4.xyz, C1.xyz, A0.xyz, G5.xyz), y_weight * Y );
i5 = mul( mat4x3(I5.xyz, C4.xyz, A1.xyz, G0.xyz), y_weight * Y );
h5 = mul( mat4x3(H5.xyz, F4.xyz, B1.xyz, D0.xyz), y_weight * Y );
}
// These inequations define the line below which interpolation occurs.
@@ -171,8 +176,8 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
fx_l = (Ax*fp.y+Bx*fp.x);
fx_u = (Ay*fp.y+By*fp.x);
// corner detection
irlv1 = irlv0 = diff(e,f) * diff(e,h);
#ifdef CORNER_B
irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
#endif
@@ -185,6 +190,7 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
#endif
// corner detection in the other direction
irlv2l = diff(e,g) * diff(d,g);
irlv2u = diff(e,c) * diff(b,c);
@@ -224,15 +230,15 @@ vec3 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
vec4 maximos = max(max(fx30, fx60), fx45);
#endif
vec3 res1 = E;
vec4 res1 = E;
res1 = mix(res1, mix(H, F, px.x), maximos.x);
res1 = mix(res1, mix(B, D, px.z), maximos.z);
vec3 res2 = E;
vec4 res2 = E;
res2 = mix(res2, mix(F, B, px.y), maximos.y);
res2 = mix(res2, mix(D, H, px.w), maximos.w);
vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
vec4 res = mix(res1, res2, step(c_df(E.xyz, res1.xyz), c_df(E.xyz, res2.xyz)));
return res;
}

View File

@@ -31,6 +31,12 @@ XBRTable xbr_vert(vec2 texCoord, ivec2 sourceDimensions)
float dx = (1.0/sourceDimensions.x);
float dy = (1.0/sourceDimensions.y);
// Define coordinates to optimize later fetching of adjacent pixels
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
XBRTable tab = XBRTable(
texCoord,
texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy), // A1 B1 C1