415 lines
14 KiB
Plaintext
415 lines
14 KiB
Plaintext
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// LICENSE
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// =======
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// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
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// -------
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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// -------
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
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// Software.
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// -------
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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// FidelityFX CAS v1.0.2 by AMD
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// ported to mpv by agyild
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// Changelog
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// Optimized texture lookups for OpenGL 4.0+, DirectX 10+, and OpenGL ES 3.1+
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// Changed rcp + mul operations to div for better clarity when CAS_GO_SLOWER is set to 1, since the compiler should automatically
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// optimize those instructions anyway.
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// Made it directly operate on LUMA plane, since the original shader was operating on LUMA by deriving it from RGB. This should
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// cause a major increase in performance, especially on OpenGL 4.0+ renderers (4 texture lookups vs. 16)
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// Removed transparency preservation mechanism since the alpha channel is a separate source plan than LUMA
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// Added custom gamma curve support for relinearization
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// Removed final blending between the original and the sharpened pixels since it was redundant
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//
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// Notes
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// Per AMD's guidelines only upscales content up to 4x (e.g., 1080p -> 2160p, 720p -> 1440p etc.) and everything else in between,
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// that means CAS will scale up to 4x at maximum, and any further scaling will be processed by mpv's scalers
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//
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// The filter is designed to run in linear light, and does have an optional relinerization and delinearization pass which
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// assumes BT.1886 content by default. Do not forget to change SOURCE_TRC and TARGET_TRC variables depending
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// on what kind of content the filter is running on. You might want to create seperate versions of the file with different
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// colorspace values, and apply them via autoprofiles. Note that running in non-linear light will result in oversharpening.
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//!HOOK LUMA
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//!BIND HOOKED
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//!DESC FidelityFX Upsampling and Sharpening v1.0.2 (Relinearization)
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//!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 >
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// User variables - Relinearization
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// Compatibility
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#define SOURCE_TRC 4 // Is needed to convert from source colorspace to linear light. 0 = None (Skip conversion), 1 = Rec709, 2 = PQ, 3 = sRGB, 4 = BT.1886, 5 = HLG, 6 = Custom
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#define CUSTOM_GAMMA 2.2 // Custom power gamma curve to use if and when SOURCE_TRC is 6.
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// Shader code
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float From709(float rec709) {
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return max(min(rec709 / float(4.5), float(0.081)), pow((rec709 + float(0.099)) / float(1.099), float(1.0 / 0.45)));
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}
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float FromPq(float pq) {
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float p = pow(pq, float(0.0126833));
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return (pow(clamp(p - float(0.835938), 0.0, 1.0) / (float(18.8516) - float(18.6875) * p), float(6.27739)));
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}
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float FromSrgb(float srgb) {
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return max(min(srgb / 12.92, float(0.04045)), pow((srgb + float(0.055)) / float(1.055), float(2.4)));
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}
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float FromHlg(float hlg) {
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const float a = 0.17883277;
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const float b = 0.28466892;
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const float c = 0.55991073;
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float linear;
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if (hlg >= 0.0 && hlg <= 0.5) {
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linear = pow(hlg, 2.0) / 3.0;
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} else {
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linear = (exp((hlg - c) / a) + b) / 12.0;
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}
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return linear;
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}
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vec4 hook() {
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vec4 col = HOOKED_tex(HOOKED_pos);
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col.r = clamp(col.r, 0.0, 1.0);
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#if (SOURCE_TRC == 1)
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col.r = From709(col.r);
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#elif (SOURCE_TRC == 2)
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col.r = FromPq(col.r);
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#elif (SOURCE_TRC == 3)
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col.r = FromSrgb(col.r);
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#elif (SOURCE_TRC == 4)
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col.r = pow(col.r, float(2.4));
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#elif (SOURCE_TRC == 5)
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col.r = FromHlg(col.r);
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#elif (SOURCE_TRC == 6)
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col.r = pow(col.r, float(CUSTOM_GAMMA));
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#endif
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return col;
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}
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//!HOOK LUMA
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//!BIND HOOKED
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//!DESC FidelityFX Upsampling and Sharpening v1.0.2
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//!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 >
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//!WIDTH OUTPUT.w OUTPUT.w LUMA.w 2 * < * LUMA.w 2 * OUTPUT.w LUMA.w 2 * > * + OUTPUT.w OUTPUT.w LUMA.w 2 * = * +
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//!HEIGHT OUTPUT.h OUTPUT.h LUMA.h 2 * < * LUMA.h 2 * OUTPUT.h LUMA.h 2 * > * + OUTPUT.h OUTPUT.h LUMA.h 2 * = * +
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// User variables - Upsampling and Sharpening
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// Intensity
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#define SHARPENING 0.0 // Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening. 0.0 to 1.0.
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// Performance
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#define CAS_BETTER_DIAGONALS 1 // If set to 0, drops certain math and texture lookup operations for better performance. This is only useful on pre-OpenGL 4.0 renderers and there is no need to disable it otherwise. 0 or 1.
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#define CAS_GO_SLOWER 0 // If set to 1, disables the use of optimized approximate transcendental functions which might slightly increase accuracy in exchange of performance. 0 or 1.
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// Compatibility
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#define TARGET_TRC 4 // Is needed to convert from source colorspace to target colorspace. 0 = None (Skip conversion), 1 = Rec709, 2 = PQ, 3 = sRGB, 4 = BT.1886, 5 = HLG, 6 = Custom
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#define CUSTOM_GAMMA 2.2 // Custom power gamma curve to use if and when TARGET_TRC is 6.
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// Shader code
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float To709(float linear) {
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return max(min(linear * float(4.5), float(0.018)), float(1.099) * pow(linear, float(0.45)) - float(0.099));
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}
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float ToPq(float linear) {
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float p = pow(linear, float(0.159302));
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return pow((float(0.835938) + float(18.8516) * p) / (float(1.0) + float(18.6875) * p), float(78.8438));
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}
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float ToSrgb(float linear) {
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return max(min(linear * float(12.92), float(0.0031308)), float(1.055) * pow(linear, float(0.41666)) - float(0.055));
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}
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float ToHlg(float linear) {
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const float a = 0.17883277;
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const float b = 0.28466892;
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const float c = 0.55991073;
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float hlg;
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if (linear <= 1.0 / 12.0) {
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hlg = sqrt(3.0 * linear);
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} else {
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hlg = a * log(12.0 * linear - b) + c;
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}
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return hlg;
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}
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#if (CAS_GO_SLOWER == 0)
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float APrxLoSqrtF1(float a) {
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return uintBitsToFloat((floatBitsToUint(a) >> uint(1)) + uint(0x1fbc4639));
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}
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float APrxLoRcpF1(float a) {
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return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a));
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}
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float APrxMedRcpF1(float a) {
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float b = uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a));
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return b * (-b * a + float(2.0));
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}
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#endif
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vec4 hook()
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{
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// Scaling algorithm adaptively interpolates between nearest 4 results of the non-scaling algorithm.
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// a b c d
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// e f g h
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// i j k l
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// m n o p
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// Working these 4 results.
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// +-----+-----+
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// | | |
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// | f..|..g |
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// | . | . |
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// +-----+-----+
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// | . | . |
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// | j..|..k |
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// | | |
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// +-----+-----+
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vec2 pp = HOOKED_pos * HOOKED_size - 0.5;
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vec2 fp = floor(pp);
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pp -= fp;
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#if (defined(HOOKED_gather) && (__VERSION__ >= 400 || (GL_ES && __VERSION__ >= 310)))
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vec4 abef = HOOKED_gather(vec2((fp - vec2(0.5)) * HOOKED_pt), 0);
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float b = abef.z;
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float e = abef.x;
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float f = abef.y;
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vec4 cdgh = HOOKED_gather(vec2((fp + vec2(1.5, -0.5)) * HOOKED_pt), 0);
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float c = cdgh.w;
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float g = cdgh.x;
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float h = cdgh.y;
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vec4 ijmn = HOOKED_gather(vec2((fp + vec2(-0.5, 1.5)) * HOOKED_pt), 0);
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float i = ijmn.w;
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float j = ijmn.z;
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float n = ijmn.y;
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vec4 klop = HOOKED_gather(vec2((fp + vec2(1.5)) * HOOKED_pt), 0);
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float k = klop.w;
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float l = klop.z;
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float o = klop.x;
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#if (CAS_BETTER_DIAGONALS == 1)
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float a = abef.w;
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float d = cdgh.z;
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float m = ijmn.x;
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float p = klop.y;
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#endif
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#else
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ivec2 sp = ivec2(fp);
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#if (CAS_BETTER_DIAGONALS == 1)
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float a = texelFetch(HOOKED_raw, sp + ivec2(-1, -1), 0).r * HOOKED_mul;
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float d = texelFetch(HOOKED_raw, sp + ivec2( 2, -1), 0).r * HOOKED_mul;
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float m = texelFetch(HOOKED_raw, sp + ivec2(-1, 2), 0).r * HOOKED_mul;
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float p = texelFetch(HOOKED_raw, sp + ivec2( 2, 2), 0).r * HOOKED_mul;
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#endif
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float b = texelFetch(HOOKED_raw, sp + ivec2( 0, -1), 0).r * HOOKED_mul;
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float e = texelFetch(HOOKED_raw, sp + ivec2(-1, 0), 0).r * HOOKED_mul;
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float f = texelFetch(HOOKED_raw, sp , 0).r * HOOKED_mul;
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float c = texelFetch(HOOKED_raw, sp + ivec2( 1, -1), 0).r * HOOKED_mul;
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float g = texelFetch(HOOKED_raw, sp + ivec2( 1, 0), 0).r * HOOKED_mul;
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float h = texelFetch(HOOKED_raw, sp + ivec2( 2, 0), 0).r * HOOKED_mul;
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float i = texelFetch(HOOKED_raw, sp + ivec2(-1, 1), 0).r * HOOKED_mul;
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float j = texelFetch(HOOKED_raw, sp + ivec2( 0, 1), 0).r * HOOKED_mul;
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float n = texelFetch(HOOKED_raw, sp + ivec2( 0, 2), 0).r * HOOKED_mul;
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float k = texelFetch(HOOKED_raw, sp + ivec2( 1, 1), 0).r * HOOKED_mul;
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float l = texelFetch(HOOKED_raw, sp + ivec2( 2, 1), 0).r * HOOKED_mul;
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float o = texelFetch(HOOKED_raw, sp + ivec2( 1, 2), 0).r * HOOKED_mul;
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#endif
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// Soft min and max.
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// These are 2.0x bigger (factored out the extra multiply).
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// a b c b
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// e f g * 0.5 + e f g * 0.5 [F]
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// i j k j
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float mnfL = min(min(b, min(e, f)), min(g, j));
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float mxfL = max(max(b, max(e, f)), max(g, j));
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#if (CAS_BETTER_DIAGONALS == 1)
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float mnfL2 = min(min(mnfL, min(a, c)), min(i, k));
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mnfL += mnfL2;
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float mxfL2 = max(max(mxfL, max(a, c)), max(i, k));
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mxfL += mxfL2;
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#endif
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// b c d c
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// f g h * 0.5 + f g h * 0.5 [G]
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// j k l k
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float mngL = min(min(c, min(f, g)), min(h, k));
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float mxgL = max(max(c, max(f, g)), max(h, k));
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#if (CAS_BETTER_DIAGONALS == 1)
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float mngL2 = min(min(mngL, min(b, d)), min(j, l));
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mngL += mngL2;
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float mxgL2 = max(max(mxgL, max(b, d)), max(j, l));
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mxgL += mxgL2;
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#endif
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// e f g f
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// i j k * 0.5 + i j k * 0.5 [J]
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// m n o n
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float mnjL = min(min(f, min(i, j)), min(k, n));
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float mxjL = max(max(f, max(i, j)), max(k, n));
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#if (CAS_BETTER_DIAGONALS == 1)
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float mnjL2 = min(min(mnjL, min(e, g)), min(m, o));
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mnjL += mnjL2;
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float mxjL2 = max(max(mxjL, max(e, g)), max(m, o));
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mxjL += mxjL2;
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#endif
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// f g h g
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// j k l * 0.5 + j k l * 0.5 [K]
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// n o p o
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float mnkL = min(min(g, min(j, k)), min(l, o));
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float mxkL = max(max(g, max(j, k)), max(l, o));
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#if (CAS_BETTER_DIAGONALS == 1)
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float mnkL2 = min(min(mnkL, min(f, h)), min(n, p));
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mnkL += mnkL2;
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float mxkL2 = max(max(mxkL, max(f, h)), max(n, p));
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mxkL += mxkL2;
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#endif
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// Smooth minimum distance to signal limit divided by smooth max.
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const float bdval = bool(CAS_BETTER_DIAGONALS) ? 2.0 : 1.0;
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#if (CAS_GO_SLOWER == 1)
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float ampfL = clamp(min(mnfL, bdval - mxfL) / mxfL, 0.0, 1.0);
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float ampgL = clamp(min(mngL, bdval - mxgL) / mxgL, 0.0, 1.0);
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float ampjL = clamp(min(mnjL, bdval - mxjL) / mxjL, 0.0, 1.0);
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float ampkL = clamp(min(mnkL, bdval - mxkL) / mxkL, 0.0, 1.0);
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#else
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float ampfL = clamp(min(mnfL, bdval - mxfL) * APrxLoRcpF1(mxfL), 0.0, 1.0);
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float ampgL = clamp(min(mngL, bdval - mxgL) * APrxLoRcpF1(mxgL), 0.0, 1.0);
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float ampjL = clamp(min(mnjL, bdval - mxjL) * APrxLoRcpF1(mxjL), 0.0, 1.0);
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float ampkL = clamp(min(mnkL, bdval - mxkL) * APrxLoRcpF1(mxkL), 0.0, 1.0);
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#endif
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// Shaping amount of sharpening.
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#if (CAS_GO_SLOWER == 1)
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ampfL = sqrt(ampfL);
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ampgL = sqrt(ampgL);
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ampjL = sqrt(ampjL);
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ampkL = sqrt(ampkL);
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#else
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ampfL = APrxLoSqrtF1(ampfL);
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ampgL = APrxLoSqrtF1(ampgL);
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ampjL = APrxLoSqrtF1(ampjL);
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ampkL = APrxLoSqrtF1(ampkL);
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#endif
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// Filter shape.
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// 0 w 0
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// w 1 w
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// 0 w 0
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const float peak = -(mix(8.0, 5.0, clamp(SHARPENING, 0.0, 1.0)));
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float wfL = ampfL / peak;
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float wgL = ampgL / peak;
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float wjL = ampjL / peak;
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float wkL = ampkL / peak;
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// Blend between 4 results.
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// s t
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// u v
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float s = (1.0 - pp.x) * (1.0 - pp.y);
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float t = pp.x * (1.0 - pp.y);
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float u = (1.0 - pp.x) * pp.y;
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float v = pp.x * pp.y;
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// Thin edges to hide bilinear interpolation (helps diagonals).
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const float thinB = 0.03125; // 1.0 / 32.0
|
||
|
|
||
|
#if (CAS_GO_SLOWER == 1)
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|
s /= thinB + mxfL - mnfL;
|
||
|
t /= thinB + mxgL - mngL;
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||
|
u /= thinB + mxjL - mnjL;
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||
|
v /= thinB + mxkL - mnkL;
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|
#else
|
||
|
s *= APrxLoRcpF1(thinB + mxfL - mnfL);
|
||
|
t *= APrxLoRcpF1(thinB + mxgL - mngL);
|
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|
u *= APrxLoRcpF1(thinB + mxjL - mnjL);
|
||
|
v *= APrxLoRcpF1(thinB + mxkL - mnkL);
|
||
|
#endif
|
||
|
|
||
|
// Final weighting.
|
||
|
// b c
|
||
|
// e f g h
|
||
|
// i j k l
|
||
|
// n o
|
||
|
// _____ _____ _____ _____
|
||
|
// fs gt
|
||
|
//
|
||
|
// _____ _____ _____ _____
|
||
|
// fs s gt fs t gt
|
||
|
// ju kv
|
||
|
// _____ _____ _____ _____
|
||
|
// fs gt
|
||
|
// ju u kv ju v kv
|
||
|
// _____ _____ _____ _____
|
||
|
//
|
||
|
// ju kv
|
||
|
float qbeL = wfL * s;
|
||
|
float qchL = wgL * t;
|
||
|
float qfL = wgL * t + wjL * u + s;
|
||
|
float qgL = wfL * s + wkL * v + t;
|
||
|
float qjL = wfL * s + wkL * v + u;
|
||
|
float qkL = wgL * t + wjL * u + v;
|
||
|
float qinL = wjL * u;
|
||
|
float qloL = wkL * v;
|
||
|
|
||
|
// Filter.
|
||
|
vec4 pix = vec4(0.0, 0.0, 0.0, 1.0);
|
||
|
float W = 2.0 * qbeL + 2.0 * qchL + 2.0 * qinL + 2.0 * qloL + qfL + qgL + qjL + qkL;
|
||
|
pix.r = b * qbeL + e * qbeL + c * qchL + h * qchL + i * qinL + n * qinL + l * qloL + o * qloL + f * qfL + g * qgL + j * qjL + k * qkL;
|
||
|
#if (CAS_GO_SLOWER == 1)
|
||
|
pix.r /= W;
|
||
|
#else
|
||
|
pix.r *= APrxMedRcpF1(W);
|
||
|
#endif
|
||
|
|
||
|
pix.r = clamp(pix.r, 0.0, 1.0);
|
||
|
|
||
|
#if (TARGET_TRC == 1)
|
||
|
pix.r = To709(pix.r);
|
||
|
#elif (TARGET_TRC == 2)
|
||
|
pix.r = ToPq(pix.r);
|
||
|
#elif (TARGET_TRC == 3)
|
||
|
pix.r = ToSrgb(pix.r);
|
||
|
#elif (TARGET_TRC == 4)
|
||
|
pix.r = pow(pix.r, float(1.0 / 2.4));
|
||
|
#elif (TARGET_TRC == 5)
|
||
|
pix.r = ToHlg(pix.r);
|
||
|
#elif (TARGET_TRC == 6)
|
||
|
pix.r = pow(pix.r, float(1.0 / CUSTOM_GAMMA));
|
||
|
#endif
|
||
|
|
||
|
return pix;
|
||
|
}
|