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