0
0
mirror of https://github.com/obsproject/obs-studio.git synced 2024-09-20 13:08:50 +02:00
obs-studio/libobs/data/deinterlace_base.effect
jp9000 07c644c581 libobs: Add deinterlacing API functions
Adds deinterlacing API functions.  Both standard and 2x variants are
supported.  Deinterlacing is set via obs_source_set_deinterlace_mode and
obs_source_set_deinterlace_field_order.

This was implemented in to the core itself because deinterlacing should
happen before effect filters are processed, but after async filters are
processed.  If this were added as a filter, there is the possibility
that a different filter is processed before deinterlacing, which could
mess with the result.  It was also a bit easier to implement this way
due to the fact that that deinterlacing may need to have access to the
previous async frame.

Effects were split in to separate files to reduce load time (especially
for yadif shaders which take a significant amount of time to compile).
2016-03-21 21:22:32 -07:00

293 lines
7.9 KiB
Plaintext

/*
* Copyright (c) 2015 Ruwen Hahn <palana@stunned.de>
* John R. Bradley <jrb@turrettech.com>
* Hugh Bailey "Jim" <obs.jim@gmail.com>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float3 color_range_min = {0.0, 0.0, 0.0};
uniform float3 color_range_max = {1.0, 1.0, 1.0};
uniform texture2d previous_image;
uniform float2 dimensions;
uniform int field_order;
uniform bool frame2;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
int3 select(int2 texel, int x, int y)
{
return int3(texel + int2(x, y), 0);
}
float4 load_at_prev(int2 texel, int x, int y)
{
return previous_image.Load(select(texel, x, y));
}
float4 load_at_image(int2 texel, int x, int y)
{
return image.Load(select(texel, x, y));
}
float4 load_at(int2 texel, int x, int y, int field)
{
if(field == 0)
return load_at_image(texel, x, y);
else
return load_at_prev(texel, x, y);
}
#define YADIF_UPDATE(c, level) \
if(score.c < spatial_score.c) \
{ \
spatial_score.c = score.c; \
spatial_pred.c = (load_at(texel, level, -1, field) + load_at(texel, -level, 1, field)).c / 2; \
#define YADIF_CHECK_ONE(level, c) \
{ \
float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
YADIF_UPDATE(c, level) } \
}
#define YADIF_CHECK(level) \
{ \
float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \
abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \
abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \
YADIF_UPDATE(r, level) YADIF_CHECK_ONE(level * 2, r) } \
YADIF_UPDATE(g, level) YADIF_CHECK_ONE(level * 2, g) } \
YADIF_UPDATE(b, level) YADIF_CHECK_ONE(level * 2, b) } \
YADIF_UPDATE(a, level) YADIF_CHECK_ONE(level * 2, a) } \
}
float4 texel_at_yadif(int2 texel, int field, bool mode0)
{
if((texel.y % 2) == field)
return load_at(texel, 0, 0, field);
#define YADIF_AVG(x_off, y_off) ((load_at_prev(texel, x_off, y_off) + load_at_image(texel, x_off, y_off))/2)
float4 c = load_at(texel, 0, 1, field),
d = YADIF_AVG(0, 0),
e = load_at(texel, 0, -1, field);
float4 temporal_diff0 = (abs(load_at_prev(texel, 0, 0) - load_at_image(texel, 0, 0))) / 2,
temporal_diff1 = (abs(load_at_prev(texel, 0, 1) - c) + abs(load_at_prev(texel, 0, -1) - e)) / 2,
temporal_diff2 = (abs(load_at_image(texel, 0, 1) - c) + abs(load_at_image(texel, 0, -1) - e)) / 2,
diff = max(temporal_diff0, max(temporal_diff1, temporal_diff2));
float4 spatial_pred = (c + e) / 2,
spatial_score = abs(load_at(texel, -1, 1, field) - load_at(texel, -1, -1, field)) +
abs(c - e) +
abs(load_at(texel, 1, 1, field) - load_at(texel, 1, -1, field)) - 1;
YADIF_CHECK(-1)
YADIF_CHECK(1)
if (mode0) {
float4 b = YADIF_AVG(0, 2),
f = YADIF_AVG(0, -2);
float4 max_ = max(d - e, max(d - c, min(b - c, f - e))),
min_ = min(d - e, min(d - c, max(b - c, f - e)));
diff = max(diff, max(min_, -max_));
} else {
diff = max(diff, max(min(d - e, d - c), -max(d - e, d - c)));
}
#define YADIF_SPATIAL(c) \
{ \
if(spatial_pred.c > d.c + diff.c) \
spatial_pred.c = d.c + diff.c; \
else if(spatial_pred.c < d.c - diff.c) \
spatial_pred.c = d.c - diff.c; \
}
YADIF_SPATIAL(r)
YADIF_SPATIAL(g)
YADIF_SPATIAL(b)
YADIF_SPATIAL(a)
return spatial_pred;
}
float4 texel_at_yadif_2x(int2 texel, int field, bool mode0)
{
field = frame2 ? (1 - field) : field;
return texel_at_yadif(texel, field, mode0);
}
float4 texel_at_discard(int2 texel, int field)
{
return load_at_image(texel, 0, (texel.y + field) % 2);
}
float4 texel_at_discard_2x(int2 texel, int field)
{
field = frame2 ? (1 - field) : field;
return texel_at_discard(texel, field);
}
float4 texel_at_blend(int2 texel, int field)
{
return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_blend_2x(int2 texel, int field)
{
if (!frame2)
return (load_at_image(texel, 0, 0) +
load_at_prev(texel, 0, 1)) / 2;
else
return (load_at_image(texel, 0, 0) +
load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_linear(int2 texel, int field)
{
if ((texel.y % 2) == field)
return load_at_image(texel, 0, 0);
return (load_at_image(texel, 0, -1) + load_at_image(texel, 0, 1)) / 2;
}
float4 texel_at_linear_2x(int2 texel, int field)
{
field = frame2 ? (1 - field) : field;
return texel_at_linear(texel, field);
}
float4 texel_at_yadif_discard(int2 texel, int field)
{
return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
}
float4 texel_at_yadif_discard_2x(int2 texel, int field)
{
field = frame2 ? (1 - field) : field;
return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2;
}
int2 pixel_uv(float2 uv)
{
return int2(uv * dimensions);
}
float4 PSYadifMode0RGBA(VertData v_in) : TARGET
{
return texel_at_yadif(pixel_uv(v_in.uv), field_order, true);
}
float4 PSYadifMode0RGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, true);
}
float4 PSYadifMode2RGBA(VertData v_in) : TARGET
{
return texel_at_yadif(pixel_uv(v_in.uv), field_order, false);
}
float4 PSYadifMode2RGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, false);
}
float4 PSYadifDiscardRGBA(VertData v_in) : TARGET
{
return texel_at_yadif_discard(pixel_uv(v_in.uv), field_order);
}
float4 PSYadifDiscardRGBA_2x(VertData v_in) : TARGET
{
return texel_at_yadif_discard_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSLinearRGBA(VertData v_in) : TARGET
{
return texel_at_linear(pixel_uv(v_in.uv), field_order);
}
float4 PSLinearRGBA_2x(VertData v_in) : TARGET
{
return texel_at_linear_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSDiscardRGBA(VertData v_in) : TARGET
{
return texel_at_discard(pixel_uv(v_in.uv), field_order);
}
float4 PSDiscardRGBA_2x(VertData v_in) : TARGET
{
return texel_at_discard_2x(pixel_uv(v_in.uv), field_order);
}
float4 PSBlendRGBA(VertData v_in) : TARGET
{
return texel_at_blend(pixel_uv(v_in.uv), field_order);
}
float4 PSBlendRGBA_2x(VertData v_in) : TARGET
{
return texel_at_blend_2x(pixel_uv(v_in.uv), field_order);
}
VertData VSDefault(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv;
return vert_out;
}
#define TECHNIQUE(rgba_ps, matrix_ps) \
technique Draw \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = rgba_ps(v_in); \
} \
} \
float4 matrix_ps(VertData v_in) : TARGET \
{ \
float4 yuv = rgba_ps(v_in); \
yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); \
return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); \
} \
\
technique DrawMatrix \
{ \
pass \
{ \
vertex_shader = VSDefault(v_in); \
pixel_shader = matrix_ps(v_in); \
} \
}