mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-26 23:10:38 +00:00
Remove old upscalers, rename parameters
This commit is contained in:
parent
9044c0b54c
commit
1b534a4272
@ -99,28 +99,14 @@ Vertex=upscale_bicubic.vsh
|
||||
OutputResolution=True
|
||||
RequiresIntSupport=True
|
||||
Upscaling=True
|
||||
SettingName1=B
|
||||
SettingDefaultValue1=0.0
|
||||
SettingName1=Sharpness
|
||||
SettingDefaultValue1=1.0
|
||||
SettingMaxValue1=2.0
|
||||
SettingMinValue1=-1.0
|
||||
SettingName2=C
|
||||
SettingDefaultValue2=0.5
|
||||
SettingMinValue1=-2.0
|
||||
SettingName2=Anisotropy
|
||||
SettingDefaultValue2=0.0
|
||||
SettingMaxValue2=2.0
|
||||
SettingMinValue2=-1.0
|
||||
[CatmullRom]
|
||||
Name=Bicubic (Catmull-Rom) Upscaler
|
||||
Fragment=upscale_catmull_rom.fsh
|
||||
Vertex=upscale_catmull_rom.vsh
|
||||
OutputResolution=True
|
||||
RequiresIntSupport=True
|
||||
Upscaling=True
|
||||
[MitchellNetravali]
|
||||
Name=Bicubic (Mitchell-Netravali) Upscaler
|
||||
Fragment=upscale_mitchell_netravali.fsh
|
||||
Vertex=upscale_mitchell_netravali.vsh
|
||||
OutputResolution=True
|
||||
RequiresIntSupport=True
|
||||
Upscaling=True
|
||||
SettingMinValue2=-2.0
|
||||
[UpscaleSpline36]
|
||||
Name=Spline36 Upscaler
|
||||
Fragment=upscale_spline36.fsh
|
||||
|
@ -1,4 +1,6 @@
|
||||
// Bicubic upscaling shader.
|
||||
// Implements Mitchell-Netravali class filters (aka BC-splines), see:
|
||||
// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters .
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
@ -12,8 +14,17 @@ uniform vec2 u_texelDelta;
|
||||
uniform vec2 u_pixelDelta;
|
||||
|
||||
uniform vec4 u_setting;
|
||||
// u_setting.x - B
|
||||
// u_setting.y - C
|
||||
// Shader parameters (somewhat poorly named):
|
||||
// u_setting.x - Sharpness
|
||||
// u_setting.y - Anisotropy
|
||||
// from which filter coefficients are computed as
|
||||
// B = 1 - Sharpness + 0.5*Anisotropy
|
||||
// C = 0.5 * Sharpness + Anisotropy
|
||||
|
||||
// Note: some popular filters are
|
||||
// B-spline - B=1, C=0 <=> Sharpness=0, Anisotropy=0
|
||||
// 'The' Mitchell-Netravali - B=C=1/3 <=> Sharpness=2/3, Anisotropy=0
|
||||
// Catmull-Rom - B=0, C=1/2 <=> Sharpness=1, Anisotropy=0
|
||||
|
||||
const vec2 HALF_PIXEL = vec2(0.5, 0.5);
|
||||
|
||||
@ -25,7 +36,7 @@ vec4 getWeights(mat4 W, float t) {
|
||||
return W * vec4(1.0, t, t*t, t*t*t);
|
||||
}
|
||||
|
||||
vec3 interpolateHorizontally(ivec2 inputPosFloor, int dy, vec4 w) {
|
||||
vec3 filterX(ivec2 inputPosFloor, int dy, vec4 w) {
|
||||
return
|
||||
w.x * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy) +
|
||||
w.y * rgb(inputPosFloor.x , inputPosFloor.y + dy) +
|
||||
@ -33,28 +44,33 @@ vec3 interpolateHorizontally(ivec2 inputPosFloor, int dy, vec4 w) {
|
||||
w.w * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
|
||||
}
|
||||
|
||||
vec4 process(vec2 outputPos, float B, float C) {
|
||||
vec4 filterBC(vec2 outputPos, float B, float C) {
|
||||
vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
|
||||
ivec2 inputPosFloor = ivec2(inputPos);
|
||||
|
||||
float x = inputPos.x - float(inputPosFloor.x);
|
||||
float y = inputPos.y - float(inputPosFloor.y);
|
||||
const float r6 = 0.166666666, r3 = 0.333333333; // Precomputed 1/6 and 1/3.
|
||||
// Matrix for computing weights.
|
||||
// NOTE: column-major.
|
||||
mat4 W = mat4(
|
||||
B/6.0 , 1.0-B/3.0 , B/6.0 , 0.0 ,
|
||||
-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
|
||||
2.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
|
||||
-C-B/6.0 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B/6.0);
|
||||
B*r6 , 1.0-B*r3 , B*r6 , 0.0 ,
|
||||
-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
|
||||
2.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
|
||||
-C-B*r6 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B*r6);
|
||||
vec4 Wx = getWeights(W, x);
|
||||
vec4 Wy = getWeights(W, y);
|
||||
|
||||
vec3 ret =
|
||||
Wy.x * interpolateHorizontally(inputPosFloor, -1, Wx) +
|
||||
Wy.y * interpolateHorizontally(inputPosFloor, 0, Wx) +
|
||||
Wy.z * interpolateHorizontally(inputPosFloor, +1, Wx) +
|
||||
Wy.w * interpolateHorizontally(inputPosFloor, +2, Wx);
|
||||
Wy.x * filterX(inputPosFloor, -1, Wx) +
|
||||
Wy.y * filterX(inputPosFloor, 0, Wx) +
|
||||
Wy.z * filterX(inputPosFloor, +1, Wx) +
|
||||
Wy.w * filterX(inputPosFloor, +2, Wx);
|
||||
return vec4(ret, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
gl_FragColor.rgba = process(v_position, u_setting.x, u_setting.y);
|
||||
gl_FragColor.rgba = filterBC(
|
||||
v_position,
|
||||
dot(u_setting.xy, vec2(-1.0, 0.5)) + 1.0,
|
||||
dot(u_setting.xy, vec2(0.5, +1.0)));
|
||||
}
|
||||
|
@ -1,54 +0,0 @@
|
||||
// Bicubic (Catmull-Rom) upscaling shader.
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
uniform sampler2D sampler0;
|
||||
varying vec2 v_position;
|
||||
|
||||
uniform vec2 u_texelDelta;
|
||||
uniform vec2 u_pixelDelta;
|
||||
|
||||
const vec2 HALF_PIXEL = vec2(0.5, 0.5);
|
||||
|
||||
vec3 rgb(int inputX, int inputY)
|
||||
{
|
||||
return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
|
||||
}
|
||||
|
||||
// Catmull-Rom coefficients, multiplied by 2.
|
||||
float A(float x) {return x*((2.0-x)*x-1.0);}
|
||||
float B(float x) {return x*x*(3.0*x-5.0)+2.0;}
|
||||
float C(float x) {return x*((4.0-3.0*x)*x+1.0);}
|
||||
float D(float x) {return x*x*(x-1.0);}
|
||||
|
||||
vec3 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
|
||||
vec3 ret = vec3(0.0);
|
||||
float x = inputPos.x - float(inputPosFloor.x);
|
||||
|
||||
ret += A(x) * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy);
|
||||
ret += B(x) * rgb(inputPosFloor.x , inputPosFloor.y + dy);
|
||||
ret += C(x) * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy);
|
||||
ret += D(x) * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 process(vec2 outputPos) {
|
||||
vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
|
||||
ivec2 inputPosFloor = ivec2(inputPos);
|
||||
|
||||
vec3 ret = vec3(0.0);
|
||||
float y = inputPos.y - float(inputPosFloor.y);
|
||||
ret += A(y) * interpolateHorizontally(inputPos, inputPosFloor, -1);
|
||||
ret += B(y) * interpolateHorizontally(inputPos, inputPosFloor, 0);
|
||||
ret += C(y) * interpolateHorizontally(inputPos, inputPosFloor, +1);
|
||||
ret += D(y) * interpolateHorizontally(inputPos, inputPosFloor, +2);
|
||||
return vec4(0.25 * ret, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor.rgba = process(v_position);
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texcoord0;
|
||||
|
||||
varying vec2 v_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = a_position;
|
||||
|
||||
v_position = a_texcoord0;
|
||||
}
|
@ -1,54 +0,0 @@
|
||||
// Bicubic (Mitchell–Netravali, B=1/3, C=1/3) upscaling shader.
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
#endif
|
||||
|
||||
uniform sampler2D sampler0;
|
||||
varying vec2 v_position;
|
||||
|
||||
uniform vec2 u_texelDelta;
|
||||
uniform vec2 u_pixelDelta;
|
||||
|
||||
const vec2 HALF_PIXEL = vec2(0.5, 0.5);
|
||||
|
||||
vec3 rgb(int inputX, int inputY)
|
||||
{
|
||||
return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
|
||||
}
|
||||
|
||||
// Mitchell–Netravali coefficients, multiplied by 18.
|
||||
float A(float x) {return ((-7.0*x+15.0)*x-9.0)*x+1.0;}
|
||||
float B(float x) {return (21.0*x-36.0)*x*x+16.0;}
|
||||
float C(float x) {return ((-21.0*x+27.0)*x+9.0)*x+1.0;}
|
||||
float D(float x) {return (7.0*x-6.0)*x*x;}
|
||||
|
||||
vec3 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
|
||||
vec3 ret = vec3(0.0);
|
||||
float x = inputPos.x - float(inputPosFloor.x);
|
||||
|
||||
ret += A(x) * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy);
|
||||
ret += B(x) * rgb(inputPosFloor.x , inputPosFloor.y + dy);
|
||||
ret += C(x) * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy);
|
||||
ret += D(x) * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
|
||||
return ret;
|
||||
}
|
||||
|
||||
vec4 process(vec2 outputPos) {
|
||||
vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
|
||||
ivec2 inputPosFloor = ivec2(inputPos);
|
||||
|
||||
vec3 ret = vec3(0.0);
|
||||
float y = inputPos.y - float(inputPosFloor.y);
|
||||
ret += A(y) * interpolateHorizontally(inputPos, inputPosFloor, -1);
|
||||
ret += B(y) * interpolateHorizontally(inputPos, inputPosFloor, 0);
|
||||
ret += C(y) * interpolateHorizontally(inputPos, inputPosFloor, +1);
|
||||
ret += D(y) * interpolateHorizontally(inputPos, inputPosFloor, +2);
|
||||
return vec4(ret / 324.0, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor.rgba = process(v_position);
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
attribute vec4 a_position;
|
||||
attribute vec2 a_texcoord0;
|
||||
|
||||
varying vec2 v_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = a_position;
|
||||
|
||||
v_position = a_texcoord0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user