From 351b7fc7129f6ec77d7dea1d81581a8a5c05e303 Mon Sep 17 00:00:00 2001 From: hunterk Date: Fri, 10 Feb 2017 10:17:05 -0600 Subject: [PATCH] add SameBoy's clever hq2x shader --- hqx/hq2x-halphon.slangp | 7 ++ hqx/shader-files/hq2x-halphon.slang | 170 ++++++++++++++++++++++++++++ 2 files changed, 177 insertions(+) create mode 100644 hqx/hq2x-halphon.slangp create mode 100644 hqx/shader-files/hq2x-halphon.slang diff --git a/hqx/hq2x-halphon.slangp b/hqx/hq2x-halphon.slangp new file mode 100644 index 0000000..a6c39c0 --- /dev/null +++ b/hqx/hq2x-halphon.slangp @@ -0,0 +1,7 @@ +shaders = 2 +shader0 = shader-files/hq2x-halphon.slang +shader1 = ../stock.slang + +filter_linear0 = false +scale_type0 = source +scale0 = 2.0 diff --git a/hqx/shader-files/hq2x-halphon.slang b/hqx/shader-files/hq2x-halphon.slang new file mode 100644 index 0000000..850566c --- /dev/null +++ b/hqx/shader-files/hq2x-halphon.slang @@ -0,0 +1,170 @@ +#version 450 + +// Smooth Bilinear +// by Lior Halphon +// ported to slang by hunterk + +/* +MIT License + +Copyright (c) 2015-2016 Lior Halphon + +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. +*/ + + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; +} params; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define uResolution params.OutputSize.xy +#define textureDimensions params.SourceSize.xy + +/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */ + +/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is + also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */ +vec3 rgb_to_hq_colospace(vec4 rgb) +{ + return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b, + 0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b, + -0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b); +} + +bool is_different(vec4 a, vec4 b) +{ + vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b)); + return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031; +} + +#define P(m, r) ((pattern & (m)) == (r)) + +vec4 interp_2px(vec4 c1, float w1, vec4 c2, float w2) +{ + return (c1 * w1 + c2 * w2) / (w1 + w2); +} + +vec4 interp_3px(vec4 c1, float w1, vec4 c2, float w2, vec4 c3, float w3) +{ + return (c1 * w1 + c2 * w2 + c3 * w3) / (w1 + w2 + w3); +} + +vec4 scale(sampler2D image, vec2 coord) +{ + // o = offset, the width of a pixel + vec2 o = 1.0 / textureDimensions; + vec2 texCoord = coord; + + /* We always calculate the top left pixel. If we need a different pixel, we flip the image */ + + // p = the position within a pixel [0...1] + vec2 p = fract(texCoord * textureDimensions); + + if (p.x > 0.5) o.x = -o.x; + if (p.y > 0.5) o.y = -o.y; + + + + vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y)); + vec4 w1 = texture(image, texCoord + vec2( 0, -o.y)); + vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y)); + vec4 w3 = texture(image, texCoord + vec2( -o.x, 0)); + vec4 w4 = texture(image, texCoord + vec2( 0, 0)); + vec4 w5 = texture(image, texCoord + vec2( o.x, 0)); + vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y)); + vec4 w7 = texture(image, texCoord + vec2( 0, o.y)); + vec4 w8 = texture(image, texCoord + vec2( o.x, o.y)); + + int pattern = 0; + if (is_different(w0, w4)) pattern |= 1; + if (is_different(w1, w4)) pattern |= 2; + if (is_different(w2, w4)) pattern |= 4; + if (is_different(w3, w4)) pattern |= 8; + if (is_different(w5, w4)) pattern |= 16; + if (is_different(w6, w4)) pattern |= 32; + if (is_different(w7, w4)) pattern |= 64; + if (is_different(w8, w4)) pattern |= 128; + + if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5)) + return interp_2px(w4, 3.0, w3, 1.0); + if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3)) + return interp_2px(w4, 3.0, w1, 1.0); + if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1)) + return w4; + if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) || + P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) || + P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) || + P(0xeb,0x8a)) && is_different(w3, w1)) + return interp_2px(w4, 3.0, w0, 1.0); + if (P(0x0b,0x08)) + return interp_3px(w4, 2.0, w0, 1.0, w1, 1.0); + if (P(0x0b,0x02)) + return interp_3px(w4, 2.0, w0, 1.0, w3, 1.0); + if (P(0x2f,0x2f)) + return interp_3px(w4, 1.04, w3, 1.0, w1, 1.0); + if (P(0xbf,0x37) || P(0xdb,0x13)) + return interp_3px(w4, 5.0, w1, 2.0, w3, 1.0); + if (P(0xdb,0x49) || P(0xef,0x6d)) + return interp_3px(w4, 5.0, w3, 2.0, w1, 1.0); + if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43)) + return interp_2px(w4, 3.0, w3, 1.0); + if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19)) + return interp_2px(w4, 3.0, w1, 1.0); + if (P(0x7e,0x2a) || P(0xef,0xab) || P(0xbf,0x8f) || P(0x7e,0x0e)) + return interp_3px(w4, 2.0, w3, 3.0, w1, 3.0); + if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) || + P(0xdf,0xde) || P(0xdf,0x1e)) + return interp_2px(w4, 3.0, w0, 1.0); + if (P(0x0a,0x00) || P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) || + P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) || + P(0x3b,0x1b)) + return interp_3px(w4, 2.0, w3, 1.0, w1, 1.0); + + return interp_3px(w4, 6.0, w3, 1.0, w1, 1.0); +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord * 1.0001; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ +FragColor = scale(Source, vTexCoord); +} \ No newline at end of file