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add deinterlacing shader
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misc/deinterlace.slang
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93
misc/deinterlace.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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uint FrameCount;
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float interlace_bff;
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float force_noninterlaced;
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float interlace_1080;
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} registers;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma parameter interlace_bff "Interlacing BFF" 0.0 0.0 1.0 1.0
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#pragma parameter force_noninterlaced "Force Non-interlaced" 0.0 0.0 1.0 1.0
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#pragma parameter interlace_1080 "1080 is Interlaced" 0.0 0.0 1.0 1.0
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/*
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Deinterlacing
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Author: Trogglemonkey, isolated from crt-royale by hunterk
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License: GPLv2
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*/
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bool is_interlaced(float num_lines)
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{
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// Detect interlacing based on the number of lines in the source.
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// NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field
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// NTSC Emulators: Typically 224 or 240 lines
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// PAL: 625 lines, 312.5/field; 576 active (typical), 288/field
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// PAL Emulators: ?
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// ATSC: 720p, 1080i, 1080p
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// Where do we place our cutoffs? Assumptions:
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// 1.) We only need to care about active lines.
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// 2.) Anything > 288 and <= 576 lines is probably interlaced.
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// 3.) Anything > 576 lines is probably not interlaced...
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// 4.) ...except 1080 lines, which is a crapshoot (user decision).
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// 5.) Just in case the main program uses calculated video sizes,
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// we should nudge the float thresholds a bit.
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bool sd_interlace = ((num_lines > 288.5) && (num_lines < 576.5) && (registers.force_noninterlaced < 0.5));
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bool hd_interlace = (registers.interlace_1080 > 0.5);
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return (sd_interlace || hd_interlace);
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}
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vec3 tex2D_linearize(sampler2D tex, vec2 uv){
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return pow(texture(tex, uv).rgb, vec3(2.2));
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}
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float interlaced;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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interlaced = is_interlaced(registers.SourceSize.y) ? 1.0 : 0.0;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float interlaced;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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const vec2 v_step = vec2(0.0, registers.SourceSize.w);
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const vec3 curr_line = tex2D_linearize(
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Source, vTexCoord).rgb;
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const vec3 last_line = tex2D_linearize(
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Source, vTexCoord - v_step).rgb;
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const vec3 next_line = tex2D_linearize(
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Source, vTexCoord + v_step).rgb;
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const vec3 interpolated_line = 0.5 * (last_line + next_line);
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// If we're interlacing, determine which field curr_line is in:
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const float modulus = interlaced + 1.0;
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const float field_offset =
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mod(registers.FrameCount + registers.interlace_bff, modulus);
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const float curr_line_texel = vTexCoord.y * registers.SourceSize.y;
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// Use under_half to fix a rounding bug around exact texel locations.
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const float line_num_last = floor(curr_line_texel - 0.4995);
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const float wrong_field = mod(line_num_last + field_offset, modulus);
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// Select the correct color, and output the result:
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const vec3 color = mix(curr_line, interpolated_line, wrong_field);
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FragColor = vec4(pow(color, vec3(1.0 / 2.2)), 1.0);
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}
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