From 54d09899b49cf923ecbcd6d74b3f653b6e02f02b Mon Sep 17 00:00:00 2001 From: hunterk Date: Tue, 13 Dec 2016 12:14:02 -0600 Subject: [PATCH] add deinterlacing shader --- misc/deinterlace.slang | 93 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 93 insertions(+) create mode 100644 misc/deinterlace.slang diff --git a/misc/deinterlace.slang b/misc/deinterlace.slang new file mode 100644 index 0000000..807a16d --- /dev/null +++ b/misc/deinterlace.slang @@ -0,0 +1,93 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; + float interlace_bff; + float force_noninterlaced; + float interlace_1080; +} registers; + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#pragma parameter interlace_bff "Interlacing BFF" 0.0 0.0 1.0 1.0 +#pragma parameter force_noninterlaced "Force Non-interlaced" 0.0 0.0 1.0 1.0 +#pragma parameter interlace_1080 "1080 is Interlaced" 0.0 0.0 1.0 1.0 + +/* + Deinterlacing + Author: Trogglemonkey, isolated from crt-royale by hunterk + License: GPLv2 +*/ + +bool is_interlaced(float num_lines) +{ + // Detect interlacing based on the number of lines in the source. + // NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field + // NTSC Emulators: Typically 224 or 240 lines + // PAL: 625 lines, 312.5/field; 576 active (typical), 288/field + // PAL Emulators: ? + // ATSC: 720p, 1080i, 1080p + // Where do we place our cutoffs? Assumptions: + // 1.) We only need to care about active lines. + // 2.) Anything > 288 and <= 576 lines is probably interlaced. + // 3.) Anything > 576 lines is probably not interlaced... + // 4.) ...except 1080 lines, which is a crapshoot (user decision). + // 5.) Just in case the main program uses calculated video sizes, + // we should nudge the float thresholds a bit. + bool sd_interlace = ((num_lines > 288.5) && (num_lines < 576.5) && (registers.force_noninterlaced < 0.5)); + bool hd_interlace = (registers.interlace_1080 > 0.5); + return (sd_interlace || hd_interlace); +} + +vec3 tex2D_linearize(sampler2D tex, vec2 uv){ + return pow(texture(tex, uv).rgb, vec3(2.2)); +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +layout(location = 1) out float interlaced; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; + interlaced = is_interlaced(registers.SourceSize.y) ? 1.0 : 0.0; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 1) in float interlaced; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + const vec2 v_step = vec2(0.0, registers.SourceSize.w); + const vec3 curr_line = tex2D_linearize( + Source, vTexCoord).rgb; + const vec3 last_line = tex2D_linearize( + Source, vTexCoord - v_step).rgb; + const vec3 next_line = tex2D_linearize( + Source, vTexCoord + v_step).rgb; + const vec3 interpolated_line = 0.5 * (last_line + next_line); + // If we're interlacing, determine which field curr_line is in: + const float modulus = interlaced + 1.0; + const float field_offset = + mod(registers.FrameCount + registers.interlace_bff, modulus); + const float curr_line_texel = vTexCoord.y * registers.SourceSize.y; + // Use under_half to fix a rounding bug around exact texel locations. + const float line_num_last = floor(curr_line_texel - 0.4995); + const float wrong_field = mod(line_num_last + field_offset, modulus); + // Select the correct color, and output the result: + const vec3 color = mix(curr_line, interpolated_line, wrong_field); + FragColor = vec4(pow(color, vec3(1.0 / 2.2)), 1.0); +} \ No newline at end of file