diff --git a/ddt/ddt-jinc-linear.slangp b/ddt/ddt-jinc-linear.slangp new file mode 100644 index 0000000..d10f30c --- /dev/null +++ b/ddt/ddt-jinc-linear.slangp @@ -0,0 +1,16 @@ +shaders = "3" + +shader0 = ../xbr2/shaders/support/linearize.slang +scale_type0 = "source" +scale0 = "1.000000" +filter_linear0 = "false" +alias0 = XbrSource + +shader1 = shaders/ddt-jinc.slang +scale_type1 = "viewport" +scale1 = "1.000000" +filter_linear1 = "false" + +shader2 = ../xbr2/shaders/support/delinearize.slang +scale_type2 = "source" +filter_linear2 = "false" diff --git a/ddt/ddt-jinc.slangp b/ddt/ddt-jinc.slangp new file mode 100644 index 0000000..aa49d10 --- /dev/null +++ b/ddt/ddt-jinc.slangp @@ -0,0 +1,4 @@ +shaders = 1 + +shader0 = shaders/ddt-jinc.slang +filter_linear0 = false diff --git a/ddt/shaders/ddt-jinc.slang b/ddt/shaders/ddt-jinc.slang new file mode 100644 index 0000000..0fba964 --- /dev/null +++ b/ddt/shaders/ddt-jinc.slang @@ -0,0 +1,245 @@ +#version 450 + +/* + Hyllian's ddt-jinc windowed-jinc 2-lobe with anti-ringing Shader + + Copyright (C) 2011-2022 Hyllian/Jararaca - sergiogdb@gmail.com + + This program is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License + as published by the Free Software Foundation; either version 2 + of the License, or (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ + + /* + This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5, + where r1 and r2 are the first two zeros of jinc function. + For a jinc 2-lobe best approximation, use A=0.5 and B=0.825. + */ + +// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter. +// Increase A to get more blur. Decrease it to get a sharper picture. +// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns. + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float JINC2_WINDOW_SINC; + float JINC2_SINC; + float JINC2_AR_STRENGTH; + float DDT_THRESHOLD; +} params; + +#pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.50 0.0 1.0 0.01 +#define JINC2_WINDOW_SINC params.JINC2_WINDOW_SINC +#pragma parameter JINC2_SINC "Sinc Param" 0.86 0.0 1.0 0.01 +#define JINC2_SINC params.JINC2_SINC +#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 1.0 0.0 1.0 0.1 +#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH + +#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 3.0 1.0 6.0 0.2 +#define DDT_THRESHOLD params.DDT_THRESHOLD + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +#define halfpi 1.5707963267948966192313216916398 +#define pi 3.1415926535897932384626433832795 +#define wa (JINC2_WINDOW_SINC*pi) +#define wb (JINC2_SINC*pi) + +#define WP1 2.0 +#define WP2 1.0 +#define WP3 -1.0 + +const vec3 Y = vec3( 0.299, 0.587, 0.114); + +float luma(vec3 color) +{ + return dot(color, Y); +} + +// Calculates the distance between two points +float d(vec2 pt1, vec2 pt2) +{ + vec2 v = pt2 - pt1; + return sqrt(dot(v,v)); +} + +vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return min(a, min(b, min(c, d))); +} + +vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d) +{ + return max(a, max(b, max(c, d))); +} + +vec4 resampler(vec4 x) +{ + vec4 res; + res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x); + res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y); + res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z); + res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w); + return res; +} + +#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 * vec2(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() +{ + vec3 color; + mat4x4 weights; + + vec2 dx = vec2(1.0, 0.0); + vec2 dy = vec2(0.0, 1.0); + + vec2 pc = vTexCoord*params.SourceSize.xy; + + vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5)); + + vec2 pos = fract(pc-vec2(0.5,0.5)); + + weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy))); + weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx ))); + weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy))); + weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy))); + + dx = dx * params.SourceSize.zw; + dy = dy * params.SourceSize.zw; + tc = tc * params.SourceSize.zw; + + // reading the texels + + vec3 c00 = texture(Source, tc -dx -dy).xyz; + vec3 c10 = texture(Source, tc -dy).xyz; + vec3 c20 = texture(Source, tc +dx -dy).xyz; + vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz; + vec3 c01 = texture(Source, tc -dx ).xyz; + vec3 c11 = texture(Source, tc ).xyz; + vec3 c21 = texture(Source, tc +dx ).xyz; + vec3 c31 = texture(Source, tc+2.0*dx ).xyz; + vec3 c02 = texture(Source, tc -dx +dy).xyz; + vec3 c12 = texture(Source, tc +dy).xyz; + vec3 c22 = texture(Source, tc +dx +dy).xyz; + vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz; + vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz; + vec3 c13 = texture(Source, tc +2.0*dy).xyz; + vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz; + vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz; + + // Get min/max samples + vec3 min_sample = min4(c11, c21, c12, c22); + vec3 max_sample = max4(c11, c21, c12, c22); + + float a = luma(c11); + float b = luma(c21); + float c = luma(c12); + float d = luma(c22); + + float a1 = luma(c10); + float b1 = luma(c20); + float a0 = luma(c01); + float c0 = luma(c02); + + float b2 = luma(c31); + float d2 = luma(c32); + float c3 = luma(c13); + float d3 = luma(c23); + + float p = abs(pos.x); + float q = abs(pos.y); + +/* + c00 c10 c20 c30 a1 b1 + c01 c11 c21 c31 a0 a b b2 + c02 c12 c22 c32 c0 c d d2 + c03 c13 c23 c33 c3 d3 +*/ + + float wd1 = (WP1*abs(a-d) + WP2*(abs(b-a1) + abs(b-d2) + abs(c-a0) + abs(c-d3)) + WP3*(abs(a1-d2) + abs(a0-d3))); + float wd2 = (WP1*abs(b-c) + WP2*(abs(a-b1) + abs(a-c0) + abs(d-b2) + abs(d-c3)) + WP3*(abs(b1-c0) + abs(b2-c3))); + + float irlv1 = (abs(a-b)+abs(a-c)+abs(a-d)); + + if ((wd1*DDT_THRESHOLD < wd2) && (irlv1 > 0.0)) + { + if (q <= p) + { + c12 = c11 + c22 - c21; + c01 = c11 + c00 - c10; + c23 = c22 + c33 - c32; + c03 = c13 + c02 - c12; + } + else + { + c21 = c11 + c22 - c12; + c10 = c11 + c00 - c01; + c32 = c22 + c33 - c23; + c30 = c31 + c20 - c21; + } + } + else if ((wd1 > wd2*DDT_THRESHOLD) && (irlv1 > 0.0)) + { + if ((p+q) < 1.0) + { + c22 = c21 + c12 - c11; + c31 = c21 + c30 - c20; + c13 = c12 + c03 - c02; + c33 = c23 + c32 - c22; + } + else + { + c11 = c21 + c12 - c22; + c20 = c21 + c30 - c31; + c02 = c12 + c03 - c13; + c00 = c10 + c01 - c11; + } + } + + color = mat4x3(c00, c10, c20, c30) * weights[0]; + color+= mat4x3(c01, c11, c21, c31) * weights[1]; + color+= mat4x3(c02, c12, c22, c32) * weights[2]; + color+= mat4x3(c03, c13, c23, c33) * weights[3]; + color = color/(dot(weights * vec4(1.0), vec4(1.0))); + + // Anti-ringing + vec3 aux = color; + color = clamp(color, min_sample, max_sample); + + color = mix(aux, color, JINC2_AR_STRENGTH); + + // final sum and weight normalization + FragColor = vec4(color, 1.0); +}