add MajorPainInTheCactus' slot mask to subpixel mask function (#225)

* add MajorPainInTheCactus' slot mask to subpixel mask function

* add 2xbrz shader by request
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hunterk 2022-03-15 21:40:34 -05:00 committed by GitHub
parent 32a9a5f86e
commit cef60e5e1a
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4 changed files with 412 additions and 1 deletions

View file

@ -24,7 +24,7 @@ layout(push_constant) uniform Push
#pragma parameter SCANLINES_STRENGTH " Custom [If BP=0.00] SCANLINES STRENGTH" 0.58 0.0 1.0 0.02
#pragma parameter COLOR_BOOST " Custom [If BP=0.00] COLOR BOOST" 1.25 1.0 2.0 0.05
#pragma parameter HFILTER_SHARPNESS " Custom [If HFP=0.00] SHARPNESS" 1.0 0.0 1.0 0.02
#pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 19.0 1.0
#pragma parameter PHOSPHOR_LAYOUT "PHOSPHOR LAYOUT" 4.0 0.0 21.0 1.0
#pragma parameter MASK_INTENSITY "MASK INTENSITY" 0.5 0.0 1.0 0.1
#pragma parameter CRT_ANTI_RINGING "ANTI RINGING" 1.0 0.0 1.0 0.1
#pragma parameter InputGamma "INPUT GAMMA" 2.4 0.0 5.0 0.1

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@ -306,6 +306,22 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
weights = tatemask[w][z];
return weights;
}
else if(phosphor_layout == 21){
// based on MajorPainInTheCactus' HDR slot mask
vec3 slot[4][8] = {
{red, green, blue, black, red, green, blue, black},
{red, green, blue, black, black, black, black, black},
{red, green, blue, black, red, green, blue, black},
{black, black, black, black, red, green, blue, black}
};
w = int(floor(mod(coord.y, 4.0)));
z = int(floor(mod(coord.x, 8.0)));
weights = slot[w][z];
return weights;
}
else return weights;
}
@ -609,6 +625,23 @@ vec3 mask_weights_alpha(vec2 coord, float mask_intensity, int phosphor_layout, o
alpha = 18./48.;
return weights;
}
else if(phosphor_layout == 21){
// based on MajorPainInTheCactus' HDR slot mask
vec3 slot[4][8] = {
{red, green, blue, black, red, green, blue, black},
{red, green, blue, black, black, black, black, black},
{red, green, blue, black, red, green, blue, black},
{black, black, black, black, red, green, blue, black}
};
w = int(floor(mod(coord.y, 4.0)));
z = int(floor(mod(coord.x, 8.0)));
weights = slot[w][z];
alpha = 21./96.;
return weights;
}
else return weights;
}

9
xbrz/2xbrz-linear.slangp Normal file
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@ -0,0 +1,9 @@
shaders = 2
shader0 = shaders/2xbrz.slang
filter_linear0 = false
scale_type0 = source
scale0 = 2.0
shader1 = ../stock.slang
filter_linear1 = true

369
xbrz/shaders/2xbrz.slang Normal file
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@ -0,0 +1,369 @@
#version 450
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
#define M_PI 3.1415926535897932384626433832795
#define lerp(a,b,c) mix(a,b,c)
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;
const float one_sixth = 1.0 / 6.0;
const float two_sixth = 2.0 / 6.0;
const float four_sixth = 4.0 / 6.0;
const float five_sixth = 5.0 / 6.0;
float reduce(const vec3 color)
{
return dot(color, vec3(65536.0, 256.0, 1.0));
}
float DistYCbCr(const vec3 pixA, const vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
bool IsBlendingNeeded(const ivec4 blend)
{
return any(notEqual(blend, ivec4(BLEND_NONE)));
}
void ScalePixel(const ivec4 blend, const vec3 k[9], inout vec3 dst[4])
{
float v0 = reduce(k[0]);
float v4 = reduce(k[4]);
float v5 = reduce(k[5]);
float v7 = reduce(k[7]);
float v8 = reduce(k[8]);
float dist_01_04 = DistYCbCr(k[1], k[4]);
float dist_03_08 = DistYCbCr(k[3], k[8]);
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v0 != v4) && (v5 != v4);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v0 != v8) && (v7 != v8);
bool needBlend = (blend[2] != BLEND_NONE);
bool doLineBlend = ( blend[2] >= BLEND_DOMINANT ||
!((blend[1] != BLEND_NONE && !IsPixEqual(k[0], k[4])) ||
(blend[3] != BLEND_NONE && !IsPixEqual(k[0], k[8])) ||
(IsPixEqual(k[4], k[3]) && IsPixEqual(k[3], k[2]) && IsPixEqual(k[2], k[1]) && IsPixEqual(k[1], k[8]) && !IsPixEqual(k[0], k[2])) ) );
vec3 blendPix = ( DistYCbCr(k[0], k[1]) <= DistYCbCr(k[0], k[3]) ) ? k[1] : k[3];
dst[1] = lerp(dst[1], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
dst[2] = lerp(dst[2], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 5.0/6.0 : 0.75) : ((haveSteepLine) ? 0.75 : 0.50)) : 1.0 - (M_PI/4.0)) : 0.00);
dst[3] = lerp(dst[3], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
}
//---------------------------------------
// Input Pixel Mapping: --|21|22|23|--
// 19|06|07|08|09
// 18|05|00|01|10
// 17|04|03|02|11
// --|15|14|13|--
//
// Output Pixel Mapping: 00|01
// 03|02
#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 vec4 t1;
layout(location = 2) out vec4 t2;
layout(location = 3) out vec4 t3;
layout(location = 4) out vec4 t4;
layout(location = 5) out vec4 t5;
layout(location = 6) out vec4 t6;
layout(location = 7) out vec4 t7;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
float dx = ps.x;
float dy = ps.y;
// A1 B1 C1
// A0 A B C C4
// D0 D E F F4
// G0 G H I I4
// G5 H5 I5
t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1
t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy); // A0 D0 G0
t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy); // C4 F4 I4
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec4 t1;
layout(location = 2) in vec4 t2;
layout(location = 3) in vec4 t3;
layout(location = 4) in vec4 t4;
layout(location = 5) in vec4 t5;
layout(location = 6) in vec4 t6;
layout(location = 7) in vec4 t7;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
//---------------------------------------
// Input Pixel Mapping: 20|21|22|23|24
// 19|06|07|08|09
// 18|05|00|01|10
// 17|04|03|02|11
// 16|15|14|13|12
vec3 src[25];
src[21] = texture(Source, t1.xw).rgb;
src[22] = texture(Source, t1.yw).rgb;
src[23] = texture(Source, t1.zw).rgb;
src[ 6] = texture(Source, t2.xw).rgb;
src[ 7] = texture(Source, t2.yw).rgb;
src[ 8] = texture(Source, t2.zw).rgb;
src[ 5] = texture(Source, t3.xw).rgb;
src[ 0] = texture(Source, t3.yw).rgb;
src[ 1] = texture(Source, t3.zw).rgb;
src[ 4] = texture(Source, t4.xw).rgb;
src[ 3] = texture(Source, t4.yw).rgb;
src[ 2] = texture(Source, t4.zw).rgb;
src[15] = texture(Source, t5.xw).rgb;
src[14] = texture(Source, t5.yw).rgb;
src[13] = texture(Source, t5.zw).rgb;
src[19] = texture(Source, t6.xy).rgb;
src[18] = texture(Source, t6.xz).rgb;
src[17] = texture(Source, t6.xw).rgb;
src[ 9] = texture(Source, t7.xy).rgb;
src[10] = texture(Source, t7.xz).rgb;
src[11] = texture(Source, t7.xw).rgb;
float v[9];
v[0] = reduce(src[0]);
v[1] = reduce(src[1]);
v[2] = reduce(src[2]);
v[3] = reduce(src[3]);
v[4] = reduce(src[4]);
v[5] = reduce(src[5]);
v[6] = reduce(src[6]);
v[7] = reduce(src[7]);
v[8] = reduce(src[8]);
ivec4 blendResult = ivec4(BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: --|--|--|--|--
// --|--|07|08|--
// --|05|00|01|10
// --|04|03|02|11
// --|--|14|13|--
// Corner (1, 1)
if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false)
{
float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: --|--|--|--|--
// --|06|07|--|--
// 18|05|00|01|--
// 17|04|03|02|--
// --|15|14|--|--
// Corner (0, 1)
if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false)
{
float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00;
blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: --|--|22|23|--
// --|06|07|08|09
// --|05|00|01|10
// --|--|03|02|--
// --|--|--|--|--
// Corner (1, 0)
if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false)
{
float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08;
blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: --|21|22|--|--
// 19|06|07|08|--
// 18|05|00|01|--
// --|04|03|--|--
// --|--|--|--|--
// Corner (0, 0)
if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false)
{
float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
vec3 dst[4];
dst[ 0] = src[0];
dst[ 1] = src[0];
dst[ 2] = src[0];
dst[ 3] = src[0];
// Scale pixel
if (IsBlendingNeeded(blendResult) == true)
{
vec3 k[9];
vec3 tempDst3;
k[0] = src[0];
k[1] = src[1];
k[2] = src[2];
k[3] = src[3];
k[4] = src[4];
k[5] = src[5];
k[6] = src[6];
k[7] = src[7];
k[8] = src[8];
ScalePixel(blendResult.xyzw, k, dst);
k[1] = src[7];
k[2] = src[8];
k[3] = src[1];
k[4] = src[2];
k[5] = src[3];
k[6] = src[4];
k[7] = src[5];
k[8] = src[6];
tempDst3 = dst[3];
dst[3] = dst[2];
dst[2] = dst[1];
dst[1] = dst[0];
dst[0] = tempDst3;
ScalePixel(blendResult.wxyz, k, dst);
k[1] = src[5];
k[2] = src[6];
k[3] = src[7];
k[4] = src[8];
k[5] = src[1];
k[6] = src[2];
k[7] = src[3];
k[8] = src[4];
tempDst3 = dst[3];
dst[3] = dst[2];
dst[2] = dst[1];
dst[1] = dst[0];
dst[0] = tempDst3;
ScalePixel(blendResult.zwxy, k, dst);
k[1] = src[3];
k[2] = src[4];
k[3] = src[5];
k[4] = src[6];
k[5] = src[7];
k[6] = src[8];
k[7] = src[1];
k[8] = src[2];
tempDst3 = dst[3];
dst[3] = dst[2];
dst[2] = dst[1];
dst[1] = dst[0];
dst[0] = tempDst3;
ScalePixel(blendResult.yzwx, k, dst);
// Rotate the destination pixels back to 0 degrees.
tempDst3 = dst[3];
dst[3] = dst[2];
dst[2] = dst[1];
dst[1] = dst[0];
dst[0] = tempDst3;
}
vec2 f = step(0.5, fract(vTexCoord*params.SourceSize.xy));
vec3 res = lerp( lerp(dst[0], dst[1], f.x),
lerp(dst[3], dst[2], f.x), f.y );
FragColor = vec4(res, 1.0);
}