slang-shaders/misc/deinterlace.slang
2016-12-13 12:14:02 -06:00

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#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);
}