mpv/video/out/opengl/video_shaders.c

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/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <math.h>
#include "video_shaders.h"
#include "video.h"
#define GLSL(x) gl_sc_add(sc, #x "\n");
#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
// Set up shared/commonly used variables and macros
void sampler_prelude(struct gl_shader_cache *sc, int tex_num)
{
GLSLF("#undef tex\n");
GLSLF("#define tex texture%d\n", tex_num);
GLSLF("vec2 pos = texcoord%d;\n", tex_num);
GLSLF("vec2 size = texture_size%d;\n", tex_num);
GLSLF("vec2 pt = pixel_size%d;\n", tex_num);
}
static void pass_sample_separated_get_weights(struct gl_shader_cache *sc,
struct scaler *scaler)
{
gl_sc_uniform_sampler(sc, "lut", scaler->gl_target,
TEXUNIT_SCALERS + scaler->index);
// Define a new variable to cache the corrected fcoord.
GLSLF("float fcoord_lut = LUT_POS(fcoord, %d.0);\n", scaler->lut_size);
int N = scaler->kernel->size;
if (N == 2) {
GLSL(vec2 c1 = texture(lut, vec2(0.5, fcoord_lut)).RG;)
GLSL(float weights[2] = float[](c1.r, c1.g);)
} else if (N == 6) {
GLSL(vec4 c1 = texture(lut, vec2(0.25, fcoord_lut));)
GLSL(vec4 c2 = texture(lut, vec2(0.75, fcoord_lut));)
GLSL(float weights[6] = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);)
} else {
GLSLF("float weights[%d];\n", N);
for (int n = 0; n < N / 4; n++) {
GLSLF("c = texture(lut, vec2(1.0 / %d.0 + %d.0 / %d.0, fcoord_lut));\n",
N / 2, n, N / 4);
GLSLF("weights[%d] = c.r;\n", n * 4 + 0);
GLSLF("weights[%d] = c.g;\n", n * 4 + 1);
GLSLF("weights[%d] = c.b;\n", n * 4 + 2);
GLSLF("weights[%d] = c.a;\n", n * 4 + 3);
}
}
}
// Handle a single pass (either vertical or horizontal). The direction is given
// by the vector (d_x, d_y). If the vector is 0, then planar interpolation is
// used instead (samples from texture0 through textureN)
void pass_sample_separated_gen(struct gl_shader_cache *sc, struct scaler *scaler,
int d_x, int d_y)
{
int N = scaler->kernel->size;
bool use_ar = scaler->conf.antiring > 0;
bool planar = d_x == 0 && d_y == 0;
GLSL(color = vec4(0.0);)
GLSLF("{\n");
if (!planar) {
GLSLF("vec2 dir = vec2(%d.0, %d.0);\n", d_x, d_y);
GLSL(pt *= dir;)
GLSL(float fcoord = dot(fract(pos * size - vec2(0.5)), dir);)
GLSLF("vec2 base = pos - fcoord * pt - pt * vec2(%d.0);\n", N / 2 - 1);
}
GLSL(vec4 c;)
if (use_ar) {
GLSL(vec4 hi = vec4(0.0);)
GLSL(vec4 lo = vec4(1.0);)
}
pass_sample_separated_get_weights(sc, scaler);
GLSLF("// scaler samples\n");
for (int n = 0; n < N; n++) {
if (planar) {
GLSLF("c = texture(texture%d, texcoord%d);\n", n, n);
} else {
GLSLF("c = texture(tex, base + pt * vec2(%d.0));\n", n);
}
GLSLF("color += vec4(weights[%d]) * c;\n", n);
if (use_ar && (n == N/2-1 || n == N/2)) {
GLSL(lo = min(lo, c);)
GLSL(hi = max(hi, c);)
}
}
if (use_ar)
GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n",
scaler->conf.antiring);
GLSLF("}\n");
}
void pass_sample_polar(struct gl_shader_cache *sc, struct scaler *scaler)
{
double radius = scaler->kernel->f.radius;
int bound = (int)ceil(radius);
bool use_ar = scaler->conf.antiring > 0;
GLSL(color = vec4(0.0);)
GLSLF("{\n");
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
GLSL(vec2 base = pos - fcoord * pt;)
GLSL(vec4 c;)
GLSLF("float w, d, wsum = 0.0;\n");
if (use_ar) {
GLSL(vec4 lo = vec4(1.0);)
GLSL(vec4 hi = vec4(0.0);)
}
gl_sc_uniform_sampler(sc, "lut", scaler->gl_target,
TEXUNIT_SCALERS + scaler->index);
GLSLF("// scaler samples\n");
for (int y = 1-bound; y <= bound; y++) {
for (int x = 1-bound; x <= bound; x++) {
// Since we can't know the subpixel position in advance, assume a
// worst case scenario
int yy = y > 0 ? y-1 : y;
int xx = x > 0 ? x-1 : x;
double dmax = sqrt(xx*xx + yy*yy);
// Skip samples definitely outside the radius
if (dmax >= radius)
continue;
GLSLF("d = length(vec2(%d.0, %d.0) - fcoord)/%f;\n", x, y, radius);
// Check for samples that might be skippable
if (dmax >= radius - M_SQRT2)
GLSLF("if (d < 1.0) {\n");
if (scaler->gl_target == GL_TEXTURE_1D) {
GLSLF("w = texture1D(lut, LUT_POS(d, %d.0)).r;\n",
scaler->lut_size);
} else {
GLSLF("w = texture(lut, vec2(0.5, LUT_POS(d, %d.0))).r;\n",
scaler->lut_size);
}
GLSL(wsum += w;)
GLSLF("c = texture(tex, base + pt * vec2(%d.0, %d.0));\n", x, y);
GLSL(color += vec4(w) * c;)
if (use_ar && x >= 0 && y >= 0 && x <= 1 && y <= 1) {
GLSL(lo = min(lo, c);)
GLSL(hi = max(hi, c);)
}
if (dmax >= radius - M_SQRT2)
GLSLF("}\n");
}
}
GLSL(color = color / vec4(wsum);)
if (use_ar)
GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n",
scaler->conf.antiring);
GLSLF("}\n");
}
static void bicubic_calcweights(struct gl_shader_cache *sc, const char *t, const char *s)
{
// Explanation of how bicubic scaling with only 4 texel fetches is done:
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
// Explanation why this algorithm normally always blurs, even with unit
// scaling:
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
GLSLF("vec4 %s = vec4(-0.5, 0.1666, 0.3333, -0.3333) * %s"
" + vec4(1, 0, -0.5, 0.5);\n", t, s);
GLSLF("%s = %s * %s + vec4(0, 0, -0.5, 0.5);\n", t, t, s);
GLSLF("%s = %s * %s + vec4(-0.6666, 0, 0.8333, 0.1666);\n", t, t, s);
GLSLF("%s.xy *= vec2(1, 1) / vec2(%s.z, %s.w);\n", t, t, t);
GLSLF("%s.xy += vec2(1 + %s, 1 - %s);\n", t, s, s);
}
void pass_sample_bicubic_fast(struct gl_shader_cache *sc)
{
GLSLF("{\n");
GLSL(vec2 fcoord = fract(pos * size + vec2(0.5, 0.5));)
bicubic_calcweights(sc, "parmx", "fcoord.x");
bicubic_calcweights(sc, "parmy", "fcoord.y");
GLSL(vec4 cdelta;)
GLSL(cdelta.xz = parmx.RG * vec2(-pt.x, pt.x);)
GLSL(cdelta.yw = parmy.RG * vec2(-pt.y, pt.y);)
// first y-interpolation
GLSL(vec4 ar = texture(tex, pos + cdelta.xy);)
GLSL(vec4 ag = texture(tex, pos + cdelta.xw);)
GLSL(vec4 ab = mix(ag, ar, parmy.b);)
// second y-interpolation
GLSL(vec4 br = texture(tex, pos + cdelta.zy);)
GLSL(vec4 bg = texture(tex, pos + cdelta.zw);)
GLSL(vec4 aa = mix(bg, br, parmy.b);)
// x-interpolation
GLSL(color = mix(aa, ab, parmx.b);)
GLSLF("}\n");
}
void pass_sample_oversample(struct gl_shader_cache *sc, struct scaler *scaler,
int w, int h)
{
GLSLF("{\n");
GLSL(vec2 pos = pos + vec2(0.5) * pt;) // round to nearest
GLSL(vec2 fcoord = fract(pos * size - vec2(0.5));)
// We only need to sample from the four corner pixels since we're using
// nearest neighbour and can compute the exact transition point
GLSL(vec2 baseNW = pos - fcoord * pt;)
GLSL(vec2 baseNE = baseNW + vec2(pt.x, 0.0);)
GLSL(vec2 baseSW = baseNW + vec2(0.0, pt.y);)
GLSL(vec2 baseSE = baseNW + pt;)
// Determine the mixing coefficient vector
gl_sc_uniform_vec2(sc, "output_size", (float[2]){w, h});
GLSL(vec2 coeff = vec2((baseSE - pos) * output_size);)
GLSL(coeff = clamp(coeff, 0.0, 1.0);)
float threshold = scaler->conf.kernel.params[0];
if (threshold > 0) { // also rules out NAN
GLSLF("coeff = mix(coeff, vec2(0.0), "
"lessThanEqual(coeff, vec2(%f)));\n", threshold);
GLSLF("coeff = mix(coeff, vec2(1.0), "
"greaterThanEqual(coeff, vec2(%f)));\n", 1.0 - threshold);
}
// Compute the right blend of colors
GLSL(vec4 left = mix(texture(tex, baseSW),
texture(tex, baseNW),
coeff.y);)
GLSL(vec4 right = mix(texture(tex, baseSE),
texture(tex, baseNE),
coeff.y);)
GLSL(color = mix(right, left, coeff.x);)
GLSLF("}\n");
}
// Linearize (expand), given a TRC as input
void pass_linearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
{
if (trc == MP_CSP_TRC_LINEAR)
return;
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
switch (trc) {
2015-09-30 21:05:42 +00:00
case MP_CSP_TRC_SRGB:
GLSL(color.rgb = mix(color.rgb / vec3(12.92),
pow((color.rgb + vec3(0.055))/vec3(1.055), vec3(2.4)),
lessThan(vec3(0.04045), color.rgb));)
break;
case MP_CSP_TRC_BT_1886:
GLSL(color.rgb = pow(color.rgb, vec3(1.961));)
break;
case MP_CSP_TRC_GAMMA18:
GLSL(color.rgb = pow(color.rgb, vec3(1.8));)
break;
case MP_CSP_TRC_GAMMA22:
GLSL(color.rgb = pow(color.rgb, vec3(2.2));)
break;
case MP_CSP_TRC_GAMMA28:
GLSL(color.rgb = pow(color.rgb, vec3(2.8));)
break;
case MP_CSP_TRC_PRO_PHOTO:
GLSL(color.rgb = mix(color.rgb / vec3(16.0),
pow(color.rgb, vec3(1.8)),
lessThan(vec3(0.03125), color.rgb));)
break;
}
}
// Delinearize (compress), given a TRC as output
void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc)
{
if (trc == MP_CSP_TRC_LINEAR)
return;
GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
switch (trc) {
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case MP_CSP_TRC_SRGB:
GLSL(color.rgb = mix(color.rgb * vec3(12.92),
vec3(1.055) * pow(color.rgb, vec3(1.0/2.4))
- vec3(0.055),
lessThanEqual(vec3(0.0031308), color.rgb));)
break;
case MP_CSP_TRC_BT_1886:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/1.961));)
break;
case MP_CSP_TRC_GAMMA18:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/1.8));)
break;
case MP_CSP_TRC_GAMMA22:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.2));)
break;
case MP_CSP_TRC_GAMMA28:
GLSL(color.rgb = pow(color.rgb, vec3(1.0/2.8));)
break;
case MP_CSP_TRC_PRO_PHOTO:
GLSL(color.rgb = mix(color.rgb * vec3(16.0),
pow(color.rgb, vec3(1.0/1.8)),
lessThanEqual(vec3(0.001953), color.rgb));)
break;
}
}
// Wide usage friendly PRNG, shamelessly stolen from a GLSL tricks forum post.
// Obtain random numbers by calling rand(h), followed by h = permute(h) to
// update the state.
static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg)
{
GLSLH(float mod289(float x) { return x - floor(x / 289.0) * 289.0; })
GLSLH(float permute(float x) { return mod289((34.0*x + 1.0) * x); })
GLSLH(float rand(float x) { return fract(x / 41.0); })
// Initialize the PRNG by hashing the position + a random uniform
GLSL(vec3 _m = vec3(pos, random) + vec3(1.0);)
GLSL(float h = permute(permute(permute(_m.x)+_m.y)+_m.z);)
gl_sc_uniform_f(sc, "random", (double)av_lfg_get(lfg) / UINT32_MAX);
}
struct deband_opts {
int enabled;
int iterations;
float threshold;
float range;
float grain;
};
const struct deband_opts deband_opts_def = {
.iterations = 1,
.threshold = 64.0,
.range = 16.0,
.grain = 48.0,
};
#define OPT_BASE_STRUCT struct deband_opts
const struct m_sub_options deband_conf = {
.opts = (const m_option_t[]) {
OPT_INTRANGE("iterations", iterations, 0, 1, 16),
OPT_FLOATRANGE("threshold", threshold, 0, 0.0, 4096.0),
OPT_FLOATRANGE("range", range, 0, 1.0, 64.0),
OPT_FLOATRANGE("grain", grain, 0, 0.0, 4096.0),
{0}
},
.size = sizeof(struct deband_opts),
.defaults = &deband_opts_def,
};
// Stochastically sample a debanded result from a given texture
void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts,
vo_opengl: refactor pass_read_video and texture binding This is a pretty major rewrite of the internal texture binding mechanic, which makes it more flexible. In general, the difference between the old and current approaches is that now, all texture description is held in a struct img_tex and only explicitly bound with pass_bind. (Once bound, a texture unit is assumed to be set in stone and no longer tied to the img_tex) This approach makes the code inside pass_read_video significantly more flexible and cuts down on the number of weird special cases and spaghetti logic. It also has some improvements, e.g. cutting down greatly on the number of unnecessary conversion passes inside pass_read_video (which was previously mostly done to cope with the fact that the alternative would have resulted in a combinatorial explosion of code complexity). Some other notable changes (and potential improvements): - texture expansion is now *always* handled in pass_read_video, and the colormatrix never does this anymore. (Which means the code could probably be removed from the colormatrix generation logic, modulo some other VOs) - struct fbo_tex now stores both its "physical" and "logical" (configured) size, which cuts down on the amount of width/height baggage on some function calls - vo_opengl can now technically support textures with different bit depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries inside img_format.c doesn't export this (nor does ffmpeg support it, really) so the status quo of using the same tex_mul for all planes is kept. - dumb_mode is now only needed because of the indirect_fbo being in the main rendering pipeline. If we reintroduce p->use_indirect and thread a transform through the entire program this could be skipped where unnecessary, allowing for the removal of dumb_mode. But I'm not sure how to do this in a clean way. (Which is part of why it got introduced to begin with) - It would be trivial to resurrect source-shader now (it would just be one extra 'if' inside pass_read_video).
2016-03-05 10:29:19 +00:00
int tex_num, float tex_mul, GLenum tex_target, AVLFG *lfg)
{
// Set up common variables and initialize the PRNG
GLSLF("{\n");
sampler_prelude(sc, tex_num);
prng_init(sc, lfg);
// Helper: Compute a stochastic approximation of the avg color around a
// pixel
GLSLHF("vec4 average(%s tex, vec2 pos, vec2 pt, float range, inout float h) {",
mp_sampler_type(tex_target));
// Compute a random rangle and distance
GLSLH(float dist = rand(h) * range; h = permute(h);)
GLSLH(float dir = rand(h) * 6.2831853; h = permute(h);)
GLSLHF("pt *= dist;\n");
GLSLH(vec2 o = vec2(cos(dir), sin(dir));)
// Sample at quarter-turn intervals around the source pixel
GLSLH(vec4 ref[4];)
GLSLH(ref[0] = texture(tex, pos + pt * vec2( o.x, o.y));)
GLSLH(ref[1] = texture(tex, pos + pt * vec2(-o.y, o.x));)
GLSLH(ref[2] = texture(tex, pos + pt * vec2(-o.x, -o.y));)
GLSLH(ref[3] = texture(tex, pos + pt * vec2( o.y, -o.x));)
// Return the (normalized) average
GLSLHF("return %f * (ref[0] + ref[1] + ref[2] + ref[3])/4.0;\n", tex_mul);
GLSLH(})
// Sample the source pixel
GLSLF("color = %f * texture(tex, pos);\n", tex_mul);
GLSLF("vec4 avg, diff;\n");
for (int i = 1; i <= opts->iterations; i++) {
// Sample the average pixel and use it instead of the original if
// the difference is below the given threshold
GLSLF("avg = average(tex, pos, pt, %f, h);\n", i * opts->range);
GLSL(diff = abs(color - avg);)
GLSLF("color = mix(avg, color, greaterThan(diff, vec4(%f)));\n",
opts->threshold / (i * 16384.0));
}
// Add some random noise to smooth out residual differences
GLSL(vec3 noise;)
GLSL(noise.x = rand(h); h = permute(h);)
GLSL(noise.y = rand(h); h = permute(h);)
GLSL(noise.z = rand(h); h = permute(h);)
GLSLF("color.xyz += %f * (noise - vec3(0.5));\n", opts->grain/8192.0);
GLSLF("}\n");
}
void pass_sample_unsharp(struct gl_shader_cache *sc, int tex_num, float param)
{
GLSLF("// unsharp\n");
sampler_prelude(sc, tex_num);
GLSLF("{\n");
GLSL(vec2 st1 = pt * 1.2;)
GLSL(vec4 p = texture(tex, pos);)
GLSL(vec4 sum1 = texture(tex, pos + st1 * vec2(+1, +1))
+ texture(tex, pos + st1 * vec2(+1, -1))
+ texture(tex, pos + st1 * vec2(-1, +1))
+ texture(tex, pos + st1 * vec2(-1, -1));)
GLSL(vec2 st2 = pt * 1.5;)
GLSL(vec4 sum2 = texture(tex, pos + st2 * vec2(+1, 0))
+ texture(tex, pos + st2 * vec2( 0, +1))
+ texture(tex, pos + st2 * vec2(-1, 0))
+ texture(tex, pos + st2 * vec2( 0, -1));)
GLSL(vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;)
GLSLF("color = p + t * %f;\n", param);
GLSLF("}\n");
}