mirror of https://github.com/mpv-player/mpv
vo_opengl: improve superxbr algorithm
The values were changed to reflect an upstream change in the source for the super-xBR implementation. The anti-ringing code was basically not working at all, the new algorithm _significantly_ improves the result (reduces ringing).
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@ -82,24 +82,24 @@ struct step_params {
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const struct step_params params[3] = {
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const struct step_params params[3] = {
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{ .dstr = 0.129633,
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{ .dstr = 0.129633,
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.ostr = 0.175068,
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.ostr = 0.175068,
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.d1 = {{1, 2, 1},
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.d1 = {{0, 1, 0},
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{2, 4, 2},
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{1, 2, 1},
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{1, 2, 1}},
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{0, 1, 0}},
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.d2 = {{-1, -1},
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.d2 = {{-1, 0},
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{-1, -1}},
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{ 0, -1}},
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.o1 = {1, 2, 1},
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.o1 = {1, 2, 1},
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.o2 = {-1, -1},
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.o2 = { 0, 0},
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}, {
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}, {
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.dstr = 0.175068,
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.dstr = 0.175068,
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.ostr = 0.129633,
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.ostr = 0.129633,
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.d1 = {{0, 2, 0},
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.d1 = {{0, 1, 0},
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{2, 0, 2},
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{1, 4, 1},
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{0, 2, 0}},
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{0, 1, 0}},
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.d2 = {{ 0, 0},
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.d2 = {{ 0, 0},
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{ 0, 0}},
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{ 0, 0}},
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.o1 = {2, 0, 2},
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.o1 = {1, 4, 1},
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.o2 = { 0, 0},
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.o2 = { 0, 0},
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}
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}
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};
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};
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@ -182,8 +182,7 @@ static void superxbr_step_h(struct gl_shader_cache *sc,
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// Anti-ringing using center square
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// Anti-ringing using center square
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GLSLH(float lo = min(min( i(1,1), i(2,1) ), min( i(1,2), i(2,2) ));)
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GLSLH(float lo = min(min( i(1,1), i(2,1) ), min( i(1,2), i(2,2) ));)
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GLSLH(float hi = max(max( i(1,1), i(2,1) ), max( i(1,2), i(2,2) ));)
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GLSLH(float hi = max(max( i(1,1), i(2,1) ), max( i(1,2), i(2,2) ));)
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GLSLHF("res = mix(res, clamp(res, lo, hi), 1.0-2.0*abs(%f-0.5));\n",
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GLSLH(res = clamp(res, lo, hi);)
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conf->edge_strength);
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GLSLHF("} // step\n");
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GLSLHF("} // step\n");
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}
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}
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