mirror of
https://github.com/mpv-player/mpv
synced 2025-02-28 03:10:55 +00:00
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).
254 lines
8.7 KiB
C
254 lines
8.7 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* The shader portions may have been derived from existing LGPLv3 shaders
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* (see below), possibly making this file effectively LGPLv3.
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*/
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#include "nnedi3.h"
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#if HAVE_NNEDI
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#include <assert.h>
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#include <stdint.h>
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#include <float.h>
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#include <libavutil/bswap.h>
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#include "video.h"
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/*
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* NNEDI3, an intra-field deinterlacer
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*
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* The original filter was authored by Kevin Stone (aka. tritical) and is
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* licensed under GPL2 terms:
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* http://bengal.missouri.edu/~kes25c/
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*
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* A LGPLv3 licensed OpenCL kernel was created by SEt:
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* http://forum.doom9.org/showthread.php?t=169766
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*
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* A HLSL port further modified by madshi, Shiandow and Zach Saw could be
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* found at (also LGPLv3 licensed):
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* https://github.com/zachsaw/MPDN_Extensions
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*
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*/
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#define GLSL(x) gl_sc_add(sc, #x "\n");
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#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
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#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
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#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
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const struct nnedi3_opts nnedi3_opts_def = {
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.neurons = 1,
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.window = 0,
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.upload = NNEDI3_UPLOAD_UBO,
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};
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#define OPT_BASE_STRUCT struct nnedi3_opts
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const struct m_sub_options nnedi3_conf = {
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.opts = (const m_option_t[]) {
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OPT_CHOICE("neurons", neurons, 0,
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({"16", 0},
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{"32", 1},
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{"64", 2},
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{"128", 3})),
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OPT_CHOICE("window", window, 0,
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({"8x4", 0},
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{"8x6", 1})),
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OPT_CHOICE("upload", upload, 0,
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({"ubo", NNEDI3_UPLOAD_UBO},
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{"shader", NNEDI3_UPLOAD_SHADER})),
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{0}
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},
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.size = sizeof(struct nnedi3_opts),
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.defaults = &nnedi3_opts_def,
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};
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const static char nnedi3_weights[40320 * 4 + 1] =
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#include "video/out/opengl/nnedi3_weights.inc"
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;
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const int nnedi3_weight_offsets[9] =
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{0, 1088, 3264, 7616, 16320, 17920, 21120, 27520, 40320};
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const int nnedi3_neurons[4] = {16, 32, 64, 128};
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const int nnedi3_window_width[2] = {8, 8};
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const int nnedi3_window_height[2] = {4, 6};
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const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
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{
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int idx = conf->window * 4 + conf->neurons;
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const int offset = nnedi3_weight_offsets[idx];
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*size = (nnedi3_weight_offsets[idx + 1] - offset) * 4;
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return (const float*)(nnedi3_weights + offset * 4);
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}
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void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
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int step, float tex_mul, const struct nnedi3_opts *conf,
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struct gl_transform *transform)
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{
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assert(0 <= step && step < 2);
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if (!conf)
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conf = &nnedi3_opts_def;
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const int neurons = nnedi3_neurons[conf->neurons];
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const int width = nnedi3_window_width[conf->window];
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const int height = nnedi3_window_height[conf->window];
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const int offset = nnedi3_weight_offsets[conf->window * 4 + conf->neurons];
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const uint32_t *weights = (const int*)(nnedi3_weights + offset * 4);
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GLSLF("// nnedi3 (step %d, neurons %d, window %dx%d, mode %d)\n",
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step, neurons, width, height, conf->upload);
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// This is required since each row will be encoded into vec4s
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assert(width % 4 == 0);
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const int sample_count = width * height / 4;
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if (conf->upload == NNEDI3_UPLOAD_UBO) {
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char buf[32];
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snprintf(buf, sizeof(buf), "vec4 weights[%d];",
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neurons * (sample_count * 2 + 1));
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gl_sc_uniform_buffer(sc, "NNEDI3_WEIGHTS", buf, 0);
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if (!gl->es && gl->glsl_version < 140)
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gl_sc_enable_extension(sc, "GL_ARB_uniform_buffer_object");
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} else if (conf->upload == NNEDI3_UPLOAD_SHADER) {
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// Somehow necessary for hard coding approach.
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GLSLH(#pragma optionNV(fastprecision on))
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}
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GLSLHF("float nnedi3(sampler2D tex, vec2 pos, vec2 tex_size, vec2 pixel_size, int plane, float tex_mul) {\n");
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if (step == 0) {
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*transform = (struct gl_transform){{{1.0,0.0}, {0.0,2.0}}, {0.0,-0.5}};
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GLSLH(if (fract(pos.y * tex_size.y) < 0.5)
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return texture(tex, pos + vec2(0, 0.25) * pixel_size)[plane] * tex_mul;)
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GLSLHF("#define GET(i, j) "
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"(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25) * pixel_size)[plane]*tex_mul)\n",
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width / 2.0 - 1, (height - 1) / 2.0);
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} else {
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*transform = (struct gl_transform){{{2.0,0.0}, {0.0,1.0}}, {-0.5,0.0}};
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GLSLH(if (fract(pos.x * tex_size.x) < 0.5)
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return texture(tex, pos + vec2(0.25, 0) * pixel_size)[plane] * tex_mul;)
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GLSLHF("#define GET(i, j) "
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"(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f)) * pixel_size)[plane]*tex_mul)\n",
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(height - 1) / 2.0, width / 2.0 - 1);
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}
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GLSLHF("vec4 samples[%d];\n", sample_count);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x += 4) {
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GLSLHF("samples[%d] = vec4(GET(%d.0, %d.0), GET(%d.0, %d.0),"
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"GET(%d.0, %d.0), GET(%d.0, %d.0));\n",
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(y * width + x) / 4, x, y, x+1, y, x+2, y, x+3, y);
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}
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GLSLHF("float sum = 0.0, sumsq = 0.0;"
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"for (int i = 0; i < %d; i++) {"
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"sum += dot(samples[i], vec4(1.0));"
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"sumsq += dot(samples[i], samples[i]);"
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"}\n", sample_count);
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GLSLHF("float mstd0 = sum / %d.0;\n"
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"float mstd1 = sumsq / %d.0 - mstd0 * mstd0;\n"
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"float mstd2 = mix(0.0, inversesqrt(mstd1), mstd1 >= %.12e);\n"
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"mstd1 *= mstd2;\n",
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width * height, width * height, FLT_EPSILON);
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GLSLHF("float vsum = 0.0, wsum = 0.0, sum1, sum2;\n");
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if (conf->upload == NNEDI3_UPLOAD_SHADER) {
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GLSLH(#define T(x) intBitsToFloat(x))
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GLSLH(#define W(i,w0,w1,w2,w3) dot(samples[i],vec4(T(w0),T(w1),T(w2),T(w3))))
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GLSLHF("#define WS(w0,w1) "
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"sum1 = exp(sum1 * mstd2 + T(w0));"
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"sum2 = sum2 * mstd2 + T(w1);"
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"wsum += sum1;"
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"vsum += sum1*(sum2/(1.0+abs(sum2)));\n");
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for (int n = 0; n < neurons; n++) {
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const uint32_t *weights_ptr = weights + (sample_count * 2 + 1) * 4 * n;
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for (int s = 0; s < 2; s++) {
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GLSLHF("sum%d", s + 1);
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for (int i = 0; i < sample_count; i++) {
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GLSLHF("%cW(%d,%d,%d,%d,%d)", i == 0 ? '=' : '+', i,
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(int)av_le2ne32(weights_ptr[0]),
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(int)av_le2ne32(weights_ptr[1]),
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(int)av_le2ne32(weights_ptr[2]),
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(int)av_le2ne32(weights_ptr[3]));
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weights_ptr += 4;
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}
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GLSLHF(";");
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}
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GLSLHF("WS(%d,%d);\n", (int)av_le2ne32(weights_ptr[0]),
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(int)av_le2ne32(weights_ptr[1]));
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}
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} else if (conf->upload == NNEDI3_UPLOAD_UBO) {
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GLSLH(int idx = 0;)
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GLSLHF("for (int n = 0; n < %d; n++) {\n", neurons);
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for (int s = 0; s < 2; s++) {
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GLSLHF("sum%d = 0.0;\n"
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"for (int i = 0; i < %d; i++) {"
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"sum%d += dot(samples[i], weights[idx++]);"
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"}\n",
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s + 1, sample_count, s + 1);
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}
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GLSLH(sum1 = exp(sum1 * mstd2 + weights[idx][0]);
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sum2 = sum2 * mstd2 + weights[idx++][1];
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wsum += sum1;
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vsum += sum1*(sum2/(1.0+abs(sum2)));)
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GLSLHF("}\n");
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}
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GLSLH(return clamp(mstd0 + 5.0 * vsum / wsum * mstd1, 0.0, 1.0);)
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GLSLHF("}\n"); // nnedi3
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GLSL(color = vec4(1.0);)
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for (int i = 0; i < planes; i++) {
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GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, pixel_size%d, %d, %f);\n",
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i, tex_num, tex_num, tex_num, tex_num, i, tex_mul);
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}
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}
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#else
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const struct m_sub_options nnedi3_conf = {0};
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const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
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{
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return NULL;
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}
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void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
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int step, float tex_mul, const struct nnedi3_opts *conf,
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struct gl_transform *transform)
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{
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}
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#endif
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