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authorBin Jin <bjin1990@gmail.com>2015-11-09 21:39:06 +0000
committerwm4 <wm4@nowhere>2015-11-09 22:48:40 +0100
commit03bbaad686432b6f98c8bfc45206aea55ebe7ebc (patch)
tree70bee3225341a9a25d4114a16e8f50b9eb58a263 /video/out/opengl/nnedi3.c
parent3dc0f2ecf033718a3a5d4b7acc41d144839fb7dc (diff)
downloadmpv-03bbaad686432b6f98c8bfc45206aea55ebe7ebc.tar.bz2
mpv-03bbaad686432b6f98c8bfc45206aea55ebe7ebc.tar.xz
vo_opengl: fix 10-bit video prescaling
The nnedi3 prescaler requires a normalized range to work properly, but the original implementation did the range normalization after the first step of the first pass. This could lead to severe quality degradation when debanding is not enabled for NNEDI3. Fix this issue by passing `tex_mul` into the shader code. Fixes #2464
Diffstat (limited to 'video/out/opengl/nnedi3.c')
-rw-r--r--video/out/opengl/nnedi3.c16
1 files changed, 8 insertions, 8 deletions
diff --git a/video/out/opengl/nnedi3.c b/video/out/opengl/nnedi3.c
index f757324608..04131078e3 100644
--- a/video/out/opengl/nnedi3.c
+++ b/video/out/opengl/nnedi3.c
@@ -81,7 +81,7 @@ const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
}
void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
- int step, const struct nnedi3_opts *conf,
+ int step, float tex_mul, const struct nnedi3_opts *conf,
struct gl_transform *transform)
{
assert(0 <= step && step < 2);
@@ -115,23 +115,23 @@ void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
GLSLH(#pragma optionNV(fastprecision on))
}
- GLSLHF("float nnedi3(sampler2D tex, vec2 pos, vec2 tex_size, int plane) {\n");
+ GLSLHF("float nnedi3(sampler2D tex, vec2 pos, vec2 tex_size, int plane, float tex_mul) {\n");
if (step == 0) {
*transform = (struct gl_transform){{{1.0,0.0}, {0.0,2.0}}, {0.0,-0.5}};
GLSLH(if (fract(pos.y * tex_size.y) < 0.5)
- return texture(tex, pos + vec2(0, 0.25) / tex_size)[plane];)
+ return texture(tex, pos + vec2(0, 0.25) / tex_size)[plane] * tex_mul;)
GLSLHF("#define GET(i, j) "
- "(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25)/tex_size)[plane])\n",
+ "(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25)/tex_size)[plane]*tex_mul)\n",
width / 2.0 - 1, (height - 1) / 2.0);
} else {
*transform = (struct gl_transform){{{2.0,0.0}, {0.0,1.0}}, {-0.5,0.0}};
GLSLH(if (fract(pos.x * tex_size.x) < 0.5)
- return texture(tex, pos + vec2(0.25, 0) / tex_size)[plane];)
+ return texture(tex, pos + vec2(0.25, 0) / tex_size)[plane] * tex_mul;)
GLSLHF("#define GET(i, j) "
- "(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f))/tex_size)[plane])\n",
+ "(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f))/tex_size)[plane]*tex_mul)\n",
(height - 1) / 2.0, width / 2.0 - 1);
}
@@ -213,7 +213,7 @@ void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
GLSL(vec4 color = vec4(1.0);)
for (int i = 0; i < planes; i++) {
- GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, %d);\n",
- i, tex_num, tex_num, tex_num, i);
+ GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, %d, %f);\n",
+ i, tex_num, tex_num, tex_num, i, tex_mul);
}
}