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authorNiklas Haas <git@nand.wakku.to>2015-03-12 22:18:16 +0100
committerwm4 <wm4@nowhere>2015-03-12 23:20:21 +0100
commit3974a5ca5e55ce00e8177a672e0627bfabee4118 (patch)
tree382713c02863c460e5c9b4007bf4bf8b4d89e49e /video/out/gl_video.c
parente74a4d5bc0b101fbfb371942c00d3a77267dc4a6 (diff)
downloadmpv-3974a5ca5e55ce00e8177a672e0627bfabee4118.tar.bz2
mpv-3974a5ca5e55ce00e8177a672e0627bfabee4118.tar.xz
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL, etc, as well as color management. Also adds a new gamma function (gamma22). This adds new parameters to configure the CMS settings, in particular letting us target simple colorspaces without requiring usage of a 3DLUT. This adds smoothmotion. Mostly working, but it's still sensitive to timing issues. It's based on an actual queue now, but the queue size is kept small to avoid larger amounts of latency. Also makes “upscale before blending” the default strategy. This is justified because the "render after blending" thing doesn't seme to work consistently any way (introduces stutter due to the way vsync timing works, or something), so this behavior is a bit closer to master and makes pausing/unpausing less weird/jumpy. This adds the remaining scalers, including bicubic_fast, sharpen3, sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also consult scale-param1, which was undocumented in master. This also implements cropping and chroma transformation, plus rotation/flipping. These are inherently part of the same logic, although it's a bit rough around the edges in some case, mainly due to the fallback code paths (for bilinear scaling without indirection).
Diffstat (limited to 'video/out/gl_video.c')
-rw-r--r--video/out/gl_video.c864
1 files changed, 677 insertions, 187 deletions
diff --git a/video/out/gl_video.c b/video/out/gl_video.c
index a52bd82020..5f64dcb1d6 100644
--- a/video/out/gl_video.c
+++ b/video/out/gl_video.c
@@ -44,7 +44,7 @@
// Pixel width of 1D lookup textures.
#define LOOKUP_TEXTURE_SIZE 256
-// Texture units 0-3 are used by the video, with unit 0 for free use.
+// Texture units 0-3 are used by the video, and for free use by the passes
// Units 4-5 are used for scaler LUTs.
#define TEXUNIT_SCALERS 4
#define TEXUNIT_3DLUT 6
@@ -123,16 +123,15 @@ struct scaler {
struct fbosurface {
struct fbotex fbotex;
int64_t pts;
- bool valid;
};
-#define FBOSURFACES_MAX 2
+#define FBOSURFACES_MAX 4
struct src_tex {
GLuint gl_tex;
GLenum gl_target;
int tex_w, tex_h;
- struct mp_rect src;
+ struct mp_rect_f src;
};
struct gl_video {
@@ -171,10 +170,7 @@ struct gl_video {
bool has_alpha;
char color_swizzle[5];
- float input_gamma, conv_gamma;
- float user_gamma;
- bool user_gamma_enabled; // shader handles user_gamma
- bool sigmoid_enabled;
+ bool user_gamma_enabled;
struct video_image image;
@@ -183,20 +179,14 @@ struct gl_video {
struct fbosurface surfaces[FBOSURFACES_MAX];
size_t surface_idx;
+ size_t surface_now;
+ bool is_interpolated;
// state for luma (0) and chroma (1) scalers
struct scaler scalers[2];
- // true if scaler is currently upscaling
- bool upscaling;
-
- bool is_interpolated;
-
struct mp_csp_equalizer video_eq;
- // Source and destination color spaces for the CMS matrix
- struct mp_csp_primaries csp_src, csp_dest;
-
struct mp_rect src_rect; // displayed part of the source video
struct mp_rect dst_rect; // video rectangle on output window
struct mp_osd_res osd_rect; // OSD size/margins
@@ -366,7 +356,19 @@ const struct m_sub_options gl_video_conf = {
.opts = (const m_option_t[]) {
OPT_FLOATRANGE("gamma", gamma, 0, 0.1, 2.0),
OPT_FLAG("gamma-auto", gamma_auto, 0),
- OPT_FLAG("srgb", srgb, 0),
+ OPT_CHOICE("target-prim", target_prim, 0,
+ ({"auto", MP_CSP_PRIM_AUTO},
+ {"bt601-525", MP_CSP_PRIM_BT_601_525},
+ {"bt601-625", MP_CSP_PRIM_BT_601_625},
+ {"bt709", MP_CSP_PRIM_BT_709},
+ {"bt2020", MP_CSP_PRIM_BT_2020},
+ {"bt470m", MP_CSP_PRIM_BT_470M})),
+ OPT_CHOICE("target-trc", target_trc, 0,
+ ({"auto", MP_CSP_TRC_AUTO},
+ {"bt1886", MP_CSP_TRC_BT_1886},
+ {"srgb", MP_CSP_TRC_SRGB},
+ {"linear", MP_CSP_TRC_LINEAR},
+ {"gamma22", MP_CSP_TRC_GAMMA22})),
OPT_FLAG("npot", npot, 0),
OPT_FLAG("pbo", pbo, 0),
OPT_STRING_VALIDATE("scale", scalers[0], 0, validate_scaler_opt),
@@ -433,6 +435,7 @@ const struct m_sub_options gl_video_conf = {
OPT_REPLACED("cparam2", "cscale-param2"),
OPT_REPLACED("cradius", "cscale-radius"),
OPT_REPLACED("cantiring", "cscale-antiring"),
+ OPT_REPLACED("srgb", "target-prim=srgb:target-trc=srgb"),
{0}
},
@@ -479,6 +482,19 @@ void gl_video_set_debug(struct gl_video *p, bool enable)
gl_set_debug_logger(gl, enable ? p->log : NULL);
}
+static void gl_video_reset_surfaces(struct gl_video *p)
+{
+ for (int i = 0; i < FBOSURFACES_MAX; i++)
+ p->surfaces[i].pts = 0;
+ p->surface_idx = 0;
+ p->surface_now = 0;
+}
+
+static size_t fbosurface_next(size_t id)
+{
+ return (id+1) % FBOSURFACES_MAX;
+}
+
static void recreate_osd(struct gl_video *p)
{
if (p->osd)
@@ -507,6 +523,8 @@ static void uninit_rendering(struct gl_video *p)
gl->DeleteTextures(1, &p->dither_texture);
p->dither_texture = 0;
+
+ gl_video_reset_surfaces(p);
}
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
@@ -546,13 +564,28 @@ void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
reinit_rendering(p);
}
-static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg)
+static void pass_load_fbotex(struct gl_video *p, struct fbotex *src_fbo, int id,
+ int w, int h)
+{
+ p->pass_tex[id] = (struct src_tex){
+ .gl_tex = src_fbo->texture,
+ .gl_target = GL_TEXTURE_2D,
+ .tex_w = src_fbo->tex_w,
+ .tex_h = src_fbo->tex_h,
+ .src = {0, 0, w, h},
+ };
+}
+
+static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg,
+ float chroma[3][2])
{
GLuint imgtex[4] = {0};
assert(vimg->mpi);
- float offset[2] = {0};
+ float ls_w = 1.0 / (1 << p->image_desc.chroma_xs);
+ float ls_h = 1.0 / (1 << p->image_desc.chroma_ys);
+
int chroma_loc = p->opts.chroma_location;
if (!chroma_loc)
chroma_loc = p->image_params.chroma_location;
@@ -564,13 +597,21 @@ static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg
// so that the luma and chroma sample line up exactly.
// For 4:4:4, setting chroma location should have no effect at all.
// luma sample size (in chroma coord. space)
- float ls_w = 1.0 / (1 << p->image_desc.chroma_xs);
- float ls_h = 1.0 / (1 << p->image_desc.chroma_ys);
- // move chroma center to luma center (in chroma coord. space)
- offset[0] = ls_w < 1 ? ls_w * -cx / 2 : 0;
- offset[1] = ls_h < 1 ? ls_h * -cy / 2 : 0;
+ chroma[2][0] = ls_w < 1 ? ls_w * -cx / 2 : 0;
+ chroma[2][1] = ls_h < 1 ? ls_h * -cy / 2 : 0;
+ } else {
+ chroma[2][0] = chroma[2][1] = 0.0;
}
+ // Make sure luma/chroma sizes are aligned.
+ // Example: For 4:2:0 with size 3x3, the subsampled chroma plane is 2x2
+ // so luma (3,3) has to align with chroma (2,2).
+ chroma[0][0] = ls_w * (float)vimg->planes[0].tex_w
+ / vimg->planes[1].tex_w;
+ chroma[1][1] = ls_h * (float)vimg->planes[0].tex_h
+ / vimg->planes[1].tex_h;
+ chroma[0][1] = chroma[1][0] = 0.0; // No rotation etc.
+
if (p->hwdec_active) {
p->hwdec->driver->map_image(p->hwdec, vimg->mpi, imgtex);
} else {
@@ -585,17 +626,7 @@ static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg
.gl_target = t->gl_target,
.tex_w = t->tex_w,
.tex_h = t->tex_h,
- //.src = {0, 0, t->w, t->h},
- .src = {
- // xxx this is wrong; we want to crop the source when sampling
- // from indirect_fbo, but not when rendering to indirect_fbo
- // also, this should apply offset, and take care of odd video
- // dimensions properly; and it should use floats instead
- .x0 = p->src_rect.x0 >> p->image_desc.xs[n],
- .y0 = p->src_rect.y0 >> p->image_desc.ys[n],
- .x1 = p->src_rect.x1 >> p->image_desc.xs[n],
- .y1 = p->src_rect.y1 >> p->image_desc.ys[n],
- },
+ .src = {0, 0, t->w, t->h},
};
}
}
@@ -712,7 +743,7 @@ static void pass_prepare_src_tex(struct gl_video *p)
GL *gl = p->gl;
struct gl_shader_cache *sc = p->sc;
- for (int n = 0; n < p->plane_count; n++) {
+ for (int n = 0; n < 4; n++) {
struct src_tex *s = &p->pass_tex[n];
if (!s->gl_tex)
continue;
@@ -722,9 +753,9 @@ static void pass_prepare_src_tex(struct gl_video *p)
snprintf(texture_name, sizeof(texture_name), "texture%d", n);
snprintf(texture_size, sizeof(texture_size), "texture_size%d", n);
- gl_sc_uniform_sampler(sc, texture_name, p->gl_target, n);
+ gl_sc_uniform_sampler(sc, texture_name, s->gl_target, n);
float f[2] = {1, 1};
- if (p->gl_target != GL_TEXTURE_RECTANGLE) {
+ if (s->gl_target != GL_TEXTURE_RECTANGLE) {
f[0] = s->tex_w;
f[1] = s->tex_h;
}
@@ -736,12 +767,13 @@ static void pass_prepare_src_tex(struct gl_video *p)
gl->ActiveTexture(GL_TEXTURE0);
}
+// flags = bits 0-1: rotate, bit 2: flip vertically
static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
- const struct mp_rect *dst)
+ const struct mp_rect *dst, int flags)
{
struct vertex va[4];
- float matrix[3][3];
+ float matrix[3][2];
gl_matrix_ortho2d(matrix, 0, vp_w, 0, vp_h);
float x[2] = {dst->x0, dst->x1};
@@ -758,6 +790,8 @@ static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
if (s->gl_tex) {
float tx[2] = {s->src.x0, s->src.x1};
float ty[2] = {s->src.y0, s->src.y1};
+ if (flags & 4)
+ MPSWAP(float, ty[0], ty[1]);
bool rect = s->gl_target == GL_TEXTURE_RECTANGLE;
v->texcoord[i].x = tx[n / 2] / (rect ? 1 : s->tex_w);
v->texcoord[i].y = ty[n % 2] / (rect ? 1 : s->tex_h);
@@ -765,20 +799,31 @@ static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
}
}
+ int rot = flags & 3;
+ while (rot--) {
+ static const int perm[4] = {1, 3, 0, 2};
+ struct vertex vb[4];
+ memcpy(vb, va, sizeof(vb));
+ for (int n = 0; n < 4; n++)
+ memcpy(va[n].texcoord, vb[perm[n]].texcoord,
+ sizeof(struct vertex_pt[4]));
+ }
+
gl_vao_draw_data(&p->vao, GL_TRIANGLE_STRIP, va, 4);
debug_check_gl(p, "after rendering");
}
+// flags: see render_pass_quad
static void finish_pass_direct(struct gl_video *p, GLint fbo, int vp_w, int vp_h,
- const struct mp_rect *dst)
+ const struct mp_rect *dst, int flags)
{
GL *gl = p->gl;
pass_prepare_src_tex(p);
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
gl->Viewport(0, 0, vp_w, vp_h < 0 ? -vp_h : vp_h);
gl_sc_gen_shader_and_reset(p->sc);
- render_pass_quad(p, vp_w, vp_h, dst);
+ render_pass_quad(p, vp_w, vp_h, dst, flags);
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
memset(&p->pass_tex, 0, sizeof(p->pass_tex));
}
@@ -787,22 +832,17 @@ static void finish_pass_direct(struct gl_video *p, GLint fbo, int vp_w, int vp_h
// FBO, if the required parameters have changed
// w, h: required FBO target dimension, and also defines the target rectangle
// used for rasterization
+// tex: the texture ID to load the result back into
// flags: 0 or combination of FBOTEX_FUZZY_W/FBOTEX_FUZZY_H (setting the fuzzy
// flags allows the FBO to be larger than the target)
static void finish_pass_fbo(struct gl_video *p, struct fbotex *dst_fbo,
- int w, int h, int flags)
+ int w, int h, int tex, int flags)
{
fbotex_change(dst_fbo, p->gl, p->log, w, h, p->opts.fbo_format, flags);
finish_pass_direct(p, dst_fbo->fbo, dst_fbo->tex_w, dst_fbo->tex_h,
- &(struct mp_rect){0, 0, w, h});
- p->pass_tex[0] = (struct src_tex){
- .gl_tex = dst_fbo->texture,
- .gl_target = GL_TEXTURE_2D,
- .tex_w = dst_fbo->tex_w,
- .tex_h = dst_fbo->tex_h,
- .src = {0, 0, w, h},
- };
+ &(struct mp_rect){0, 0, w, h}, 0);
+ pass_load_fbotex(p, dst_fbo, tex, w, h);
}
static void uninit_scaler(struct gl_video *p, int scaler_unit)
@@ -834,6 +874,9 @@ static void reinit_scaler(struct gl_video *p, int scaler_unit, const char *name,
scaler->insufficient = false;
scaler->initialized = true;
+ for (int n = 0; n < 2; n++)
+ scaler->params[n] = p->opts.scaler_params[scaler->index][n];
+
const struct filter_kernel *t_kernel = mp_find_filter_kernel(scaler->name);
if (!t_kernel)
return;
@@ -842,8 +885,8 @@ static void reinit_scaler(struct gl_video *p, int scaler_unit, const char *name,
scaler->kernel = &scaler->kernel_storage;
for (int n = 0; n < 2; n++) {
- if (!isnan(p->opts.scaler_params[scaler->index][n]))
- scaler->kernel->params[n] = p->opts.scaler_params[scaler->index][n];
+ if (!isnan(scaler->params[n]))
+ scaler->kernel->params[n] = scaler->params[n];
}
scaler->antiring = p->opts.scaler_antiring[scaler->index];
@@ -920,14 +963,15 @@ static void pass_sample_separated_get_weights(struct gl_video *p,
GLSL(vec4 c2 = texture(lut, vec2(0.75, fcoord));)
GLSL(float weights[6] = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);)
} else {
- GLSL(float weights[N];)
- GLSL(for (int n = 0; n < N / 4; n++) {)
- GLSL( vec4 c = texture(lut, vec2(1.0 / (N / 2) + n / float(N / 4), fcoord));)
- GLSL( weights[n * 4 + 0] = c.r;)
- GLSL( weights[n * 4 + 1] = c.g;)
- GLSL( weights[n * 4 + 2] = c.b;)
- GLSL( weights[n * 4 + 3] = c.a;)
- GLSL(})
+ GLSLF("float weights[%d];\n", N);
+ for (int n = 0; n < N / 4; n++) {
+ GLSLF("c = texture(lut, vec2(1.0 / %d + %d / float(%d), fcoord));\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);
+ }
}
}
@@ -937,117 +981,294 @@ static void pass_sample_separated_gen(struct gl_video *p, struct scaler *scaler,
int d_x, int d_y)
{
int N = scaler->kernel->size;
+ bool use_ar = scaler->antiring > 0;
+ GLSL(vec4 color = vec4(0.0);)
+ GLSLF("{\n");
GLSLF("vec2 dir = vec2(%d, %d);\n", d_x, d_y);
- GLSLF("#define N %d\n", N);
- GLSLF("#define ANTIRING %f\n", scaler->antiring);
- GLSL(vec2 pt = (vec2(1.0) / texture_size0) * dir;)
- GLSL(float fcoord = dot(fract(texcoord0 * texture_size0 - vec2(0.5)), dir);)
- GLSL(vec2 base = texcoord0 - fcoord * pt - pt * vec2(N / 2 - 1);)
+ GLSL(vec2 pt = (vec2(1.0) / sample_size) * dir;)
+ GLSL(float fcoord = dot(fract(sample_pos * sample_size - vec2(0.5)), dir);)
+ GLSLF("vec2 base = sample_pos - fcoord * pt - pt * vec2(%d);\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(p, scaler);
- GLSL(vec4 color = vec4(0);)
- GLSL(vec4 hi = vec4(0);)
- GLSL(vec4 lo = vec4(1);)
- GLSL(for (int n = 0; n < N; n++) {)
- GLSL( vec4 c = texture(texture0, base + pt * vec2(n));)
- GLSL( color += vec4(weights[n]) * c;)
- GLSL( if (n == N/2-1 || n == N/2) {)
- GLSL( lo = min(lo, c);)
- GLSL( hi = max(hi, c);)
- GLSL( })
- GLSL(})
- GLSL(color = mix(color, clamp(color, lo, hi), ANTIRING);)
-}
-
-static void pass_sample_separated(struct gl_video *p, struct scaler *scaler,
- int w, int h)
+ GLSLF("// scaler samples\n");
+ for (int n = 0; n < N; n++) {
+ GLSLF("c = texture(texture0, base + pt * vec2(%d));\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->antiring);
+ GLSLF("}\n");
+}
+
+static void pass_sample_separated(struct gl_video *p, int src_tex,
+ struct scaler *scaler, int w, int h,
+ float transform[3][2])
{
+ // Keep the x components untouched for the first pass
+ struct mp_rect_f src_new = p->pass_tex[0].src;
+ gl_matrix_mul_rect(transform, &src_new);
GLSLF("// pass 1\n");
+ p->pass_tex[0].src.y0 = src_new.y0;
+ p->pass_tex[0].src.y1 = src_new.y1;
pass_sample_separated_gen(p, scaler, 0, 1);
int src_w = p->pass_tex[0].src.x1 - p->pass_tex[0].src.x0;
- finish_pass_fbo(p, &scaler->sep_fbo, src_w, h, 0);
+ finish_pass_fbo(p, &scaler->sep_fbo, src_w, h, src_tex, FBOTEX_FUZZY_H);
+ // Restore the sample source for the second pass
+ GLSLF("#define sample_tex texture%d\n", src_tex);
+ GLSLF("#define sample_pos texcoord%d\n", src_tex);
+ GLSLF("#define sample_size texture_size%d\n", src_tex);
GLSLF("// pass 2\n");
+ p->pass_tex[0].src.x0 = src_new.x0;
+ p->pass_tex[0].src.x1 = src_new.x1;
pass_sample_separated_gen(p, scaler, 1, 0);
}
-// Scale. This uses the p->pass_tex[0] texture as source. It's hardcoded to
-// use all variables and values associated with p->pass_tex[0] (which includes
-// texture0/texcoord0/texture_size0).
-// The src rectangle is implicit in p->pass_tex.
+static void pass_sample_polar(struct gl_video *p, struct scaler *scaler)
+{
+ double radius = scaler->kernel->radius;
+ int bound = (int)ceil(radius);
+ bool use_ar = scaler->antiring > 0;
+ GLSL(vec4 color = vec4(0.0);)
+ GLSLF("{\n");
+ GLSL(vec2 pt = vec2(1.0) / sample_size;)
+ GLSL(vec2 fcoord = fract(sample_pos * sample_size - vec2(0.5));)
+ GLSL(vec2 base = sample_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(p->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, %d) - fcoord)/%f;\n", x, y, radius);
+ // Check for samples that might be skippable
+ if (dmax >= radius - 1)
+ GLSLF("if (d < 1.0) {\n");
+ GLSL(w = texture1D(lut, d).r;)
+ GLSL(wsum += w;)
+ GLSLF("c = texture(sample_tex, base + pt * vec2(%d, %d));\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 -1)
+ GLSLF("}\n");
+ }
+ }
+ GLSL(color = color / vec4(wsum);)
+ if (use_ar)
+ GLSLF("color = mix(color, clamp(color, lo, hi), %f);\n", scaler->antiring);
+ GLSLF("}\n");
+}
+
+static void bicubic_calcweights(struct gl_video *p, 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);
+}
+
+static void pass_sample_bicubic_fast(struct gl_video *p)
+{
+ GLSL(vec4 color;)
+ GLSLF("{\n");
+ GLSL(vec2 pt = 1.0 / sample_size;)
+ GLSL(vec2 fcoord = fract(sample_tex * sample_size + vec2(0.5, 0.5));)
+ bicubic_calcweights(p, "parmx", "fcoord.x");
+ bicubic_calcweights(p, "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(sample_tex, sample_pos + cdelta.xy);)
+ GLSL(vec4 ag = texture(sample_tex, sample_pos + cdelta.xw);)
+ GLSL(vec4 ab = mix(ag, ar, parmy.b);)
+ // second y-interpolation
+ GLSL(vec4 br = texture(sample_tex, sample_pos + cdelta.zy);)
+ GLSL(vec4 bg = texture(sample_tex, sample_pos + cdelta.zw);)
+ GLSL(vec4 aa = mix(bg, br, parmy.b);)
+ // x-interpolation
+ GLSL(color = mix(aa, ab, parmx.b);)
+ GLSLF("}\n");
+}
+
+static void pass_sample_sharpen3(struct gl_video *p, struct scaler *scaler)
+{
+ GLSL(vec4 color;)
+ GLSLF("{\n");
+ GLSL(vec2 pt = 1.0 / sample_size;)
+ GLSL(vec2 st = pt * 0.5;)
+ GLSL(vec4 p = texture(sample_tex, sample_pos);)
+ GLSL(vec4 sum = texture(sample_tex, sample_pos + st * vec2(+1, +1))
+ + texture(sample_tex, sample_pos + st * vec2(+1, -1))
+ + texture(sample_tex, sample_pos + st * vec2(-1, +1))
+ + texture(sample_tex, sample_pos + st * vec2(-1, -1));)
+ double param = isnan(scaler->params[0]) ? 0.5 : scaler->params[0];
+ GLSLF("color = p + (p - 0.25 * sum) * %f;\n", param);
+ GLSLF("}\n");
+}
+
+static void pass_sample_sharpen5(struct gl_video *p, struct scaler *scaler)
+{
+ GLSL(vec4 color;)
+ GLSLF("{\n");
+ GLSL(vec2 pt = 1.0 / sample_size;)
+ GLSL(vec2 st1 = pt * 1.2;)
+ GLSL(vec4 p = texture(sample_tex, sample_pos);)
+ GLSL(vec4 sum1 = texture(sample_tex, sample_pos + st1 * vec2(+1, +1))
+ + texture(sample_tex, sample_pos + st1 * vec2(+1, -1))
+ + texture(sample_tex, sample_pos + st1 * vec2(-1, +1))
+ + texture(sample_tex, sample_pos + st1 * vec2(-1, -1));)
+ GLSL(vec2 st2 = pt * 1.5;)
+ GLSL(vec4 sum2 = texture(sample_tex, sample_pos + st2 * vec2(+1, 0))
+ + texture(sample_tex, sample_pos + st2 * vec2( 0, +1))
+ + texture(sample_tex, sample_pos + st2 * vec2(-1, 0))
+ + texture(sample_tex, sample_pos + st2 * vec2( 0, -1));)
+ GLSL(vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;)
+ double param = isnan(scaler->params[0]) ? 0.5 : scaler->params[0];
+ GLSLF("color = p + t * %f;\n", param);
+ GLSLF("}\n");
+
+}
+
+// Sample. This samples from the texture ID given by src_tex. It's hardcoded to
+// use all variables and values associated with it (which includes textureN,
+// texcoordN and texture_sizeN).
+// The src rectangle is implicit in p->pass_tex + transform.
// The dst rectangle is implicit by what the caller will do next, but w and h
// must still be what is going to be used (to dimension FBOs correctly).
// This will declare "vec4 color;", which contains the scaled contents.
// The scaler unit is initialized by this function; in order to avoid cache
// thrashing, the scaler unit should usually use the same parameters.
-static void pass_scale(struct gl_video *p, int scaler_unit, const char *name,
- double scale_factor, int w, int h)
+static void pass_sample(struct gl_video *p, int src_tex,
+ int scaler_unit, const char *name, double scale_factor,
+ int w, int h, float transform[3][2])
{
struct scaler *scaler = &p->scalers[scaler_unit];
reinit_scaler(p, scaler_unit, name, scale_factor);
+ // Set up the sample parameters appropriately
+ GLSLF("#define sample_tex texture%d\n", src_tex);
+ GLSLF("#define sample_pos texcoord%d\n", src_tex);
+ GLSLF("#define sample_size texture_size%d\n", src_tex);
+
+ // Set up the transformation for everything other than separated scaling
+ if (!scaler->kernel || scaler->kernel->polar)
+ gl_matrix_mul_rect(transform, &p->pass_tex[src_tex].src);
+
// Dispatch the scaler. They're all wildly different.
if (strcmp(scaler->name, "bilinear") == 0) {
- GLSL(vec4 color = texture(texture0, texcoord0);)
- } else if (scaler->kernel && !scaler->kernel->polar) {
- pass_sample_separated(p, scaler, w, h);
+ GLSL(vec4 color = texture(sample_tex, sample_pos);)
+ } else if (strcmp(scaler->name, "bicubic_fast") == 0) {
+ pass_sample_bicubic_fast(p);
+ } else if (strcmp(scaler->name, "sharpen3") == 0) {
+ pass_sample_sharpen3(p, scaler);
+ } else if (strcmp(scaler->name, "sharpen5") == 0) {
+ pass_sample_sharpen5(p, scaler);
+ } else if (scaler->kernel && scaler->kernel->polar) {
+ pass_sample_polar(p, scaler);
+ } else if (scaler->kernel) {
+ pass_sample_separated(p, src_tex, scaler, w, h, transform);
} else {
- abort(); //not implemented yet
+ // Should never happen
+ abort();
}
+
+ // Micro-optimization: Avoid scaling unneeded channels
+ if (!p->has_alpha || p->opts.alpha_mode != 1)
+ GLSL(color.a = 1.0;)
}
// sample from video textures, set "color" variable to yuv value
-// (not sure how exactly this should involve the resamplers)
-static void pass_read_video(struct gl_video *p, bool *use_indirect)
+static void pass_read_video(struct gl_video *p)
{
- pass_set_image_textures(p, &p->image);
+ float chromafix[3][2];
+ pass_set_image_textures(p, &p->image, chromafix);
+
+ if (p->plane_count == 1) {
+ GLSL(vec4 color = texture(texture0, texcoord0);)
+ goto fixalpha;
+ }
- if (p->plane_count > 1) {
+ const char *cscale = p->opts.scalers[1];
+ if (p->image_desc.flags & MP_IMGFLAG_SUBSAMPLED &&
+ strcmp(cscale, "bilinear") != 0) {
+ struct src_tex luma = p->pass_tex[0];
+ if (p->plane_count > 2) {
+ // For simplicity and performance, we merge the chroma planes
+ // into a single texture before scaling, so the scaler doesn't
+ // need to run multiple times.
+ GLSLF("// chroma merging\n");
+ GLSL(vec4 color = vec4(texture(texture1, texcoord0).r,
+ texture(texture2, texcoord2).r,
+ 0.0, 1.0);)
+ int c_w = p->pass_tex[1].src.x1 - p->pass_tex[1].src.x0;
+ int c_h = p->pass_tex[1].src.y1 - p->pass_tex[1].src.y0;
+ assert(c_w == p->pass_tex[2].src.x1 - p->pass_tex[2].src.x0);
+ assert(c_h == p->pass_tex[2].src.y1 - p->pass_tex[2].src.y0);
+ finish_pass_fbo(p, &p->chroma_merge_fbo, c_w, c_h, 1, 0);
+ }
+ GLSLF("// chroma scaling\n");
+ pass_sample(p, 1, 1, cscale, 1.0, p->image_w, p->image_h, chromafix);
+ GLSL(vec2 chroma = color.rg;)
+ // Always force rendering to a FBO before main scaling, or we would
+ // scale chroma incorrectly.
+ p->use_indirect = true;
+ p->pass_tex[0] = luma; // Restore luma after scaling
+ } else {
+ GLSL(vec4 color;)
if (p->plane_count == 2) {
- GLSL(vec2 chroma = texture(texture1, texcoord1).RG;) // NV formats
+ gl_matrix_mul_rect(chromafix, &p->pass_tex[1].src);
+ GLSL(vec2 chroma = texture(texture1, texcoord0).rg;) // NV formats
} else {
+ gl_matrix_mul_rect(chromafix, &p->pass_tex[1].src);
+ gl_matrix_mul_rect(chromafix, &p->pass_tex[2].src);
GLSL(vec2 chroma = vec2(texture(texture1, texcoord1).r,
texture(texture2, texcoord2).r);)
}
+ }
- const char *cscale = p->opts.scalers[1];
- if (p->image_desc.flags & MP_IMGFLAG_SUBSAMPLED &&
- strcmp(cscale, "bilinear") != 0) {
- GLSLF("// chroma merging\n");
- GLSL(vec4 color = vec4(chroma.r, chroma.g, 0.0, 0.0);)
- if (1) { //p->plane_count > 2) {
- // For simplicity - and maybe also for performance - we merge
- // the chroma planes into one texture before scaling. So the
- // scaler doesn't need to deal with more than 1 source texture.
- int c_w = p->pass_tex[1].src.x1 - p->pass_tex[1].src.x0;
- int c_h = p->pass_tex[1].src.y1 - p->pass_tex[1].src.y0;
- finish_pass_fbo(p, &p->chroma_merge_fbo, c_w, c_h, 0);
- }
- GLSLF("// chroma scaling\n");
- pass_scale(p, 1, cscale, 1.0, p->image_w, p->image_h);
- GLSL(vec2 chroma = color.rg;)
- // Always force rendering to a FBO before main scaling, or we would
- // scale chroma incorrectly.
- *use_indirect = true;
-
- // What we'd really like to do is putting the output of the chroma
- // scaler on texture unit 1, and leave luma on unit 0 (alpha on 3).
- // But this obviously doesn't work, so here's an extremely shitty
- // hack. Keep in mind that the shader already uses tex unit 0, so
- // it can't be changed. alpha is missing too.
- struct src_tex prev = p->pass_tex[0];
- pass_set_image_textures(p, &p->image);
- p->pass_tex[1] = p->pass_tex[0];
- p->pass_tex[0] = prev;
- GLSL(color = vec4(texture(texture1, texcoord1).r, chroma, 0);)
- } else {
- GLSL(vec4 color = vec4(0.0, chroma, 0.0);)
- // These always use bilinear; either because the scaler is bilinear,
- // or because we use an indirect pass.
- GLSL(color.r = texture(texture0, texcoord0).r;)
- if (p->has_alpha && p->plane_count >= 4)
- GLSL(color.a = texture(texture3, texcoord3).r;)
- }
- } else {
- GLSL(vec4 color = texture(texture0, texcoord0);)
+ GLSL(color = vec4(texture(texture0, texcoord0).r, chroma, 1.0);)
+
+fixalpha:
+ if (p->has_alpha) {
+ if (p->plane_count >= 4)
+ GLSL(color.a = texture(texture3, texcoord3).r;)
+ if (p->opts.alpha_mode == 0) // none
+ GLSL(color.a = 1.0;)
+ if (p->opts.alpha_mode == 2) // blend
+ GLSL(color = vec4(color.rgb * color.a, 1.0);)
}
}
@@ -1056,33 +1277,38 @@ static void pass_convert_yuv(struct gl_video *p)
{
struct gl_shader_cache *sc = p->sc;
+ struct mp_csp_params cparams = MP_CSP_PARAMS_DEFAULTS;
+ cparams.gray = p->is_yuv && !p->is_packed_yuv && p->plane_count == 1;
+ cparams.input_bits = p->image_desc.component_bits;
+ cparams.texture_bits = (cparams.input_bits + 7) & ~7;
+ mp_csp_set_image_params(&cparams, &p->image_params);
+ mp_csp_copy_equalizer_values(&cparams, &p->video_eq);
+
+ float user_gamma = cparams.gamma * p->opts.gamma;
+ p->user_gamma_enabled |= user_gamma != 1.0;
+
GLSLF("// color conversion\n");
if (p->color_swizzle[0])
GLSLF("color = color.%s;\n", p->color_swizzle);
- // Conversion from Y'CbCr or other spaces to RGB
- if (!p->is_rgb) {
- struct mp_csp_params cparams = MP_CSP_PARAMS_DEFAULTS;
- cparams.gray = p->is_yuv && !p->is_packed_yuv && p->plane_count == 1;
- cparams.input_bits = p->image_desc.component_bits;
- cparams.texture_bits = (cparams.input_bits + 7) & ~7;
- mp_csp_set_image_params(&cparams, &p->image_params);
- mp_csp_copy_equalizer_values(&cparams, &p->video_eq);
- if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
- cparams.colorspace = MP_CSP_XYZ;
- cparams.input_bits = 8;
- cparams.texture_bits = 8;
- }
+ // Pre-colormatrix input gamma correction
+ if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
+ cparams.colorspace = MP_CSP_XYZ;
+ cparams.input_bits = 8;
+ cparams.texture_bits = 8;
+ // Pre-colormatrix input gamma correction. Note that this results in
+ // linear light
+ GLSL(color.rgb *= vec3(2.6);)
+ }
+
+ // Conversion from Y'CbCr or other linear spaces to RGB
+ if (!p->is_rgb) {
struct mp_cmat m = {{{0}}};
if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
- // Hard-coded as relative colorimetric for now, since this transforms
- // from the source file's D55 material to whatever color space our
- // projector/display lives in, which should be D55 for a proper
- // home cinema setup either way.
- mp_get_xyz2rgb_coeffs(&cparams, p->csp_src,
- MP_INTENT_RELATIVE_COLORIMETRIC, &m);
+ struct mp_csp_primaries csp = mp_get_csp_primaries(p->image_params.primaries);
+ mp_get_xyz2rgb_coeffs(&cparams, csp, MP_INTENT_RELATIVE_COLORIMETRIC, &m);
} else {
mp_get_yuv2rgb_coeffs(&cparams, &m);
}
@@ -1091,6 +1317,50 @@ static void pass_convert_yuv(struct gl_video *p)
GLSL(color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;)
}
+
+ if (p->image_params.colorspace == MP_CSP_BT_2020_C) {
+ p->use_indirect = true;
+ // Conversion for C'rcY'cC'bc via the BT.2020 CL system:
+ // C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
+ // = (B'-Y'c) / 1.5816 | C'bc > 0
+ //
+ // C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
+ // = (R'-Y'c) / 0.9936 | C'rc > 0
+ //
+ // as per the BT.2020 specification, table 4. This is a non-linear
+ // transformation because (constant) luminance receives non-equal
+ // contributions from the three different channels.
+ GLSLF("// constant luminance conversion\n");
+ GLSL(color.br = color.br * mix(vec2(1.5816, 0.9936),
+ vec2(1.9404, 1.7184),
+ lessThanEqual(color.br, vec2(0)))
+ + color.gg;)
+ // Expand channels to camera-linear light. This shader currently just
+ // assumes everything uses the BT.2020 12-bit gamma function, since the
+ // difference between 10 and 12-bit is negligible for anything other
+ // than 12-bit content.
+ GLSL(color.rgb = mix(color.rgb / vec3(4.5),
+ pow((color.rgb + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
+ lessThanEqual(vec3(0.08145), color.rgb));)
+ // Calculate the green channel from the expanded RYcB
+ // The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
+ GLSL(color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;)
+ // Re-compand to receive the R'G'B' result, same as other systems
+ GLSL(color.rgb = mix(color.rgb * vec3(4.5),
+ vec3(1.0993) * pow(color.rgb, vec3(0.45)) - vec3(0.0993),
+ lessThanEqual(vec3(0.0181), color.rgb));)
+ }
+
+ GLSL(color.rgb = clamp(color.rgb, 0.0, 1.0);)
+
+ if (p->user_gamma_enabled) {
+ p->use_indirect = true;
+ gl_sc_uniform_f(sc, "user_gamma", user_gamma);
+ GLSL(color.rgb = pow(color.rgb, vec3(1.0 / user_gamma));)
+ }
+
+ if (!p->has_alpha)
+ GLSL(color.a = 1.0;)
}
static void get_scale_factors(struct gl_video *p, double xy[2])
@@ -1101,7 +1371,9 @@ static void get_scale_factors(struct gl_video *p, double xy[2])
(double)(p->src_rect.y1 - p->src_rect.y0);
}
-static void pass_scale_main(struct gl_video *p, bool use_