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author | Niklas Haas <git@nand.wakku.to> | 2016-05-14 07:05:04 +0200 |
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committer | Niklas Haas <git@nand.wakku.to> | 2016-05-15 20:42:08 +0200 |
commit | 362015cd770de486c5dea218d3609450682756ca (patch) | |
tree | cd0539b4f10cd09444f74ed0aeb6fb1c7b16533b /video/out/opengl/video_shaders.c | |
parent | dfc7b59909588985ee1be19f313f8bfb858ab8b0 (diff) | |
download | mpv-362015cd770de486c5dea218d3609450682756ca.tar.bz2 mpv-362015cd770de486c5dea218d3609450682756ca.tar.xz |
vo_opengl: abstract hook texture access behind macro
This macro takes care of rotation, swizzling, integer conversion and
normalization automatically. I found the performance impact to be
nonexistant for superxbr and debanding, although rotation *did* have an
impact due to the extra matrix multiplication. (So it gets skipped where
possible)
All of the internal hooks have been rewritten to use this new mechanism,
and the prescaler hooks have finally been separated from each other.
This also means the prescale FBO kludge is no longer required.
This fixes image corruption for image formats like 0bgr, and also fixes
prescaling under rotation. (As well as other user hooks that have
orientation-dependent access)
The "raw" attributes (tex, tex_pos, pixel_size) are still un-rotated, in
case something needs them, but ideally the hooks should be rewritten to
use the new API as much as possible. The hooked texture has been renamed
from just NAME to NAME_raw to make script authors notice the change (and
also deemphasize direct texture access).
This is also a step towards getting rid of the use_integer pass.
Diffstat (limited to 'video/out/opengl/video_shaders.c')
-rw-r--r-- | video/out/opengl/video_shaders.c | 57 |
1 files changed, 27 insertions, 30 deletions
diff --git a/video/out/opengl/video_shaders.c b/video/out/opengl/video_shaders.c index 8d3b1e0e40..8956ec37b9 100644 --- a/video/out/opengl/video_shaders.c +++ b/video/out/opengl/video_shaders.c @@ -290,7 +290,7 @@ void pass_delinearize(struct gl_shader_cache *sc, enum mp_csp_trc trc) // 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. +// update the state. Assumes the texture was hooked. static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg) { GLSLH(float mod289(float x) { return x - floor(x / 289.0) * 289.0; }) @@ -298,7 +298,7 @@ static void prng_init(struct gl_shader_cache *sc, AVLFG *lfg) 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(vec3 _m = vec3(HOOKED_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); } @@ -331,44 +331,40 @@ const struct m_sub_options deband_conf = { .defaults = &deband_opts_def, }; -// Stochastically sample a debanded result from a given texture +// Stochastically sample a debanded result from a hooked texture. void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts, - int tex_num, float tex_mul, GLenum tex_target, AVLFG *lfg) + AVLFG *lfg) { - // Set up common variables and initialize the PRNG + // 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)); + GLSLHF("vec4 average(float range, inout float h) {\n"); // 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));) + GLSLH(vec2 o = dist * 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));) + GLSLH(ref[0] = HOOKED_texOff(vec2( o.x, o.y));) + GLSLH(ref[1] = HOOKED_texOff(vec2(-o.y, o.x));) + GLSLH(ref[2] = HOOKED_texOff(vec2(-o.x, -o.y));) + GLSLH(ref[3] = HOOKED_texOff(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(}) + GLSLH(return (ref[0] + ref[1] + ref[2] + ref[3])/4.0;) + GLSLHF("}\n"); // Sample the source pixel - GLSLF("color = %f * texture(tex, pos);\n", tex_mul); + GLSL(color = HOOKED_tex(HOOKED_pos);) 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); + GLSLF("avg = average(%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)); @@ -383,20 +379,21 @@ void pass_sample_deband(struct gl_shader_cache *sc, struct deband_opts *opts, GLSLF("}\n"); } +// Assumes the texture was hooked void pass_sample_unsharp(struct gl_shader_cache *sc, float param) { GLSLF("// unsharp\n"); 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(float st1 = 1.2;) + GLSL(vec4 p = HOOKED_tex(HOOKED_pos);) + GLSL(vec4 sum1 = HOOKED_texOff(st1 * vec2(+1, +1)) + + HOOKED_texOff(st1 * vec2(+1, -1)) + + HOOKED_texOff(st1 * vec2(-1, +1)) + + HOOKED_texOff(st1 * vec2(-1, -1));) + GLSL(float st2 = 1.5;) + GLSL(vec4 sum2 = HOOKED_texOff(st2 * vec2(+1, 0)) + + HOOKED_texOff(st2 * vec2( 0, +1)) + + HOOKED_texOff(st2 * vec2(-1, 0)) + + HOOKED_texOff(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"); |