summaryrefslogtreecommitdiffstats
path: root/video/out/opengl/nnedi3.c
diff options
context:
space:
mode:
Diffstat (limited to 'video/out/opengl/nnedi3.c')
-rw-r--r--video/out/opengl/nnedi3.c217
1 files changed, 217 insertions, 0 deletions
diff --git a/video/out/opengl/nnedi3.c b/video/out/opengl/nnedi3.c
new file mode 100644
index 0000000000..fb704d2ab6
--- /dev/null
+++ b/video/out/opengl/nnedi3.c
@@ -0,0 +1,217 @@
+/*
+ * This file is part of mpv.
+ *
+ * mpv is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * mpv is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with mpv. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * You can alternatively redistribute this file and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ */
+
+#include "nnedi3.h"
+
+#include <assert.h>
+#include <stdint.h>
+#include <float.h>
+
+#include <libavutil/bswap.h>
+
+#include "video.h"
+
+#define GLSL(x) gl_sc_add(sc, #x "\n");
+#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
+#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
+#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
+
+const struct nnedi3_opts nnedi3_opts_def = {
+ .neurons = 1,
+ .window = 0,
+ .upload = NNEDI3_UPLOAD_UBO,
+};
+
+#define OPT_BASE_STRUCT struct nnedi3_opts
+const struct m_sub_options nnedi3_conf = {
+ .opts = (const m_option_t[]) {
+ OPT_CHOICE("neurons", neurons, 0,
+ ({"16", 0},
+ {"32", 1},
+ {"64", 2},
+ {"128", 3})),
+ OPT_CHOICE("window", window, 0,
+ ({"8x4", 0},
+ {"8x6", 1})),
+ OPT_CHOICE("upload", upload, 0,
+ ({"ubo", NNEDI3_UPLOAD_UBO},
+ {"shader", NNEDI3_UPLOAD_SHADER})),
+ {0}
+ },
+ .size = sizeof(struct nnedi3_opts),
+ .defaults = &nnedi3_opts_def,
+};
+
+const static char nnedi3_weights[40320 * 4 + 1] =
+#include "video/out/opengl/nnedi3_weights.inc"
+;
+
+const int nnedi3_weight_offsets[9] =
+ {0, 1088, 3264, 7616, 16320, 17920, 21120, 27520, 40320};
+
+const int nnedi3_neurons[4] = {16, 32, 64, 128};
+const int nnedi3_window_width[2] = {8, 8};
+const int nnedi3_window_height[2] = {4, 6};
+
+const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
+{
+ int idx = conf->window * 4 + conf->neurons;
+ const int offset = nnedi3_weight_offsets[idx];
+ *size = (nnedi3_weight_offsets[idx + 1] - offset) * 4;
+ return (const float*)(nnedi3_weights + offset * 4);
+}
+
+void pass_nnedi3(struct gl_shader_cache *sc, int planes, int tex_num,
+ int step, const struct nnedi3_opts *conf,
+ struct gl_transform *transform)
+{
+ assert(0 <= step && step < 2);
+
+ if (!conf)
+ conf = &nnedi3_opts_def;
+
+ const int neurons = nnedi3_neurons[conf->neurons];
+ const int width = nnedi3_window_width[conf->window];
+ const int height = nnedi3_window_height[conf->window];
+
+ const int offset = nnedi3_weight_offsets[conf->window * 4 + conf->neurons];
+ const uint32_t *weights = (const int*)(nnedi3_weights + offset * 4);
+
+ GLSLF("// nnedi3 (tex %d, step %d, neurons %d, window %dx%d, mode %d)\n",
+ tex_num, step + 1, neurons, width, height, conf->upload);
+
+ // This is required since each row will be encoded into vec4s
+ assert(width % 4 == 0);
+ const int sample_count = width * height / 4;
+
+ if (conf->upload == NNEDI3_UPLOAD_UBO) {
+ char buf[32];
+ snprintf(buf, sizeof(buf), "vec4 weights[%d];",
+ neurons * (sample_count * 2 + 1));
+ gl_sc_uniform_buffer(sc, "NNEDI3_WEIGHTS", buf, 0);
+ } else if (conf->upload == NNEDI3_UPLOAD_SHADER) {
+ // Somehow necessary for hard coding approach.
+ GLSLH(#pragma optionNV(fastprecision on))
+ }
+
+ GLSLHF("float nnedi3(sampler2D tex, vec2 pos, vec2 tex_size, int plane) {\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];)
+ GLSLHF("#define GET(i, j) "
+ "(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25)/tex_size)[plane])\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];)
+ GLSLHF("#define GET(i, j) "
+ "(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f))/tex_size)[plane])\n",
+ (height - 1) / 2.0, width / 2.0 - 1);
+ }
+
+ GLSLHF("vec4 samples[%d];\n", sample_count);
+
+ for (int y = 0; y < height; y++)
+ for (int x = 0; x < width; x += 4) {
+ GLSLHF("samples[%d] = vec4(GET(%d, %d), GET(%d, %d),"
+ "GET(%d, %d), GET(%d, %d));\n",
+ (y * width + x) / 4, x, y, x+1, y, x+2, y, x+3, y);
+ }
+
+ GLSLHF("float sum = 0, sumsq = 0;"
+ "for (int i = 0; i < %d; i++) {"
+ "sum += dot(samples[i], vec4(1.0));"
+ "sumsq += dot(samples[i], samples[i]);"
+ "}\n", sample_count);
+
+ GLSLHF("float mstd0 = sum / %d.0;\n"
+ "float mstd1 = sumsq / %d.0 - mstd0 * mstd0;\n"
+ "float mstd2 = mix(0, inversesqrt(mstd1), mstd1 >= %.12e);\n"
+ "mstd1 *= mstd2;\n",
+ width * height, width * height, FLT_EPSILON);
+
+ GLSLHF("float vsum = 0, wsum = 0, sum1, sum2;\n");
+
+ if (conf->upload == NNEDI3_UPLOAD_SHADER) {
+ GLSLH(#define T(x) intBitsToFloat(x))
+ GLSLH(#define W(i,w0,w1,w2,w3) dot(samples[i],vec4(T(w0),T(w1),T(w2),T(w3))))
+
+ GLSLHF("#define WS(w0,w1) "
+ "sum1 = exp(sum1 * mstd2 + T(w0));"
+ "sum2 = sum2 * mstd2 + T(w1);"
+ "wsum += sum1;"
+ "vsum += sum1*(sum2/(1+abs(sum2)));\n");
+
+ for (int n = 0; n < neurons; n++) {
+ const uint32_t *weights_ptr = weights + (sample_count * 2 + 1) * 4 * n;
+ for (int s = 0; s < 2; s++) {
+ GLSLHF("sum%d", s + 1);
+ for (int i = 0; i < sample_count; i++) {
+ GLSLHF("%cW(%d,%d,%d,%d,%d)", i == 0 ? '=' : '+', i,
+ (int)av_le2ne32(weights_ptr[0]),
+ (int)av_le2ne32(weights_ptr[1]),
+ (int)av_le2ne32(weights_ptr[2]),
+ (int)av_le2ne32(weights_ptr[3]));
+ weights_ptr += 4;
+ }
+ GLSLHF(";");
+ }
+ GLSLHF("WS(%d,%d);\n", (int)av_le2ne32(weights_ptr[0]),
+ (int)av_le2ne32(weights_ptr[1]));
+ }
+ } else if (conf->upload == NNEDI3_UPLOAD_UBO) {
+ GLSLH(int idx = 0;)
+
+ GLSLHF("for (int n = 0; n < %d; n++) {\n", neurons);
+
+ for (int s = 0; s < 2; s++) {
+ GLSLHF("sum%d = 0;\n"
+ "for (int i = 0; i < %d; i++) {"
+ "sum%d += dot(samples[i], weights[idx++]);"
+ "}\n",
+ s + 1, sample_count, s + 1);
+ }
+
+ GLSLH(sum1 = exp(sum1 * mstd2 + weights[idx][0]);
+ sum2 = sum2 * mstd2 + weights[idx++][1];
+ wsum += sum1;
+ vsum += sum1*(sum2/(1+abs(sum2)));)
+
+ GLSLHF("}\n");
+ }
+
+ GLSLH(return clamp(mstd0 + 5.0 * vsum / wsum * mstd1, 0, 1);)
+
+ GLSLHF("}\n"); // nnedi3
+
+ 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);
+ }
+}