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-rw-r--r--video/out/opengl/nnedi3.c253
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diff --git a/video/out/opengl/nnedi3.c b/video/out/opengl/nnedi3.c
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--- a/video/out/opengl/nnedi3.c
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-/*
- * This file is part of mpv.
- *
- * mpv is free software; you can redistribute it 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.
- *
- * 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 Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with mpv. If not, see <http://www.gnu.org/licenses/>.
- *
- * The shader portions may have been derived from existing LGPLv3 shaders
- * (see below), possibly making this file effectively LGPLv3.
- */
-
-#include "nnedi3.h"
-
-#if HAVE_NNEDI
-
-#include <assert.h>
-#include <stdint.h>
-#include <float.h>
-
-#include <libavutil/bswap.h>
-
-#include "video.h"
-
-/*
- * NNEDI3, an intra-field deinterlacer
- *
- * The original filter was authored by Kevin Stone (aka. tritical) and is
- * licensed under GPL2 terms:
- * http://bengal.missouri.edu/~kes25c/
- *
- * A LGPLv3 licensed OpenCL kernel was created by SEt:
- * http://forum.doom9.org/showthread.php?t=169766
- *
- * A HLSL port further modified by madshi, Shiandow and Zach Saw could be
- * found at (also LGPLv3 licensed):
- * https://github.com/zachsaw/MPDN_Extensions
- *
- */
-
-#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(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
- int step, float tex_mul, const struct nnedi3_opts *conf,
- struct gl_transform *transform, GLenum tex_target)
-{
- 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 (step %d, neurons %d, window %dx%d, mode %d)\n",
- step, 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);
- if (!gl->es && gl->glsl_version < 140)
- gl_sc_enable_extension(sc, "GL_ARB_uniform_buffer_object");
- } else if (conf->upload == NNEDI3_UPLOAD_SHADER) {
- // Somehow necessary for hard coding approach.
- GLSLH(#pragma optionNV(fastprecision on))
- }
-
- GLSLHF("float nnedi3(%s tex, vec2 pos, vec2 tex_size, vec2 pixel_size, int plane, float tex_mul) {\n", mp_sampler_type(tex_target));
-
- 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) * pixel_size)[plane] * tex_mul;)
- GLSLHF("#define GET(i, j) "
- "(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25) * pixel_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) * pixel_size)[plane] * tex_mul;)
- GLSLHF("#define GET(i, j) "
- "(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f)) * pixel_size)[plane]*tex_mul)\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.0, %d.0), GET(%d.0, %d.0),"
- "GET(%d.0, %d.0), GET(%d.0, %d.0));\n",
- (y * width + x) / 4, x, y, x+1, y, x+2, y, x+3, y);
- }
-
- GLSLHF("float sum = 0.0, sumsq = 0.0;"
- "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(0.0, inversesqrt(mstd1), mstd1 >= %.12e);\n"
- "mstd1 *= mstd2;\n",
- width * height, width * height, FLT_EPSILON);
-
- GLSLHF("float vsum = 0.0, wsum = 0.0, 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/(1.0+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 = 0.0;\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/(1.0+abs(sum2)));)
-
- GLSLHF("}\n");
- }
-
- GLSLH(return clamp(mstd0 + 5.0 * vsum / wsum * mstd1, 0.0, 1.0);)
-
- GLSLHF("}\n"); // nnedi3
-
- GLSL(color = vec4(1.0);)
-
- for (int i = 0; i < planes; i++) {
- GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, pixel_size%d, %d, %f);\n",
- i, tex_num, tex_num, tex_num, tex_num, i, tex_mul);
- }
-}
-
-#else
-
-const struct m_sub_options nnedi3_conf = {0};
-
-
-const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
-{
- return NULL;
-}
-
-void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
- int step, float tex_mul, const struct nnedi3_opts *conf,
- struct gl_transform *transform, GLenum tex_target)
-{
-}
-
-#endif