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path: root/video/out/opengl/nnedi3.c
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* vo_opengl: abstract hook texture access behind macroNiklas Haas2016-05-151-19/+14
| | | | | | | | | | | | | | | | | | | | | | | | 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.
* vo_opengl: fix build breakagewm42016-04-061-1/+1
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* vo_opengl: fix nnedi + rectangle textureswm42016-04-051-2/+2
| | | | Shader compilation error due to incompatible samplers.
* vo_opengl: refactor pass_read_video and texture bindingNiklas Haas2016-03-051-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a pretty major rewrite of the internal texture binding mechanic, which makes it more flexible. In general, the difference between the old and current approaches is that now, all texture description is held in a struct img_tex and only explicitly bound with pass_bind. (Once bound, a texture unit is assumed to be set in stone and no longer tied to the img_tex) This approach makes the code inside pass_read_video significantly more flexible and cuts down on the number of weird special cases and spaghetti logic. It also has some improvements, e.g. cutting down greatly on the number of unnecessary conversion passes inside pass_read_video (which was previously mostly done to cope with the fact that the alternative would have resulted in a combinatorial explosion of code complexity). Some other notable changes (and potential improvements): - texture expansion is now *always* handled in pass_read_video, and the colormatrix never does this anymore. (Which means the code could probably be removed from the colormatrix generation logic, modulo some other VOs) - struct fbo_tex now stores both its "physical" and "logical" (configured) size, which cuts down on the amount of width/height baggage on some function calls - vo_opengl can now technically support textures with different bit depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries inside img_format.c doesn't export this (nor does ffmpeg support it, really) so the status quo of using the same tex_mul for all planes is kept. - dumb_mode is now only needed because of the indirect_fbo being in the main rendering pipeline. If we reintroduce p->use_indirect and thread a transform through the entire program this could be skipped where unnecessary, allowing for the removal of dumb_mode. But I'm not sure how to do this in a clean way. (Which is part of why it got introduced to begin with) - It would be trivial to resurrect source-shader now (it would just be one extra 'if' inside pass_read_video).
* vo_opengl: set uniform variable "pixel_size" for internal shadersigv2016-02-261-7/+7
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* vo_opengl, vo_rpi: unbreak a few thingswm42016-02-241-1/+1
| | | | | Commit 2f562825 didn't remove the "color" declaration for these. Since the shader header already declares it, shader compilation broke.
* Change GPL/LGPL dual-licensed files to LGPLwm42016-01-191-12/+7
| | | | | | | | | | | Do this to make the license situation less confusing. This change should be of no consequence, since LGPL is compatible with GPL anyway, and making it LGPL-only does not restrict the use with GPL code. Additionally, the wording implies that this is allowed, and that we can just remove the GPL part.
* vo_opengl: require --enable-gpl3 for nnediwm42015-12-031-0/+23
| | | | | | | | | There are claims that nnedi3.c doesn't constitute its own new implementation, but is derived from existing HLSL or OpenCL shaders distributed under the LGPLv3 license. Until these are resolved, do the "correct" thing and require --enable-gpl3 to build nnedi.
* vo_opengl: add credits to NNEDI3 shaderBin Jin2015-12-021-0/+16
| | | | Add credits to several existing implementation of NNEDI3 shader.
* vo_opengl: enable NNEDI3 prescaler on OpenGL ES 3.0Bin Jin2015-12-021-10/+10
| | | | | | | | | | | | | | It turns out that both UBO and intBitsToFloat() are supported in OpenGL ES 3.0[1][2], enable them so that NNEDI3 prescaler can be used in a wider range of backends. Also fixes some implicit int-to-float conversions so that the shader actually compiles on GLES. Tested on Linux desktop (nvidia 358.16) with "es" sub-option. [1]: https://www.khronos.org/opengles/sdk/docs/man3/html/glGetUniformBlockIndex.xhtml [2]: https://www.khronos.org/opengles/sdk/docs/manglsl/docbook4/xhtml/intBitsToFloat.xml
* vo_opengl: fix 10-bit video prescalingBin Jin2015-11-091-8/+8
| | | | | | | | | | | 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
* vo_opengl: handle GL_ARB_uniform_buffer_object with low GLSL versionswm42015-11-091-1/+3
| | | | Why is this stupid crap being so much a pain for no reason.
* vo_opengl: implement NNEDI3 prescalerBin Jin2015-11-051-0/+217
Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230