/* * 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 . * * 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 #include #include #include #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