Commit graph

14 commits

Author SHA1 Message Date
jpark37 e79e28598b libobs,obs-filters: Use common straight alpha math
This pattern uses fewer instructions and also avoids using max, which
does not work on infinity.

Also remove unreferenced techniques from scale filters.
2023-11-04 18:12:22 -05:00
Jim 4a2a06b22f libobs: Fix RGBA format output not working
Due to a bug in shader parsing, it thinks that because the token
"multiplier" is used here, that the "multiplier" uniform is being used.

This is a workaround for the issue because fixing the parser is probably
going to be much more annoying than just working around the issue for
now.
2022-06-04 17:47:47 -07:00
jpark37 a8bc994f07 libobs: Add color spaces to scale shaders 2022-03-26 13:00:34 -07:00
jpark37 af01e044a2 libobs: Fix Lanczos calculations
- Fix: Ensure (1, 1) coordinate gets clamped.
- Fix: Increase weight precision by premultiplying UV in VS.
- Cleanup: Group coordinates 012/345 instead of 024/135.
- Cleanup: Remove unnecessary branches.

NVIDIA RTX 2080 Ti, Intel GPA, SetStablePowerState

256x224 -> 1323x1080: 123 us -> 123 us
2019-08-25 10:00:23 -07:00
jpark37 9f5d218e16 libobs: Remove unnecessary divides from Lanczos 2019-08-14 21:36:23 -07:00
jpark37 93f1ab789d libobs: Fix dark lines using Lanczos
When texel samples are not exactly on texel centers, weight calculations
will involve a divide by a number very close to zero, resulting in
precision issues. Restore normalization of weights to compensate.
2019-08-14 21:00:09 -07:00
jpark37 f27ece50c9 libobs: Optimize lanczos shader, remove scaling
Use bilinear filtering to reduce 36 taps to 25 for the regular path.
This works because the middle weights are always between 0 and 1,
allowing texture coordinates to be placed strategically to sample
correct ratios. I'm not sure about the undistort path, so I've left that
alone.

Also remove scaling added in #526, after which weight normalization is
unnecessary. If we want to use or invent an algorithm with alternate
downscaling properties, that's fine, but I don't think we should change
Lanczos scaling to mean something it's not. The scale implementation was
also seen not working when applied directly to scene items because of
assumptions made about the projection matrix.

Intel GPA, SetStablePowerState, Intel HD Graphics 530, D3D11
644x478 -> 1323x1080: 3890 us -> 3401 us
1920x1080 -> 1280x720: 2555 us -> 2261 us
2019-07-26 20:45:33 -07:00
jpark37 2656bf0a90 libobs: Rework RGB to YUV conversion
RGB to YUV converison was previously baked into every scale shader, but
this work has been moved to the YUV packing shaders. The scale shaders
now write RGBA instead. In the case where base and output resolutions
are identical, the render texture is forwarded directly to the YUV pack
step, skipping an entire fullscreen pass.

Intel GPA, SetStablePowerState, Intel HD Graphics 530, NV12

1920x1080, Before:
RGBA -> UYVX: ~321 us
UYVX -> Y: ~480 us
UYVX -> UV: ~127 us

1920x1080, After:
[forward render texture]
RGBA -> Y: ~487 us
RGBA -> UV: ~131 us

1920x1080 -> 1280x720, Before:
RGBA -> UYVX: ~268 us
UYVX -> Y: ~209 us
UYVX -> UV: ~57 us

1920x1080 -> 1280x720, After:
RGBA -> RGBA (rescale): ~268 us
RGBA -> Y: ~210 us
RGBA -> UV: ~58 us
2019-07-22 01:12:35 -07:00
James Park ba21fb947e libobs: Fix various alpha issues
There are cases where alpha is multiplied unnecessarily. This change
attempts to use premultiplied alpha blending for composition.

To keep this change simple, The filter chain will continue to use
straight alpha. Otherwise, every source would need to modified to output
premultiplied, and every filter modified for premultiplied input.

"DrawAlphaDivide" shader techniques have been added to convert from
premultiplied alpha to straight alpha for final output. "DrawMatrix"
techniques ignore alpha, so they do not appear to need changing.

One remaining issue is that scale effects are set up here to use the
same shader logic for both scale filters (straight alpha - incorrectly),
and output composition (premultiplied alpha - correctly). A fix could be
made to add additional shaders for straight alpha, but the "real" fix
may be to eliminate the straight alpha path at some point.

For graphics, SrcBlendAlpha and DestBlendAlpha were both ONE, and could
combine together to form alpha values greater than one. This is not as
noticeable of a problem for UNORM targets because the channels are
clamped, but it will likely become a problem in more situations if FLOAT
targets are used.

This change switches DestBlendAlpha to INVSRCALPHA. The blending
behavior of stacked transparents is preserved without overflowing the
alpha channel.

obs-transitions: Use premultiplied alpha blend, and simplify shaders
because both inputs and outputs use premultiplied alpha now.

Fixes https://obsproject.com/mantis/view.php?id=1108
2019-05-08 20:26:52 -07:00
James Park 69c215345a libobs: Simplify YUV conversion
Currently several shaders need "DrawMatrix" techniques to support the
possibility that the input texture is a "YUV" format. Also, "DrawMatrix"
is overloaded for translation in both directions when it is written for
RGB to "YUV" only.

A cleaner solution is to handle "YUV" to RGB up-front as part of format
conversion, and ensure only RGB inputs reach the other shaders. This is
necessary to someday perform correct scale filtering without the cost of
redundant "YUV" conversions per texture tap.

A necessary prerequisite for this is to add conversion support for
VIDEO_FORMAT_I444, and that is now in place. There was already a hack in
place to cover VIDEO_FORMAT_Y800. All other "YUV" formats already have
conversion functions.

"DrawMatrix" has been removed from shaders that only supported "YUV" to
RGB conversions. It still exists in shaders that perform RGB to "YUV"
conversions, and the implementations have been sanitized accordingly.
2019-04-11 23:00:03 -07:00
Take Vos ab3531caa9 libobs: Add optional ultrawide -> wide scaling techniques
This algorithm reduces scaling distortion on the center of the image
when scaling from ultrawide to wide.

(Jim: edited effect files to prevent an impact in performance for
standard scaling.  Now effectively generates an extra pixel shader, and
the extra code is only applied to the DrawUndistort technique, while the
original Draw technique is unaffected due to the compiler automatically
removing unused code branches via the hard-coded boolean value)

From jp9000/obs-studio#762
2017-01-30 05:59:17 -08:00
sam8641 a7ce53367c libobs: Fix lanczos scaling quality issue
Closes jp9000/obs-studio#526
2016-03-24 12:35:24 -07:00
Palana 1a53c8ca66 Rename parameters to avoid GLSL keyword conflicts
Refer to https://www.opengl.org/registry/doc/GLSLangSpec.4.10.6.clean.pdf
for a list of current (reserved) keywords.

In the future the shader compiler in libobs-opengl should probably take
care of avoiding those name conflicts (bonus points for transparently
remapping the names of effect parameters)
2015-01-08 01:42:22 +01:00
jp9000 c88220552f (API Change) libobs: Add bicubic/lanczos scaling
This adds bicubic and lanczos scaling capability to libobs to improve
scaling quality and sharpness when the output resolution has to be
scaled relative to the base resolution.  Bilinear is also available,
although bilinear has rather poor quality and causes scaling to appear
blurry.

If the output resolution is close to the base resolution, then bilinear
is used instead as an optimization, as there's no need to use these
shaders if scaling is not in use.

The Bicubic and Lanczos effects are also exposed via exported function
to allow the ability to use those shaders in plugin modules if desired.

The API change adds a variable 'scale_type' to the obs_video_info
structure that allows the user interface to choose what type of scaling
filter should be used.
2014-12-15 01:55:12 -08:00