/* * Copyright (c) 2015 Ruwen Hahn * John R. Bradley * Hugh Bailey "Jim" * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ uniform float4x4 ViewProj; uniform texture2d image; uniform float4x4 color_matrix; uniform float3 color_range_min = {0.0, 0.0, 0.0}; uniform float3 color_range_max = {1.0, 1.0, 1.0}; uniform texture2d previous_image; uniform float2 dimensions; uniform int field_order; uniform bool frame2; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; int3 select(int2 texel, int x, int y) { return int3(texel + int2(x, y), 0); } float4 load_at_prev(int2 texel, int x, int y) { return previous_image.Load(select(texel, x, y)); } float4 load_at_image(int2 texel, int x, int y) { return image.Load(select(texel, x, y)); } float4 load_at(int2 texel, int x, int y, int field) { if(field == 0) return load_at_image(texel, x, y); else return load_at_prev(texel, x, y); } #define YADIF_UPDATE(c, level) \ if(score.c < spatial_score.c) \ { \ spatial_score.c = score.c; \ spatial_pred.c = (load_at(texel, level, -1, field) + load_at(texel, -level, 1, field)).c / 2; \ #define YADIF_CHECK_ONE(level, c) \ { \ float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \ abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \ abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \ YADIF_UPDATE(c, level) } \ } #define YADIF_CHECK(level) \ { \ float4 score = abs(load_at(texel, -1 + level, 1, field) - load_at(texel, -1 - level, -1, field)) + \ abs(load_at(texel, level, 1, field) - load_at(texel, -level, -1, field)) + \ abs(load_at(texel, 1 + level, 1, field) - load_at(texel, 1 - level, -1, field)); \ YADIF_UPDATE(r, level) YADIF_CHECK_ONE(level * 2, r) } \ YADIF_UPDATE(g, level) YADIF_CHECK_ONE(level * 2, g) } \ YADIF_UPDATE(b, level) YADIF_CHECK_ONE(level * 2, b) } \ YADIF_UPDATE(a, level) YADIF_CHECK_ONE(level * 2, a) } \ } float4 texel_at_yadif(int2 texel, int field, bool mode0) { if((texel.y % 2) == field) return load_at(texel, 0, 0, field); #define YADIF_AVG(x_off, y_off) ((load_at_prev(texel, x_off, y_off) + load_at_image(texel, x_off, y_off))/2) float4 c = load_at(texel, 0, 1, field), d = YADIF_AVG(0, 0), e = load_at(texel, 0, -1, field); float4 temporal_diff0 = (abs(load_at_prev(texel, 0, 0) - load_at_image(texel, 0, 0))) / 2, temporal_diff1 = (abs(load_at_prev(texel, 0, 1) - c) + abs(load_at_prev(texel, 0, -1) - e)) / 2, temporal_diff2 = (abs(load_at_image(texel, 0, 1) - c) + abs(load_at_image(texel, 0, -1) - e)) / 2, diff = max(temporal_diff0, max(temporal_diff1, temporal_diff2)); float4 spatial_pred = (c + e) / 2, spatial_score = abs(load_at(texel, -1, 1, field) - load_at(texel, -1, -1, field)) + abs(c - e) + abs(load_at(texel, 1, 1, field) - load_at(texel, 1, -1, field)) - 1; YADIF_CHECK(-1) YADIF_CHECK(1) if (mode0) { float4 b = YADIF_AVG(0, 2), f = YADIF_AVG(0, -2); float4 max_ = max(d - e, max(d - c, min(b - c, f - e))), min_ = min(d - e, min(d - c, max(b - c, f - e))); diff = max(diff, max(min_, -max_)); } else { diff = max(diff, max(min(d - e, d - c), -max(d - e, d - c))); } #define YADIF_SPATIAL(c) \ { \ if(spatial_pred.c > d.c + diff.c) \ spatial_pred.c = d.c + diff.c; \ else if(spatial_pred.c < d.c - diff.c) \ spatial_pred.c = d.c - diff.c; \ } YADIF_SPATIAL(r) YADIF_SPATIAL(g) YADIF_SPATIAL(b) YADIF_SPATIAL(a) return spatial_pred; } float4 texel_at_yadif_2x(int2 texel, int field, bool mode0) { field = frame2 ? (1 - field) : field; return texel_at_yadif(texel, field, mode0); } float4 texel_at_discard(int2 texel, int field) { return load_at_image(texel, 0, (texel.y + field) % 2); } float4 texel_at_discard_2x(int2 texel, int field) { field = frame2 ? (1 - field) : field; return texel_at_discard(texel, field); } float4 texel_at_blend(int2 texel, int field) { return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2; } float4 texel_at_blend_2x(int2 texel, int field) { if (!frame2) return (load_at_image(texel, 0, 0) + load_at_prev(texel, 0, 1)) / 2; else return (load_at_image(texel, 0, 0) + load_at_image(texel, 0, 1)) / 2; } float4 texel_at_linear(int2 texel, int field) { if ((texel.y % 2) == field) return load_at_image(texel, 0, 0); return (load_at_image(texel, 0, -1) + load_at_image(texel, 0, 1)) / 2; } float4 texel_at_linear_2x(int2 texel, int field) { field = frame2 ? (1 - field) : field; return texel_at_linear(texel, field); } float4 texel_at_yadif_discard(int2 texel, int field) { return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2; } float4 texel_at_yadif_discard_2x(int2 texel, int field) { field = frame2 ? (1 - field) : field; return (texel_at_yadif(texel, field, true) + texel_at_discard(texel, field)) / 2; } int2 pixel_uv(float2 uv) { return int2(uv * dimensions); } float4 PSYadifMode0RGBA(VertData v_in) : TARGET { return texel_at_yadif(pixel_uv(v_in.uv), field_order, true); } float4 PSYadifMode0RGBA_2x(VertData v_in) : TARGET { return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, true); } float4 PSYadifMode2RGBA(VertData v_in) : TARGET { return texel_at_yadif(pixel_uv(v_in.uv), field_order, false); } float4 PSYadifMode2RGBA_2x(VertData v_in) : TARGET { return texel_at_yadif_2x(pixel_uv(v_in.uv), field_order, false); } float4 PSYadifDiscardRGBA(VertData v_in) : TARGET { return texel_at_yadif_discard(pixel_uv(v_in.uv), field_order); } float4 PSYadifDiscardRGBA_2x(VertData v_in) : TARGET { return texel_at_yadif_discard_2x(pixel_uv(v_in.uv), field_order); } float4 PSLinearRGBA(VertData v_in) : TARGET { return texel_at_linear(pixel_uv(v_in.uv), field_order); } float4 PSLinearRGBA_2x(VertData v_in) : TARGET { return texel_at_linear_2x(pixel_uv(v_in.uv), field_order); } float4 PSDiscardRGBA(VertData v_in) : TARGET { return texel_at_discard(pixel_uv(v_in.uv), field_order); } float4 PSDiscardRGBA_2x(VertData v_in) : TARGET { return texel_at_discard_2x(pixel_uv(v_in.uv), field_order); } float4 PSBlendRGBA(VertData v_in) : TARGET { return texel_at_blend(pixel_uv(v_in.uv), field_order); } float4 PSBlendRGBA_2x(VertData v_in) : TARGET { return texel_at_blend_2x(pixel_uv(v_in.uv), field_order); } VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } #define TECHNIQUE(rgba_ps, matrix_ps) \ technique Draw \ { \ pass \ { \ vertex_shader = VSDefault(v_in); \ pixel_shader = rgba_ps(v_in); \ } \ } \ float4 matrix_ps(VertData v_in) : TARGET \ { \ float4 yuv = rgba_ps(v_in); \ yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); \ return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); \ } \ \ technique DrawMatrix \ { \ pass \ { \ vertex_shader = VSDefault(v_in); \ pixel_shader = matrix_ps(v_in); \ } \ }