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	texture_filters: update ScaleForce (#5270)
* texture_filters: update ScaleForce * texture_filters: optimize scale_force * texture_filters/scale_force: optimize final offset calculation
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					 1 changed files with 69 additions and 44 deletions
				
			
		|  | @ -1,7 +1,6 @@ | |||
| //? #version 320 es | ||||
| 
 | ||||
| // from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force | ||||
| // shader adapted to GLSL 320 es and debugging outputs stripped | ||||
| 
 | ||||
| // MIT License | ||||
| // | ||||
|  | @ -27,15 +26,18 @@ | |||
| 
 | ||||
| precision mediump float; | ||||
| 
 | ||||
| in highp vec2 tex_coord; | ||||
| in vec2 tex_coord; | ||||
| 
 | ||||
| out mediump vec4 frag_color; | ||||
| out vec4 frag_color; | ||||
| 
 | ||||
| uniform sampler2D input_texture; | ||||
| 
 | ||||
| vec2 tex_size; | ||||
| vec2 inv_tex_size; | ||||
| 
 | ||||
| vec4 cubic(float v) { | ||||
|     vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; | ||||
|     vec4 s = n * n * n; | ||||
|     vec3 n = vec3(1.0, 2.0, 3.0) - v; | ||||
|     vec3 s = n * n * n; | ||||
|     float x = s.x; | ||||
|     float y = s.y - 4.0 * s.x; | ||||
|     float z = s.z - 4.0 * s.y + 6.0 * s.x; | ||||
|  | @ -43,14 +45,11 @@ vec4 cubic(float v) { | |||
|     return vec4(x, y, z, w) / 6.0; | ||||
| } | ||||
| 
 | ||||
| vec4 textureBicubic(sampler2D sampler, vec2 tex_coords) { | ||||
|     vec2 tex_size = vec2(textureSize(sampler, 0)); | ||||
|     vec2 inv_tex_size = 1.0 / tex_size; | ||||
| 
 | ||||
| // Bicubic interpolation | ||||
| vec4 textureBicubic(vec2 tex_coords) { | ||||
|     tex_coords = tex_coords * tex_size - 0.5; | ||||
| 
 | ||||
|     vec2 fxy = fract(tex_coords); | ||||
|     tex_coords -= fxy; | ||||
|     vec2 fxy = modf(tex_coords, tex_coords); | ||||
| 
 | ||||
|     vec4 xcubic = cubic(fxy.x); | ||||
|     vec4 ycubic = cubic(fxy.y); | ||||
|  | @ -62,10 +61,10 @@ vec4 textureBicubic(sampler2D sampler, vec2 tex_coords) { | |||
| 
 | ||||
|     offset *= inv_tex_size.xxyy; | ||||
| 
 | ||||
|     vec4 sample0 = texture(sampler, offset.xz); | ||||
|     vec4 sample1 = texture(sampler, offset.yz); | ||||
|     vec4 sample2 = texture(sampler, offset.xw); | ||||
|     vec4 sample3 = texture(sampler, offset.yw); | ||||
|     vec4 sample0 = textureLod(input_texture, offset.xz, 0.0); | ||||
|     vec4 sample1 = textureLod(input_texture, offset.yz, 0.0); | ||||
|     vec4 sample2 = textureLod(input_texture, offset.xw, 0.0); | ||||
|     vec4 sample3 = textureLod(input_texture, offset.yw, 0.0); | ||||
| 
 | ||||
|     float sx = s.x / (s.x + s.y); | ||||
|     float sy = s.z / (s.z + s.w); | ||||
|  | @ -73,40 +72,66 @@ vec4 textureBicubic(sampler2D sampler, vec2 tex_coords) { | |||
|     return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy); | ||||
| } | ||||
| 
 | ||||
| float ColorDist(vec4 a, vec4 b) { | ||||
| mat4x3 center_matrix; | ||||
| vec4 center_alpha; | ||||
| 
 | ||||
| // Finds the distance between four colors and cc in YCbCr space | ||||
| vec4 ColorDist(vec4 A, vec4 B, vec4 C, vec4 D) { | ||||
|     // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion | ||||
|     const vec3 K = vec3(0.2627, 0.6780, 0.0593); | ||||
|     const float luminance_weight = .6; | ||||
|     const mat3 MATRIX = mat3(K * luminance_weight, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), | ||||
|                              .5, .5, -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r)); | ||||
|     vec4 diff = a - b; | ||||
|     vec3 YCbCr = diff.rgb * MATRIX; | ||||
|     float d = length(YCbCr) * length(vec3(1.0)) / length(vec3(luminance_weight, 1.0, 1.0)); | ||||
|     return sqrt(a.a * b.a * d * d + diff.a * diff.a); | ||||
| } | ||||
|     const float LUMINANCE_WEIGHT = .6; | ||||
|     const mat3 YCBCR_MATRIX = | ||||
|         mat3(K * LUMINANCE_WEIGHT, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5, | ||||
|              -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r)); | ||||
| 
 | ||||
| const int radius = 2; | ||||
|     mat4x3 colors = mat4x3(A.rgb, B.rgb, C.rgb, D.rgb) - center_matrix; | ||||
|     mat4x3 YCbCr = YCBCR_MATRIX * colors; | ||||
|     vec4 color_dist = vec3(1.0) * YCbCr; | ||||
|     color_dist *= color_dist; | ||||
|     vec4 alpha = vec4(A.a, B.a, C.a, D.a); | ||||
| 
 | ||||
|     return sqrt((color_dist + abs(center_alpha - alpha)) * alpha * center_alpha); | ||||
| } | ||||
| 
 | ||||
| void main() { | ||||
|     vec2 input_size = vec2(textureSize(input_texture, 0)); | ||||
|     vec4 center_texel = texture(input_texture, tex_coord); | ||||
|     vec2 final_offset = vec2(0.0); | ||||
|     float total_diff = 0.0; | ||||
|     vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1)); | ||||
|     vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1)); | ||||
|     vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1)); | ||||
|     vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0)); | ||||
|     vec4 cc = textureLod(input_texture, tex_coord, 0.0); | ||||
|     vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0)); | ||||
|     vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1)); | ||||
|     vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1)); | ||||
|     vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1)); | ||||
| 
 | ||||
|     for (int y = -radius; y <= radius; ++y) { | ||||
|         for (int x = -radius; x <= radius; ++x) { | ||||
|             if (0 == (x | y)) | ||||
|                 continue; | ||||
|             vec2 offset = vec2(x, y); | ||||
|             float weight = pow(length(offset), -length(offset)); | ||||
|             vec4 texel = texture(input_texture, tex_coord + offset / input_size); | ||||
|             float diff = ColorDist(texel, center_texel) * weight; | ||||
|             total_diff += diff; | ||||
|             final_offset += diff * offset; | ||||
|         } | ||||
| 
 | ||||
|     tex_size = vec2(textureSize(input_texture, 0)); | ||||
|     inv_tex_size = 1.0 / tex_size; | ||||
|     center_matrix = mat4x3(cc.rgb, cc.rgb, cc.rgb, cc.rgb); | ||||
|     center_alpha = cc.aaaa; | ||||
| 
 | ||||
|     vec4 offset_tl = ColorDist(tl, tc, tr, cr); | ||||
|     vec4 offset_br = ColorDist(br, bc, bl, cl); | ||||
| 
 | ||||
|     // Calculate how different cc is from the texels around it | ||||
|     float total_dist = dot(offset_tl + offset_br, vec4(1.0)); | ||||
| 
 | ||||
|     // Add together all the distances with direction taken into account | ||||
|     vec4 tmp = offset_tl - offset_br; | ||||
|     vec2 total_offset = tmp.wy + tmp.zz + vec2(-tmp.x, tmp.x); | ||||
| 
 | ||||
|     if (total_dist == 0.0) { | ||||
|         // Doing bicubic filtering just past the edges where the offset is 0 causes black floaters | ||||
|         // and it doesn't really matter which filter is used when the colors aren't changing. | ||||
|         frag_color = cc; | ||||
|     } else { | ||||
|         // When the image has thin points, they tend to split apart. | ||||
|         // This is because the texels all around are different | ||||
|         // and total_offset reaches into clear areas. | ||||
|         // This works pretty well to keep the offset in bounds for these cases. | ||||
|         float clamp_val = length(total_offset) / total_dist; | ||||
|         vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) * inv_tex_size; | ||||
| 
 | ||||
|         frag_color = textureBicubic(tex_coord - final_offset); | ||||
|     } | ||||
| 
 | ||||
|     float clamp_val = length(final_offset) / total_diff; | ||||
|     final_offset = clamp(final_offset, -clamp_val, clamp_val); | ||||
|     frag_color = textureBicubic(input_texture, tex_coord - final_offset / input_size); | ||||
| } | ||||
|  |  | |||
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