obs-studio/libobs/data/bicubic_scale.effect
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

165 lines
3.7 KiB
Text

/*
* bicubic sharper (better for downscaling)
* note - this shader is adapted from the GPL bsnes shader, very good stuff
* there.
*/
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float2 base_dimension_i;
uniform float undistort_factor = 1.0;
sampler_state textureSampler {
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
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;
}
float weight(float x)
{
float ax = abs(x);
/* Sharper version. May look better in some cases. */
const float B = 0.0;
const float C = 0.75;
if (ax < 1.0)
return (pow(x, 2.0) *
((12.0 - 9.0 * B - 6.0 * C) * ax +
(-18.0 + 12.0 * B + 6.0 * C)) +
(6.0 - 2.0 * B))
/ 6.0;
else if ((ax >= 1.0) && (ax < 2.0))
return (pow(x, 2.0) *
((-B - 6.0 * C) * ax + (6.0 * B + 30.0 * C)) +
(-12.0 * B - 48.0 * C) * ax +
(8.0 * B + 24.0 * C))
/ 6.0;
else
return 0.0;
}
float4 weight4(float x)
{
return float4(
weight(x - 2.0),
weight(x - 1.0),
weight(x),
weight(x + 1.0));
}
float AspectUndistortX(float x, float a)
{
// The higher the power, the longer the linear part will be.
return (1.0 - a) * (x * x * x * x * x) + a * x;
}
float AspectUndistortU(float u)
{
// Normalize texture coord to -1.0 to 1.0 range, and back.
return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
}
float2 pixel_coord(float xpos, float ypos)
{
return float2(AspectUndistortU(xpos), ypos);
}
float4 pixel(float xpos, float ypos, bool undistort)
{
if (undistort)
return image.Sample(textureSampler, pixel_coord(xpos, ypos));
else
return image.Sample(textureSampler, float2(xpos, ypos));
}
float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort)
{
return
pixel(xpos.r, ypos, undistort) * linetaps.r +
pixel(xpos.g, ypos, undistort) * linetaps.g +
pixel(xpos.b, ypos, undistort) * linetaps.b +
pixel(xpos.a, ypos, undistort) * linetaps.a;
}
float4 DrawBicubic(VertData v_in, bool undistort)
{
float2 stepxy = base_dimension_i;
float2 pos = v_in.uv + stepxy * 0.5;
float2 f = frac(pos / stepxy);
float4 rowtaps = weight4(1.0 - f.x);
float4 coltaps = weight4(1.0 - f.y);
/* make sure all taps added together is exactly 1.0, otherwise some
* (very small) distortion can occur */
rowtaps /= rowtaps.r + rowtaps.g + rowtaps.b + rowtaps.a;
coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a;
float2 xystart = (-1.5 - f) * stepxy + pos;
float4 xpos = float4(
xystart.x,
xystart.x + stepxy.x,
xystart.x + stepxy.x * 2.0,
xystart.x + stepxy.x * 3.0
);
return
get_line(xystart.y , xpos, rowtaps, undistort) * coltaps.r +
get_line(xystart.y + stepxy.y , xpos, rowtaps, undistort) * coltaps.g +
get_line(xystart.y + stepxy.y * 2.0, xpos, rowtaps, undistort) * coltaps.b +
get_line(xystart.y + stepxy.y * 3.0, xpos, rowtaps, undistort) * coltaps.a;
}
float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET
{
return DrawBicubic(v_in, undistort);
}
float4 PSDrawBicubicRGBADivide(VertData v_in) : TARGET
{
float4 rgba = DrawBicubic(v_in, false);
float alpha = rgba.a;
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
return float4(rgba.rgb * multiplier, alpha);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(v_in, false);
}
}
technique DrawAlphaDivide
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBADivide(v_in);
}
}
technique DrawUndistort
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(v_in, true);
}
}