mirror of
https://github.com/mpv-player/mpv
synced 2024-11-14 22:48:35 +01:00
e4ec0f42e4
Do this to make the license situation less confusing. This change should be of no consequence, since LGPL is compatible with GPL anyway, and making it LGPL-only does not restrict the use with GPL code. Additionally, the wording implies that this is allowed, and that we can just remove the GPL part.
254 lines
8.7 KiB
C
254 lines
8.7 KiB
C
/*
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* This file is part of mpv.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* The shader portions may have been derived from existing LGPLv3 shaders
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* (see below), possibly making this file effectively LGPLv3.
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*/
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#include "nnedi3.h"
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#if HAVE_NNEDI
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#include <assert.h>
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#include <stdint.h>
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#include <float.h>
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#include <libavutil/bswap.h>
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#include "video.h"
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/*
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* NNEDI3, an intra-field deinterlacer
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*
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* The original filter was authored by Kevin Stone (aka. tritical) and is
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* licensed under GPL2 terms:
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* http://bengal.missouri.edu/~kes25c/
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*
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* A LGPLv3 licensed OpenCL kernel was created by SEt:
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* http://forum.doom9.org/showthread.php?t=169766
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*
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* A HLSL port further modified by madshi, Shiandow and Zach Saw could be
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* found at (also LGPLv3 licensed):
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* https://github.com/zachsaw/MPDN_Extensions
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*
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*/
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#define GLSL(x) gl_sc_add(sc, #x "\n");
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#define GLSLF(...) gl_sc_addf(sc, __VA_ARGS__)
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#define GLSLH(x) gl_sc_hadd(sc, #x "\n");
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#define GLSLHF(...) gl_sc_haddf(sc, __VA_ARGS__)
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const struct nnedi3_opts nnedi3_opts_def = {
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.neurons = 1,
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.window = 0,
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.upload = NNEDI3_UPLOAD_UBO,
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};
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#define OPT_BASE_STRUCT struct nnedi3_opts
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const struct m_sub_options nnedi3_conf = {
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.opts = (const m_option_t[]) {
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OPT_CHOICE("neurons", neurons, 0,
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({"16", 0},
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{"32", 1},
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{"64", 2},
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{"128", 3})),
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OPT_CHOICE("window", window, 0,
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({"8x4", 0},
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{"8x6", 1})),
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OPT_CHOICE("upload", upload, 0,
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({"ubo", NNEDI3_UPLOAD_UBO},
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{"shader", NNEDI3_UPLOAD_SHADER})),
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{0}
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},
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.size = sizeof(struct nnedi3_opts),
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.defaults = &nnedi3_opts_def,
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};
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const static char nnedi3_weights[40320 * 4 + 1] =
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#include "video/out/opengl/nnedi3_weights.inc"
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;
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const int nnedi3_weight_offsets[9] =
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{0, 1088, 3264, 7616, 16320, 17920, 21120, 27520, 40320};
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const int nnedi3_neurons[4] = {16, 32, 64, 128};
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const int nnedi3_window_width[2] = {8, 8};
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const int nnedi3_window_height[2] = {4, 6};
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const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
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{
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int idx = conf->window * 4 + conf->neurons;
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const int offset = nnedi3_weight_offsets[idx];
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*size = (nnedi3_weight_offsets[idx + 1] - offset) * 4;
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return (const float*)(nnedi3_weights + offset * 4);
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}
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void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
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int step, float tex_mul, const struct nnedi3_opts *conf,
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struct gl_transform *transform)
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{
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assert(0 <= step && step < 2);
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if (!conf)
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conf = &nnedi3_opts_def;
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const int neurons = nnedi3_neurons[conf->neurons];
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const int width = nnedi3_window_width[conf->window];
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const int height = nnedi3_window_height[conf->window];
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const int offset = nnedi3_weight_offsets[conf->window * 4 + conf->neurons];
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const uint32_t *weights = (const int*)(nnedi3_weights + offset * 4);
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GLSLF("// nnedi3 (tex %d, step %d, neurons %d, window %dx%d, mode %d)\n",
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tex_num, step + 1, neurons, width, height, conf->upload);
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// This is required since each row will be encoded into vec4s
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assert(width % 4 == 0);
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const int sample_count = width * height / 4;
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if (conf->upload == NNEDI3_UPLOAD_UBO) {
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char buf[32];
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snprintf(buf, sizeof(buf), "vec4 weights[%d];",
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neurons * (sample_count * 2 + 1));
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gl_sc_uniform_buffer(sc, "NNEDI3_WEIGHTS", buf, 0);
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if (!gl->es && gl->glsl_version < 140)
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gl_sc_enable_extension(sc, "GL_ARB_uniform_buffer_object");
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} else if (conf->upload == NNEDI3_UPLOAD_SHADER) {
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// Somehow necessary for hard coding approach.
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GLSLH(#pragma optionNV(fastprecision on))
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}
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GLSLHF("float nnedi3(sampler2D tex, vec2 pos, vec2 tex_size, int plane, float tex_mul) {\n");
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if (step == 0) {
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*transform = (struct gl_transform){{{1.0,0.0}, {0.0,2.0}}, {0.0,-0.5}};
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GLSLH(if (fract(pos.y * tex_size.y) < 0.5)
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return texture(tex, pos + vec2(0, 0.25) / tex_size)[plane] * tex_mul;)
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GLSLHF("#define GET(i, j) "
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"(texture(tex, pos+vec2((i)-(%f),(j)-(%f)+0.25)/tex_size)[plane]*tex_mul)\n",
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width / 2.0 - 1, (height - 1) / 2.0);
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} else {
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*transform = (struct gl_transform){{{2.0,0.0}, {0.0,1.0}}, {-0.5,0.0}};
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GLSLH(if (fract(pos.x * tex_size.x) < 0.5)
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return texture(tex, pos + vec2(0.25, 0) / tex_size)[plane] * tex_mul;)
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GLSLHF("#define GET(i, j) "
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"(texture(tex, pos+vec2((j)-(%f)+0.25,(i)-(%f))/tex_size)[plane]*tex_mul)\n",
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(height - 1) / 2.0, width / 2.0 - 1);
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}
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GLSLHF("vec4 samples[%d];\n", sample_count);
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for (int y = 0; y < height; y++)
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for (int x = 0; x < width; x += 4) {
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GLSLHF("samples[%d] = vec4(GET(%d.0, %d.0), GET(%d.0, %d.0),"
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"GET(%d.0, %d.0), GET(%d.0, %d.0));\n",
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(y * width + x) / 4, x, y, x+1, y, x+2, y, x+3, y);
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}
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GLSLHF("float sum = 0.0, sumsq = 0.0;"
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"for (int i = 0; i < %d; i++) {"
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"sum += dot(samples[i], vec4(1.0));"
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"sumsq += dot(samples[i], samples[i]);"
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"}\n", sample_count);
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GLSLHF("float mstd0 = sum / %d.0;\n"
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"float mstd1 = sumsq / %d.0 - mstd0 * mstd0;\n"
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"float mstd2 = mix(0.0, inversesqrt(mstd1), mstd1 >= %.12e);\n"
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"mstd1 *= mstd2;\n",
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width * height, width * height, FLT_EPSILON);
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GLSLHF("float vsum = 0.0, wsum = 0.0, sum1, sum2;\n");
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if (conf->upload == NNEDI3_UPLOAD_SHADER) {
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GLSLH(#define T(x) intBitsToFloat(x))
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GLSLH(#define W(i,w0,w1,w2,w3) dot(samples[i],vec4(T(w0),T(w1),T(w2),T(w3))))
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GLSLHF("#define WS(w0,w1) "
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"sum1 = exp(sum1 * mstd2 + T(w0));"
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"sum2 = sum2 * mstd2 + T(w1);"
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"wsum += sum1;"
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"vsum += sum1*(sum2/(1.0+abs(sum2)));\n");
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for (int n = 0; n < neurons; n++) {
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const uint32_t *weights_ptr = weights + (sample_count * 2 + 1) * 4 * n;
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for (int s = 0; s < 2; s++) {
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GLSLHF("sum%d", s + 1);
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for (int i = 0; i < sample_count; i++) {
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GLSLHF("%cW(%d,%d,%d,%d,%d)", i == 0 ? '=' : '+', i,
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(int)av_le2ne32(weights_ptr[0]),
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(int)av_le2ne32(weights_ptr[1]),
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(int)av_le2ne32(weights_ptr[2]),
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(int)av_le2ne32(weights_ptr[3]));
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weights_ptr += 4;
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}
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GLSLHF(";");
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}
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GLSLHF("WS(%d,%d);\n", (int)av_le2ne32(weights_ptr[0]),
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(int)av_le2ne32(weights_ptr[1]));
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}
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} else if (conf->upload == NNEDI3_UPLOAD_UBO) {
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GLSLH(int idx = 0;)
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GLSLHF("for (int n = 0; n < %d; n++) {\n", neurons);
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for (int s = 0; s < 2; s++) {
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GLSLHF("sum%d = 0.0;\n"
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"for (int i = 0; i < %d; i++) {"
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"sum%d += dot(samples[i], weights[idx++]);"
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"}\n",
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s + 1, sample_count, s + 1);
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}
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GLSLH(sum1 = exp(sum1 * mstd2 + weights[idx][0]);
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sum2 = sum2 * mstd2 + weights[idx++][1];
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wsum += sum1;
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vsum += sum1*(sum2/(1.0+abs(sum2)));)
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GLSLHF("}\n");
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}
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GLSLH(return clamp(mstd0 + 5.0 * vsum / wsum * mstd1, 0.0, 1.0);)
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GLSLHF("}\n"); // nnedi3
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GLSL(vec4 color = vec4(1.0);)
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for (int i = 0; i < planes; i++) {
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GLSLF("color[%d] = nnedi3(texture%d, texcoord%d, texture_size%d, %d, %f);\n",
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i, tex_num, tex_num, tex_num, i, tex_mul);
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}
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}
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#else
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const struct m_sub_options nnedi3_conf = {0};
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const float* get_nnedi3_weights(const struct nnedi3_opts *conf, int *size)
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{
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return NULL;
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}
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void pass_nnedi3(GL *gl, struct gl_shader_cache *sc, int planes, int tex_num,
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int step, float tex_mul, const struct nnedi3_opts *conf,
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struct gl_transform *transform)
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{
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}
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#endif
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