annotate shaders/bandlimit_pixel.f.glsl @ 2495:d437b8e8ba62

Add xBRZ and bandlimit pixel footprint shaders ported by hunterk
author Michael Pavone <pavone@retrodev.com>
date Sun, 28 Apr 2024 23:22:37 -0700
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1 /*
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2 * Bandlimited pixel footprint shader.
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3 * Author: Themaister
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4 * License: MIT
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5 * Adapted from: https://github.com/Themaister/Granite/blob/master/assets/shaders/inc/bandlimited_pixel_filter.h
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6 * ported to blastem shader format by hunterk
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7 */
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8
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9 // sensible values between 0.0 and 5.0
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10 #define SMOOTHNESS 0.5
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11
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12 uniform sampler2D textures[2];
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13 uniform highp vec2 texsize;
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14
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15 varying highp vec2 texcoord;
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16
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17 // The cosine filter convolved with rect has a support of 0.5 + d pixels.
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18 // We can sample 4x4 regions, so we can deal with 2.0 pixel range in our filter,
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19 // and the maximum extent value we can have is 1.5.
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20 const highp float maximum_support_extent = 1.5;
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21
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22 struct BandlimitedPixelInfo
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23 {
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24 highp vec2 uv0;
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25 highp vec2 uv1;
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26 highp vec2 uv2;
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27 highp vec2 uv3;
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28 mediump vec4 weights;
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29 mediump float l;
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30 };
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31
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32 // Our Taylor approximation is not exact, normalize so the peak is 1.
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33 const highp float taylor_pi_half = 1.00452485553;
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34 const highp float taylor_normalization = 1.0 / taylor_pi_half;
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35 const highp float PI = 3.14159265359;
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36 const highp float PI_half = 0.5 * PI;
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37
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38 #define gen_taylor(T) \
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39 mediump T taylor_sin(mediump T p) \
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40 { \
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41 mediump T p2 = p * p; \
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42 mediump T p3 = p * p2; \
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43 mediump T p5 = p2 * p3; \
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44 return clamp(taylor_normalization * (p - p3 * (1.0 / 6.0) + p5 * (1.0 / 120.0)), -1.0, 1.0); \
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45 }
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46 // No templates in GLSL. Stamp out macros.
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47 gen_taylor(float)
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48 gen_taylor(vec2)
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49 gen_taylor(vec3)
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50 gen_taylor(vec4)
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51
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52 // Given weights, compute a bilinear filter which implements the weight.
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53 // All weights are known to be non-negative, and separable.
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54 mediump vec3 compute_uv_phase_weight(mediump vec2 weights_u, mediump vec2 weights_v)
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55 {
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56 // The sum of a bilinear sample has combined weight of 1, we will need to adjust the resulting sample
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57 // to match our actual weight sum.
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58 mediump float w = dot(weights_u.xyxy, weights_v.xxyy);
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59 mediump float x = weights_u.y / max(weights_u.x + weights_u.y, 0.001);
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60 mediump float y = weights_v.y / max(weights_v.x + weights_v.y, 0.001);
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61 return vec3(x, y, w);
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62 }
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63
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64 BandlimitedPixelInfo compute_pixel_weights(vec2 uv, vec2 size, vec2 inv_size)
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65 {
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66 // Get derivatives in texel space.
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67 // Need a non-zero derivative.
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68 vec2 extent = max(fwidth(uv) * size * (SMOOTHNESS + 0.5), 1.0 / 256.0);
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69
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70 // Get base pixel and phase, range [0, 1).
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71 vec2 pixel = uv * size - 0.5;
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72 vec2 base_pixel = floor(pixel);
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73 vec2 phase = pixel - base_pixel;
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74
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75 BandlimitedPixelInfo info;
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76
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77 mediump vec2 inv_extent = 1.0 / extent;
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78 if (any(greaterThan(extent, vec2(maximum_support_extent))))
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79 {
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80 // We need to just do regular minimization filtering.
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81 info = BandlimitedPixelInfo(vec2(0.0), vec2(0.0), vec2(0.0), vec2(0.0),
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82 vec4(0.0, 0.0, 0.0, 0.0), 0.0);
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83 }
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84 else if (all(lessThanEqual(extent, vec2(0.5))))
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85 {
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86 // We can resolve the filter by just sampling a single 2x2 block.
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87 mediump vec2 shift = 0.5 + 0.5 * taylor_sin(PI_half * clamp(inv_extent * (phase - 0.5), -1.0, 1.0));
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88 info = BandlimitedPixelInfo((base_pixel + 0.5 + shift) * inv_size, vec2(0.0), vec2(0.0), vec2(0.0),
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89 vec4(1.0, 0.0, 0.0, 0.0), 1.0);
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90 }
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91 else
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92 {
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93 // Full 4x4 sampling.
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94
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95 // Fade between bandlimited and normal sampling.
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96 // Fully use bandlimited filter at LOD 0, normal filtering at approx. LOD -0.5.
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97 mediump float max_extent = max(extent.x, extent.y);
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98 mediump float l = clamp(1.0 - (max_extent - 1.0) / (maximum_support_extent - 1.0), 0.0, 1.0);
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99
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100 mediump vec4 sine_phases_x = PI_half * clamp(inv_extent.x * (phase.x + vec4(1.5, 0.5, -0.5, -1.5)), -1.0, 1.0);
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101 mediump vec4 sines_x = taylor_sin(sine_phases_x);
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102
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103 mediump vec4 sine_phases_y = PI_half * clamp(inv_extent.y * (phase.y + vec4(1.5, 0.5, -0.5, -1.5)), -1.0, 1.0);
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104 mediump vec4 sines_y = taylor_sin(sine_phases_y);
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105
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106 mediump vec2 sine_phases_end = PI_half * clamp(inv_extent * (phase - 2.5), -1.0, 1.0);
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107 mediump vec2 sines_end = taylor_sin(sine_phases_end);
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108
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109 mediump vec4 weights_x = 0.5 * (sines_x - vec4(sines_x.yzw, sines_end.x));
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110 mediump vec4 weights_y = 0.5 * (sines_y - vec4(sines_y.yzw, sines_end.y));
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111
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112 mediump vec3 w0 = compute_uv_phase_weight(weights_x.xy, weights_y.xy);
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113 mediump vec3 w1 = compute_uv_phase_weight(weights_x.zw, weights_y.xy);
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114 mediump vec3 w2 = compute_uv_phase_weight(weights_x.xy, weights_y.zw);
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115 mediump vec3 w3 = compute_uv_phase_weight(weights_x.zw, weights_y.zw);
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116
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117 info = BandlimitedPixelInfo((base_pixel - 0.5 + w0.xy) * inv_size,
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118 (base_pixel + vec2(1.5, -0.5) + w1.xy) * inv_size,
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119 (base_pixel + vec2(-0.5, 1.5) + w2.xy) * inv_size,
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120 (base_pixel + 1.5 + w3.xy) * inv_size,
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121 vec4(w0.z, w1.z, w2.z, w3.z), l);
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122 }
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123
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124 return info;
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125 }
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126
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127 mediump vec4 sample_bandlimited_pixel(sampler2D samp, vec2 uv, BandlimitedPixelInfo info, float lod)
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128 {
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129 mediump vec4 color = texture2D(samp, uv);
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130 if (info.l > 0.0)
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131 {
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132 mediump vec4 bandlimited = info.weights.x * pow(texture2D(samp, info.uv0, lod), vec4(2.2));
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133 if (info.weights.x < 1.0)
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134 {
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135 bandlimited += info.weights.y * pow(texture2D(samp, info.uv1, lod), vec4(2.2));
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136 bandlimited += info.weights.z * pow(texture2D(samp, info.uv2, lod), vec4(2.2));
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137 bandlimited += info.weights.w * pow(texture2D(samp, info.uv3, lod), vec4(2.2));
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138 }
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139 color = mix(color, bandlimited, info.l);
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140 }
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141 return color;
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142 }
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143
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144 void main()
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145 {
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146 BandlimitedPixelInfo info = compute_pixel_weights(texcoord, texsize.xy, 1.0 / texsize.xy);
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147 mediump vec3 result = sample_bandlimited_pixel(textures[0], texcoord, info, 0.0).rgb;
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148 gl_FragColor = vec4(sqrt(clamp(result, 0.0, 1.0)), 1.0);
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149 }