New upstream version 24.0.1+dfsg1

This commit is contained in:
Sebastian Ramacher 2019-09-22 23:19:10 +02:00
parent b14f9eae6d
commit 5a730d6ec3
842 changed files with 42245 additions and 33385 deletions

View file

@ -6,7 +6,7 @@
uniform float4x4 ViewProj;
uniform texture2d image;
uniform float4x4 color_matrix;
uniform float2 base_dimension;
uniform float2 base_dimension_i;
uniform float undistort_factor = 1.0;
@ -21,45 +21,31 @@ struct VertData {
float2 uv : TEXCOORD0;
};
VertData VSDefault(VertData v_in)
struct VertOut {
float2 uv : TEXCOORD0;
float4 pos : POSITION;
};
struct FragData {
float2 uv : TEXCOORD0;
};
VertOut VSDefault(VertData v_in)
{
VertData vert_out;
VertOut vert_out;
vert_out.uv = v_in.uv * base_dimension;
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)
{
/* Sharper version. May look better in some cases. B=0, C=0.75 */
return float4(
weight(x - 2.0),
weight(x - 1.0),
weight(x),
weight(x + 1.0));
((-0.75 * x + 1.5) * x - 0.75) * x,
(1.25 * x - 2.25) * x * x + 1.0,
((-1.25 * x + 1.5) * x + 0.75) * x,
(0.75 * x - 0.75) * x * x);
}
float AspectUndistortX(float x, float a)
@ -74,83 +60,94 @@ float AspectUndistortU(float u)
return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
}
float2 pixel_coord(float xpos, float ypos)
float2 undistort_coord(float xpos, float ypos)
{
return float2(AspectUndistortU(xpos), ypos);
}
float4 pixel(float xpos, float ypos, bool undistort)
float4 undistort_pixel(float xpos, float ypos)
{
if (undistort)
return image.Sample(textureSampler, pixel_coord(xpos, ypos));
else
return image.Sample(textureSampler, float2(xpos, ypos));
return image.Sample(textureSampler, undistort_coord(xpos, ypos));
}
float4 get_line(float ypos, float4 xpos, float4 linetaps, bool undistort)
float4 undistort_line(float4 xpos, float ypos, float4 rowtaps)
{
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;
return undistort_pixel(xpos.x, ypos) * rowtaps.x +
undistort_pixel(xpos.y, ypos) * rowtaps.y +
undistort_pixel(xpos.z, ypos) * rowtaps.z +
undistort_pixel(xpos.w, ypos) * rowtaps.w;
}
float4 DrawBicubic(VertData v_in, bool undistort)
float4 DrawBicubic(FragData f_in, bool undistort)
{
float2 stepxy = base_dimension_i;
float2 pos = v_in.uv + stepxy * 0.5;
float2 f = frac(pos / stepxy);
float2 pos = f_in.uv;
float2 pos1 = floor(pos - 0.5) + 0.5;
float2 f = pos - pos1;
float4 rowtaps = weight4(1.0 - f.x);
float4 coltaps = weight4(1.0 - f.y);
float4 rowtaps = weight4(f.x);
float4 coltaps = weight4(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 uv1 = pos1 * base_dimension_i;
float2 uv0 = uv1 - base_dimension_i;
float2 uv2 = uv1 + base_dimension_i;
float2 uv3 = uv2 + base_dimension_i;
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
);
if (undistort) {
float4 xpos = float4(uv0.x, uv1.x, uv2.x, uv3.x);
return undistort_line(xpos, uv0.y, rowtaps) * coltaps.x +
undistort_line(xpos, uv1.y, rowtaps) * coltaps.y +
undistort_line(xpos, uv2.y, rowtaps) * coltaps.z +
undistort_line(xpos, uv3.y, rowtaps) * coltaps.w;
}
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;
float u_weight_sum = rowtaps.y + rowtaps.z;
float u_middle_offset = rowtaps.z * base_dimension_i.x / u_weight_sum;
float u_middle = uv1.x + u_middle_offset;
float v_weight_sum = coltaps.y + coltaps.z;
float v_middle_offset = coltaps.z * base_dimension_i.y / v_weight_sum;
float v_middle = uv1.y + v_middle_offset;
int2 coord_top_left = int2(max(uv0 * base_dimension, 0.5));
int2 coord_bottom_right = int2(min(uv3 * base_dimension, base_dimension - 0.5));
float4 top = image.Load(int3(coord_top_left, 0)) * rowtaps.x;
top += image.Sample(textureSampler, float2(u_middle, uv0.y)) * u_weight_sum;
top += image.Load(int3(coord_bottom_right.x, coord_top_left.y, 0)) * rowtaps.w;
float4 total = top * coltaps.x;
float4 middle = image.Sample(textureSampler, float2(uv0.x, v_middle)) * rowtaps.x;
middle += image.Sample(textureSampler, float2(u_middle, v_middle)) * u_weight_sum;
middle += image.Sample(textureSampler, float2(uv3.x, v_middle)) * rowtaps.w;
total += middle * v_weight_sum;
float4 bottom = image.Load(int3(coord_top_left.x, coord_bottom_right.y, 0)) * rowtaps.x;
bottom += image.Sample(textureSampler, float2(u_middle, uv3.y)) * u_weight_sum;
bottom += image.Load(int3(coord_bottom_right, 0)) * rowtaps.w;
total += bottom * coltaps.w;
return total;
}
float4 PSDrawBicubicRGBA(VertData v_in, bool undistort) : TARGET
float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
{
return DrawBicubic(v_in, undistort);
return DrawBicubic(f_in, undistort);
}
float4 PSDrawBicubicRGBADivide(VertData v_in) : TARGET
float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
{
float4 rgba = DrawBicubic(v_in, false);
float4 rgba = DrawBicubic(f_in, false);
float alpha = rgba.a;
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
return float4(rgba.rgb * multiplier, alpha);
}
float4 PSDrawBicubicMatrix(VertData v_in) : TARGET
{
float3 rgb = DrawBicubic(v_in, false).rgb;
float3 yuv = mul(float4(saturate(rgb), 1.0), color_matrix).xyz;
return float4(yuv, 1.0);
}
technique Draw
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(v_in, false);
pixel_shader = PSDrawBicubicRGBA(f_in, false);
}
}
@ -159,7 +156,7 @@ technique DrawAlphaDivide
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBADivide(v_in);
pixel_shader = PSDrawBicubicRGBADivide(f_in);
}
}
@ -168,15 +165,6 @@ technique DrawUndistort
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicRGBA(v_in, true);
}
}
technique DrawMatrix
{
pass
{
vertex_shader = VSDefault(v_in);
pixel_shader = PSDrawBicubicMatrix(v_in);
pixel_shader = PSDrawBicubicRGBA(f_in, true);
}
}