all repos — mgba @ 369592d8927744747f75148ffdd3e541ac1c286e

mGBA Game Boy Advance Emulator

Qt: Add xBR-lv2
Vicki Pfau vi@endrift.com
Tue, 24 Jan 2017 02:19:29 -0800
commit

369592d8927744747f75148ffdd3e541ac1c286e

parent

d2bf16b8723f69224cdeaa20699c61144df66a66

M CHANGESCHANGES

@@ -55,6 +55,7 @@ - CMake: Add ability to just print version string

- Qt: Merge "Save" and "OK" buttons in shader options - SDL: Automatically map controllers when plugged in - Qt: Automatically load controller profile when plugged in + - OpenGL: Add xBR-lv2 shader 0.5.2: (2016-12-31) Bugfixes:
A res/shaders/xbr-lv2.shader/manifest.ini

@@ -0,0 +1,38 @@

+[shader] +name=xBR-lv2 +author=Hyllian +description=xBR-lv2 upsampling filter +passes=1 + +[pass.0] +integerScaling=1 +vertexShader=xbr.vs +fragmentShader=xbr.fs + +[pass.0.uniform.XBR_Y_WEIGHT] +type=float +default=48 +readableName=Y Weight +min=0 +max=100 + +[pass.0.uniform.XBR_EQ_THRESHOLD] +type=float +readableName=Eq Threshold +default=25.0 +min=0.0 +max=50.0 + +[pass.0.uniform.XBR_SCALE] +type=float +readableName=xBR Scale +default=4.0 +min=1.0 +max=5.0 + +[pass.0.uniform.XBR_LV2_COEFFICIENT] +type=float +readableName=Lv2 Coefficient +default=2.0 +min=1.0 +max=3.0
A res/shaders/xbr-lv2.shader/xbr.fs

@@ -0,0 +1,214 @@

+/* + Hyllian's xBR-lv2 Shader + + Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + + + Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. +*/ + +uniform float XBR_Y_WEIGHT; +uniform float XBR_EQ_THRESHOLD; +uniform float XBR_SCALE; +uniform float XBR_LV2_COEFFICIENT; + +const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); +const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 ); +const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); +const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); +const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 ); +const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); +const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); +const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 ); +const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); +const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25); + +const vec3 Y = vec3(0.2126, 0.7152, 0.0722); + +vec4 df(vec4 A, vec4 B) +{ + return vec4(abs(A-B)); +} + +float c_df(vec3 c1, vec3 c2) { + vec3 df = abs(c1 - c2); + return df.r + df.g + df.b; +} + +bvec4 eq(vec4 A, vec4 B) +{ + return lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)); +} + +bvec4 and(bvec4 A, bvec4 B) +{ + return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); +} + +bvec4 nand(bvec4 A, bvec4 B) +{ + return bvec4(!(A.x && B.x), !(A.y && B.y), !(A.z && B.z), !(A.w && B.w)); +} + +bvec4 or(bvec4 A, bvec4 B) +{ + return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); +} + +vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) +{ + return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h)); +} + +// GLSL shader autogenerated by cg2glsl.py. +#if __VERSION__ >= 130 +#define varying in +#define COMPAT_TEXTURE texture +out vec4 FragColor; +#else +#define FragColor gl_FragColor +#define COMPAT_TEXTURE texture2D +#endif + +#ifdef GL_ES +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#define COMPAT_PRECISION mediump +#else +#define COMPAT_PRECISION +#endif +uniform sampler2D tex; +varying vec2 texCoord; +varying vec4 TEX1; +varying vec4 TEX2; +varying vec4 TEX3; +varying vec4 TEX4; +varying vec4 TEX5; +varying vec4 TEX6; +varying vec4 TEX7; + +uniform vec2 texSize; + +void main() +{ + bvec4 edri, edr, edr_left, edr_up; // px = pixel, edr = edge detection rule + bvec4 interp_restriction_lv0, interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up; + vec4 fx, fx_left, fx_up, px; // inequations of straight lines. + + vec4 delta = vec4(1.0 / XBR_SCALE); + vec4 deltaL = vec4(0.5/ XBR_SCALE, 1.0 / XBR_SCALE, 0.5 / XBR_SCALE, 1.0 / XBR_SCALE); + vec4 deltaU = deltaL.yxwz; + + vec2 fp = fract(texCoord * texSize); + + vec3 A1 = COMPAT_TEXTURE(tex, TEX1.xw).rgb; + vec3 B1 = COMPAT_TEXTURE(tex, TEX1.yw).rgb; + vec3 C1 = COMPAT_TEXTURE(tex, TEX1.zw).rgb; + + vec3 A = COMPAT_TEXTURE(tex, TEX2.xw).rgb; + vec3 B = COMPAT_TEXTURE(tex, TEX2.yw).rgb; + vec3 C = COMPAT_TEXTURE(tex, TEX2.zw).rgb; + + vec3 D = COMPAT_TEXTURE(tex, TEX3.xw).rgb; + vec3 E = COMPAT_TEXTURE(tex, TEX3.yw).rgb; + vec3 F = COMPAT_TEXTURE(tex, TEX3.zw).rgb; + + vec3 G = COMPAT_TEXTURE(tex, TEX4.xw).rgb; + vec3 H = COMPAT_TEXTURE(tex, TEX4.yw).rgb; + vec3 I = COMPAT_TEXTURE(tex, TEX4.zw).rgb; + + vec3 G5 = COMPAT_TEXTURE(tex, TEX5.xw).rgb; + vec3 H5 = COMPAT_TEXTURE(tex, TEX5.yw).rgb; + vec3 I5 = COMPAT_TEXTURE(tex, TEX5.zw).rgb; + + vec3 A0 = COMPAT_TEXTURE(tex, TEX6.xy).rgb; + vec3 D0 = COMPAT_TEXTURE(tex, TEX6.xz).rgb; + vec3 G0 = COMPAT_TEXTURE(tex, TEX6.xw).rgb; + + vec3 C4 = COMPAT_TEXTURE(tex, TEX7.xy).rgb; + vec3 F4 = COMPAT_TEXTURE(tex, TEX7.xz).rgb; + vec3 I4 = COMPAT_TEXTURE(tex, TEX7.xw).rgb; + + vec4 b = transpose(mat4x3(B, D, H, F)) * (XBR_Y_WEIGHT * Y); + vec4 c = transpose(mat4x3(C, A, G, I)) * (XBR_Y_WEIGHT * Y); + vec4 e = transpose(mat4x3(E, E, E, E)) * (XBR_Y_WEIGHT * Y); + vec4 d = b.yzwx; + vec4 f = b.wxyz; + vec4 g = c.zwxy; + vec4 h = b.zwxy; + vec4 i = c.wxyz; + + vec4 i4 = transpose(mat4x3(I4, C1, A0, G5)) * (XBR_Y_WEIGHT * Y); + vec4 i5 = transpose(mat4x3(I5, C4, A1, G0)) * (XBR_Y_WEIGHT * Y); + vec4 h5 = transpose(mat4x3(H5, F4, B1, D0)) * (XBR_Y_WEIGHT * Y); + vec4 f4 = h5.yzwx; + + fx = (Ao*fp.y+Bo*fp.x); + fx_left = (Ax*fp.y+Bx*fp.x); + fx_up = (Ay*fp.y+By*fp.x); + + interp_restriction_lv1 = interp_restriction_lv0 = and(notEqual(e, f), notEqual(e, h)); + + interp_restriction_lv2_left = and(notEqual(e, g), notEqual(d, g)); + interp_restriction_lv2_up = and(notEqual(e, c), notEqual(b, c)); + + vec4 fx45i = clamp((fx + delta - Co - Ci) / (2 * delta ), 0.0, 1.0); + vec4 fx45 = clamp((fx + delta - Co ) / (2 * delta ), 0.0, 1.0); + vec4 fx30 = clamp((fx_left + deltaL - Co ) / (2 * deltaL), 0.0, 1.0); + vec4 fx60 = clamp((fx_up + deltaU - Co ) / (2 * deltaU), 0.0, 1.0); + + vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f); + vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i); + + edri = and(lessThanEqual(wd1, wd2), interp_restriction_lv0); + edr = and( lessThan(wd1, wd2), interp_restriction_lv1); + + edr_left = and(lessThanEqual((XBR_LV2_COEFFICIENT*df(f,g)), df(h,c)), interp_restriction_lv2_left); + edr_up = and(greaterThanEqual(df(f,g), (XBR_LV2_COEFFICIENT*df(h,c))), interp_restriction_lv2_up); + + edr = and(edr, nand(edri.yzwx, edri.wxyz)); + edr_left = and(and(edr_left, edr), eq(e, c)); + edr_up = and(and(edr_up, edr), eq(e, g)); + + fx45 *= vec4(edr); + fx30 *= vec4(edr_left); + fx60 *= vec4(edr_up); + fx45i *= vec4(edri); + + px = vec4(lessThanEqual(df(e, f), df(e, h))); + + vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i)); + + vec3 res1 = E; + res1 = mix(res1, mix(H, F, px.x), maximos.x); + res1 = mix(res1, mix(B, D, px.z), maximos.z); + + vec3 res2 = E; + res2 = mix(res1, mix(F, B, px.y), maximos.y); + res2 = mix(res1, mix(D, H, px.w), maximos.w); + + vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2))); + + FragColor = vec4(res, 1.0); +}
A res/shaders/xbr-lv3.shader/xbr.vs

@@ -0,0 +1,62 @@

+/* + Hyllian's xBR-lv3 Shader + + Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. + + Incorporates some of the ideas from SABR shader. Thanks to Joshua Street. +*/ + +varying vec2 texCoord; +varying vec4 TEX1; +varying vec4 TEX2; +varying vec4 TEX3; +varying vec4 TEX4; +varying vec4 TEX5; +varying vec4 TEX6; +varying vec4 TEX7; +attribute vec4 position; + +uniform vec2 texSize; + +/* VERTEX_SHADER */ +void main() +{ + gl_Position = position; + + vec2 ps = vec2(1.0) / texSize; + float dx = ps.x; + float dy = ps.y; + + // A1 B1 C1 + // A0 A B C C4 + // D0 D E F F4 + // G0 G H I I4 + // G5 H5 I5 + + texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5); + TEX1 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1 + TEX2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C + TEX3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F + TEX4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I + TEX5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5 + TEX6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0 + TEX7 = texCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4 +}
M res/shaders/xbr.shader/manifest.inires/shaders/xbr-lv3.shader/manifest.ini

@@ -1,7 +1,7 @@

[shader] -name=xBR +name=xBR-lv3 author=Hyllian -description=xBR upsampling filter +description=xBR-lv3 upsampling filter passes=1 [pass.0]