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GLES: Implement fast HQ scalers (xbmc#24611)
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/* | ||
* Copyright (C) 2024 Team Kodi | ||
* This file is part of Kodi - https://kodi.tv | ||
* | ||
* SPDX-License-Identifier: GPL-2.0-or-later | ||
* See LICENSES/README.md for more information. | ||
*/ | ||
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#version 310 es | ||
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in vec4 m_attrpos; | ||
in vec2 m_attrcordY; | ||
in vec2 m_attrcordU; | ||
in vec2 m_attrcordV; | ||
out vec2 m_cordY; | ||
out vec2 m_cordU; | ||
out vec2 m_cordV; | ||
uniform mat4 m_proj; | ||
uniform mat4 m_model; | ||
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void main() | ||
{ | ||
mat4 mvp = m_proj * m_model; | ||
gl_Position = mvp * m_attrpos; | ||
m_cordY = m_attrcordY; | ||
m_cordU = m_attrcordU; | ||
m_cordV = m_attrcordV; | ||
} |
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/* | ||
* Copyright (C) 2024 Team Kodi | ||
* This file is part of Kodi - https://kodi.tv | ||
* | ||
* SPDX-License-Identifier: GPL-2.0-or-later | ||
* See LICENSES/README.md for more information. | ||
*/ | ||
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#version 310 es | ||
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precision highp float; | ||
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uniform sampler2D m_sampY; | ||
uniform sampler2D m_sampU; | ||
uniform sampler2D m_sampV; | ||
uniform vec2 m_step; | ||
uniform mat4 m_yuvmat; | ||
uniform float m_stretch; | ||
uniform float m_alpha; | ||
uniform sampler2D m_kernelTex; | ||
uniform mat3 m_primMat; | ||
uniform float m_gammaDstInv; | ||
uniform float m_gammaSrc; | ||
uniform float m_toneP1; | ||
uniform float m_luminance; | ||
uniform vec3 m_coefsDst; | ||
in vec2 m_cordY; | ||
in vec2 m_cordU; | ||
in vec2 m_cordV; | ||
out vec4 fragColor; | ||
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vec4[4] load4x4_0(sampler2D sampler, vec2 pos) | ||
{ | ||
vec4[4] tex4x4; | ||
vec4 tex2x2 = textureGather(sampler, pos, 0); | ||
tex4x4[0].xy = tex2x2.wz; | ||
tex4x4[1].xy = tex2x2.xy; | ||
tex2x2 = textureGatherOffset(sampler, pos, ivec2(2,0), 0); | ||
tex4x4[0].zw = tex2x2.wz; | ||
tex4x4[1].zw = tex2x2.xy; | ||
tex2x2 = textureGatherOffset(sampler, pos, ivec2(0,2), 0); | ||
tex4x4[2].xy = tex2x2.wz; | ||
tex4x4[3].xy = tex2x2.xy; | ||
tex2x2 = textureGatherOffset(sampler, pos, ivec2(2,2), 0); | ||
tex4x4[2].zw = tex2x2.wz; | ||
tex4x4[3].zw = tex2x2.xy; | ||
return tex4x4; | ||
} | ||
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float filter_0(sampler2D sampler, vec2 coord) | ||
{ | ||
vec2 pos = coord + m_step * 0.5; | ||
vec2 f = fract(pos / m_step); | ||
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vec4 linetaps = texture(m_kernelTex, vec2(1.0 - f.x, 0.)); | ||
vec4 coltaps = texture(m_kernelTex, vec2(1.0 - f.y, 0.)); | ||
linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a; | ||
coltaps /= coltaps.r + coltaps.g + coltaps.b + coltaps.a; | ||
mat4 conv; | ||
conv[0] = linetaps * coltaps.x; | ||
conv[1] = linetaps * coltaps.y; | ||
conv[2] = linetaps * coltaps.z; | ||
conv[3] = linetaps * coltaps.w; | ||
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vec2 startPos = (-1.0 - f) * m_step + pos; | ||
vec4[4] tex4x4 = load4x4_0(sampler, startPos); | ||
vec4 imageLine0 = tex4x4[0]; | ||
vec4 imageLine1 = tex4x4[1]; | ||
vec4 imageLine2 = tex4x4[2]; | ||
vec4 imageLine3 = tex4x4[3]; | ||
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return dot(imageLine0, conv[0]) + | ||
dot(imageLine1, conv[1]) + | ||
dot(imageLine2, conv[2]) + | ||
dot(imageLine3, conv[3]); | ||
} | ||
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void main() | ||
{ | ||
vec4 rgb; | ||
vec4 yuv; | ||
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#if defined(XBMC_YV12) || defined(XBMC_NV12) | ||
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yuv = vec4(filter_0(m_sampY, m_cordY), | ||
texture2D(m_sampU, m_cordU).g, | ||
texture2D(m_sampV, m_cordV).a, | ||
1.0); | ||
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#elif defined(XBMC_NV12_RRG) | ||
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yuv = vec4(filter_0(m_sampY, m_cordY), | ||
texture2D(m_sampU, m_cordU).r, | ||
texture2D(m_sampV, m_cordV).g, | ||
1.0); | ||
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#endif | ||
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rgb = m_yuvmat * yuv; | ||
rgb.a = m_alpha; | ||
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#if defined(XBMC_COL_CONVERSION) | ||
rgb.rgb = pow(max(vec3(0), rgb.rgb), vec3(m_gammaSrc)); | ||
rgb.rgb = max(vec3(0), m_primMat * rgb.rgb); | ||
rgb.rgb = pow(rgb.rgb, vec3(m_gammaDstInv)); | ||
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#if defined(KODI_TONE_MAPPING_REINHARD) | ||
float luma = dot(rgb.rgb, m_coefsDst); | ||
rgb.rgb *= reinhard(luma) / luma; | ||
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#elif defined(KODI_TONE_MAPPING_ACES) | ||
rgb.rgb = inversePQ(rgb.rgb); | ||
rgb.rgb *= (10000.0 / m_luminance) * (2.0 / m_toneP1); | ||
rgb.rgb = aces(rgb.rgb); | ||
rgb.rgb *= (1.24 / m_toneP1); | ||
rgb.rgb = pow(rgb.rgb, vec3(0.27)); | ||
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#elif defined(KODI_TONE_MAPPING_HABLE) | ||
rgb.rgb = inversePQ(rgb.rgb); | ||
rgb.rgb *= m_toneP1; | ||
float wp = m_luminance / 100.0; | ||
rgb.rgb = hable(rgb.rgb * wp) / hable(vec3(wp)); | ||
rgb.rgb = pow(rgb.rgb, vec3(1.0 / 2.2)); | ||
#endif | ||
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#endif | ||
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fragColor = rgb; | ||
} |
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