diff options
author | BlackNoxis <steven.darklight@gmail.com> | 2014-02-15 23:24:26 +0200 |
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committer | BlackNoxis <steven.darklight@gmail.com> | 2014-02-15 23:24:26 +0200 |
commit | 7224c1253228e5c29c78cb3f0f26ce34770f2356 (patch) | |
tree | 1684924656132935256e034f35f92abee6623265 /media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch |
Added ebuilds for kogaion desktop
Diffstat (limited to 'media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch')
-rw-r--r-- | media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch | 887 |
1 files changed, 887 insertions, 0 deletions
diff --git a/media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch b/media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch new file mode 100644 index 00000000..d4feaa47 --- /dev/null +++ b/media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch @@ -0,0 +1,887 @@ +http://bugs.gentoo.org/306661 + +backport shader based upscalers from svn trunk + +--- language/English/strings.xml ++++ language/English/strings.xml +@@ -1554,16 +1554,17 @@ + <string id="16304">Lanczos2</string> + <string id="16305">Lanczos3</string> + <string id="16306">Sinc8</string> +- + <string id="16307">Bicubic (software)</string> + <string id="16308">Lanczos (software)</string> + <string id="16309">Sinc (software)</string> +- + <string id="16310">(VDPAU)Temporal</string> + <string id="16311">(VDPAU)Temporal/Spatial</string> + <string id="16312">(VDPAU)Noise Reduction</string> + <string id="16313">(VDPAU)Sharpness</string> + <string id="16314">Inverse Telecine</string> ++ <string id="16315">Lanczos3 optimized</string> ++ <string id="16316">Auto</string> ++ + <string id="17500">Display sleep timeout</string> + + <string id="19000">Switch to channel</string> +--- system/shaders/convolution-6x6.glsl ++++ system/shaders/convolution-6x6.glsl +@@ -0,0 +1,69 @@ ++uniform sampler2D img; ++uniform float stepx; ++uniform float stepy; ++ ++#if (HAS_FLOAT_TEXTURE) ++uniform sampler1D kernelTex; ++ ++vec3 weight(float pos) ++{ ++ return texture1D(kernelTex, pos).rgb; ++} ++#else ++uniform sampler2D kernelTex; ++ ++vec3 weight(float pos) ++{ ++ //row 0 contains the high byte, row 1 contains the low byte ++ return ((texture2D(kernelTex, vec2(pos, 0.0)) * 256.0 + texture2D(kernelTex, vec2(pos, 1.0)))).rgb / 128.5 - 1.0; ++} ++#endif ++ ++vec3 pixel(float xpos, float ypos) ++{ ++ return texture2D(img, vec2(xpos, ypos)).rgb; ++} ++ ++vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2) ++{ ++ vec3 pixels; ++ ++ pixels = pixel(xpos1.r, ypos) * linetaps1.r; ++ pixels += pixel(xpos1.g, ypos) * linetaps2.r; ++ pixels += pixel(xpos1.b, ypos) * linetaps1.g; ++ pixels += pixel(xpos2.r, ypos) * linetaps2.g; ++ pixels += pixel(xpos2.g, ypos) * linetaps1.b; ++ pixels += pixel(xpos2.b, ypos) * linetaps2.b; ++ ++ return pixels; ++} ++ ++void main() ++{ ++ float xf = fract(gl_TexCoord[0].x / stepx); ++ float yf = fract(gl_TexCoord[0].y / stepy); ++ ++ vec3 linetaps1 = weight((1.0 - xf) / 2.0); ++ vec3 linetaps2 = weight((1.0 - xf) / 2.0 + 0.5); ++ vec3 columntaps1 = weight((1.0 - yf) / 2.0); ++ vec3 columntaps2 = weight((1.0 - yf) / 2.0 + 0.5); ++ ++ vec3 xpos1 = vec3( ++ (-1.5 - xf) * stepx + gl_TexCoord[0].x, ++ (-0.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 0.5 - xf) * stepx + gl_TexCoord[0].x); ++ vec3 xpos2 = vec3( ++ ( 1.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 2.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 3.5 - xf) * stepx + gl_TexCoord[0].x); ++ ++ gl_FragColor.rgb = line((-1.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.r; ++ gl_FragColor.rgb += line((-0.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.r; ++ gl_FragColor.rgb += line(( 0.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.g; ++ gl_FragColor.rgb += line(( 1.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.g; ++ gl_FragColor.rgb += line(( 2.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps1.b; ++ gl_FragColor.rgb += line(( 3.5 - yf) * stepy + gl_TexCoord[0].y, xpos1, xpos2, linetaps1, linetaps2) * columntaps2.b; ++ ++ gl_FragColor.a = gl_Color.a; ++} ++ +--- system/shaders/bicubic.glsl ++++ system/shaders/bicubic.glsl +@@ -0,0 +1,47 @@ ++uniform sampler2D img; ++uniform float stepx; ++uniform float stepy; ++uniform sampler2D kernelTex; ++ ++vec4 cubicFilter(float xValue, vec4 c0, vec4 c1, vec4 c2, vec4 c3) ++{ ++ vec4 h = texture2D(kernelTex, vec2(xValue, 0.5)); ++ vec4 r = c0 * h.r; ++ r += c1 * h.g; ++ r += c2 * h.b; ++ r += c3 * h.a; ++ return r; ++} ++ ++void main() ++{ ++ vec2 f = vec2(gl_TexCoord[0].x / stepx , gl_TexCoord[0].y / stepy); ++ f = fract(f); ++ vec4 t0 = cubicFilter(f.x, ++ texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, -stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(0.0, -stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(stepx, -stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, -stepy))); ++ ++ vec4 t1 = cubicFilter(f.x, ++ texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 0.0)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(0.0, 0.0)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 0.0)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 0.0))); ++ ++ vec4 t2 = cubicFilter(f.x, ++ texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(0.0, stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(stepx, stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, stepy))); ++ ++ vec4 t3 = cubicFilter(f.x, ++ texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 2.0*stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(0, 2.0*stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 2.0*stepy)), ++ texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 2.0*stepy))); ++ ++ gl_FragColor = cubicFilter(f.y, t0, t1, t2, t3); ++ gl_FragColor.a = gl_Color.a; ++} ++ +--- system/shaders/convolution-4x4.glsl ++++ system/shaders/convolution-4x4.glsl +@@ -0,0 +1,60 @@ ++uniform sampler2D img; ++uniform float stepx; ++uniform float stepy; ++ ++#if (HAS_FLOAT_TEXTURE) ++uniform sampler1D kernelTex; ++ ++vec4 weight(float pos) ++{ ++ return texture1D(kernelTex, pos); ++} ++#else ++uniform sampler2D kernelTex; ++ ++vec4 weight(float pos) ++{ ++ //row 0 contains the high byte, row 1 contains the low byte ++ return (texture2D(kernelTex, vec2(pos, 0.0)) * 256.0 + texture2D(kernelTex, vec2(pos, 1.0))) / 128.5 - 1.0; ++} ++#endif ++ ++vec3 pixel(float xpos, float ypos) ++{ ++ return texture2D(img, vec2(xpos, ypos)).rgb; ++} ++ ++vec3 line (float ypos, vec4 xpos, vec4 linetaps) ++{ ++ vec3 pixels; ++ ++ pixels = pixel(xpos.r, ypos) * linetaps.r; ++ pixels += pixel(xpos.g, ypos) * linetaps.g; ++ pixels += pixel(xpos.b, ypos) * linetaps.b; ++ pixels += pixel(xpos.a, ypos) * linetaps.a; ++ ++ return pixels; ++} ++ ++void main() ++{ ++ float xf = fract(gl_TexCoord[0].x / stepx); ++ float yf = fract(gl_TexCoord[0].y / stepy); ++ ++ vec4 linetaps = weight(1.0 - xf); ++ vec4 columntaps = weight(1.0 - yf); ++ ++ vec4 xpos = vec4( ++ (-0.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 0.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 1.5 - xf) * stepx + gl_TexCoord[0].x, ++ ( 2.5 - xf) * stepx + gl_TexCoord[0].x); ++ ++ gl_FragColor.rgb = line((-0.5 - yf) * stepy + gl_TexCoord[0].y, xpos, linetaps) * columntaps.r; ++ gl_FragColor.rgb += line(( 0.5 - yf) * stepy + gl_TexCoord[0].y, xpos, linetaps) * columntaps.g; ++ gl_FragColor.rgb += line(( 1.5 - yf) * stepy + gl_TexCoord[0].y, xpos, linetaps) * columntaps.b; ++ gl_FragColor.rgb += line(( 2.5 - yf) * stepy + gl_TexCoord[0].y, xpos, linetaps) * columntaps.a; ++ ++ gl_FragColor.a = gl_Color.a; ++} ++ +--- xbmc/settings/VideoSettings.h ++++ xbmc/settings/VideoSettings.h +@@ -51,9 +51,10 @@ + { + VS_SCALINGMETHOD_NEAREST=0, + VS_SCALINGMETHOD_LINEAR, +- ++ + VS_SCALINGMETHOD_CUBIC, + VS_SCALINGMETHOD_LANCZOS2, ++ VS_SCALINGMETHOD_LANCZOS3_FAST, + VS_SCALINGMETHOD_LANCZOS3, + VS_SCALINGMETHOD_SINC8, + VS_SCALINGMETHOD_NEDI, +@@ -61,7 +62,9 @@ + VS_SCALINGMETHOD_BICUBIC_SOFTWARE, + VS_SCALINGMETHOD_LANCZOS_SOFTWARE, + VS_SCALINGMETHOD_SINC_SOFTWARE, +- VS_SCALINGMETHOD_VDPAU_HARDWARE ++ VS_SCALINGMETHOD_VDPAU_HARDWARE, ++ ++ VS_SCALINGMETHOD_AUTO + }; + + class CVideoSettings +--- xbmc/cores/VideoRenderers/VideoShaders/VideoFilterShader.cpp ++++ xbmc/cores/VideoRenderers/VideoShaders/VideoFilterShader.cpp +@@ -21,6 +21,7 @@ + #include "system.h" + #include "VideoFilterShader.h" + #include "utils/log.h" ++#include "ConvolutionKernels.h" + + #include <string> + #include <math.h> +@@ -63,60 +64,13 @@ + + BicubicFilterShader::BicubicFilterShader(float B, float C) + { +- string shaderf = +- "uniform sampler2D img;" +- "uniform float stepx;" +- "uniform float stepy;" +- "uniform sampler2D kernelTex;" +- +- "vec4 cubicFilter(float xValue, vec4 c0, vec4 c1, vec4 c2, vec4 c3)" +- "{" +- " vec4 h = texture2D(kernelTex, vec2(xValue, 0.5));" +- " vec4 r = c0 * h.r;" +- " r += c1 * h.g;" +- " r += c2 * h.b;" +- " r += c3 * h.a;" +- " return r;" +- "}" +- "" +- "void main()" +- "{" +- "vec2 f = vec2(gl_TexCoord[0].x / stepx , gl_TexCoord[0].y / stepy);" +- "f = fract(f);" +- "vec4 t0 = cubicFilter(f.x," +- "texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, -stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(0.0, -stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(stepx, -stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, -stepy)));" +- "" +- "vec4 t1 = cubicFilter(f.x," +- "texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 0.0))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(0.0, 0.0))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 0.0))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 0.0)));" +- "" +- "vec4 t2 = cubicFilter(f.x," +- "texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(0.0, stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(stepx, stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, stepy)));" +- "" +- "vec4 t3 = cubicFilter(f.x," +- "texture2D(img, gl_TexCoord[0].xy + vec2(-stepx, 2.0*stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(0, 2.0*stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(stepx, 2.0*stepy))," +- "texture2D(img, gl_TexCoord[0].xy + vec2(2.0*stepx, 2.0*stepy)));" +- +- "gl_FragColor = cubicFilter(f.y, t0, t1, t2, t3) ;" +- "gl_FragColor.a = gl_Color.a;" +- "}"; +- PixelShader()->SetSource(shaderf); ++ PixelShader()->LoadSource("bicubic.glsl"); + m_kernelTex1 = 0; + m_B = B; + m_C = C; +- if (B<=0) ++ if (B<0) + m_B=1.0f/3.0f; +- if (C<=0) ++ if (C<0) + m_C=1.0f/3.0f; + } + +@@ -209,8 +163,8 @@ + glBindTexture(GL_TEXTURE_2D, m_kernelTex1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); +- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, size, 1, 0, GL_RGBA, GL_FLOAT, img); + + glActiveTexture(GL_TEXTURE0); +@@ -254,4 +208,110 @@ + return val; + } + ++ConvolutionFilterShader::ConvolutionFilterShader(ESCALINGMETHOD method) ++{ ++ m_method = method; ++ m_kernelTex1 = 0; ++ ++ string shadername; ++ string defines; ++ ++ if (m_method == VS_SCALINGMETHOD_CUBIC || ++ m_method == VS_SCALINGMETHOD_LANCZOS2 || ++ m_method == VS_SCALINGMETHOD_LANCZOS3_FAST) ++ shadername = "convolution-4x4.glsl"; ++ else if (m_method == VS_SCALINGMETHOD_LANCZOS3) ++ shadername = "convolution-6x6.glsl"; ++ ++ m_floattex = glewIsSupported("GL_ARB_texture_float"); ++ ++ if (m_floattex) ++ defines = "#define HAS_FLOAT_TEXTURE 1\n"; ++ else ++ defines = "#define HAS_FLOAT_TEXTURE 0\n"; ++ ++ CLog::Log(LOGDEBUG, "GL: ConvolutionFilterShader: using %s defines: %s", shadername.c_str(), defines.c_str()); ++ PixelShader()->LoadSource(shadername, defines); ++} ++ ++void ConvolutionFilterShader::OnCompiledAndLinked() ++{ ++ // obtain shader attribute handles on successfull compilation ++ m_hSourceTex = glGetUniformLocation(ProgramHandle(), "img"); ++ m_hStepX = glGetUniformLocation(ProgramHandle(), "stepx"); ++ m_hStepY = glGetUniformLocation(ProgramHandle(), "stepy"); ++ m_hKernTex = glGetUniformLocation(ProgramHandle(), "kernelTex"); ++ ++ CConvolutionKernel kernel(m_method, 256); ++ ++ if (m_kernelTex1) ++ { ++ glDeleteTextures(1, &m_kernelTex1); ++ m_kernelTex1 = 0; ++ } ++ ++ glGenTextures(1, &m_kernelTex1); ++ ++ if ((m_kernelTex1<=0)) ++ { ++ CLog::Log(LOGERROR, "GL: ConvolutionFilterShader: Error creating kernel texture"); ++ return; ++ } ++ ++ glActiveTexture(GL_TEXTURE2); ++ ++ //if float textures are supported, we can load the kernel as a 1d float texture ++ //if not, we load it as a 2d texture with 2 rows, where row 0 contains the high byte ++ //and row 1 contains the low byte, which can be converted in the shader ++ if (m_floattex) ++ { ++ glBindTexture(GL_TEXTURE_1D, m_kernelTex1); ++ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ++ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ++ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ++ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ++ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F_ARB, kernel.GetSize(), 0, GL_RGBA, GL_FLOAT, kernel.GetFloatPixels()); ++ } ++ else ++ { ++ glBindTexture(GL_TEXTURE_2D, m_kernelTex1); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ++ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ++ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, kernel.GetSize(), 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, kernel.GetIntFractPixels()); ++ } ++ ++ glActiveTexture(GL_TEXTURE0); ++ ++ VerifyGLState(); ++} ++ ++bool ConvolutionFilterShader::OnEnabled() ++{ ++ // set shader attributes once enabled ++ glActiveTexture(GL_TEXTURE2); ++ ++ if (m_floattex) ++ glBindTexture(GL_TEXTURE_1D, m_kernelTex1); ++ else ++ glBindTexture(GL_TEXTURE_2D, m_kernelTex1); ++ ++ glActiveTexture(GL_TEXTURE0); ++ glUniform1i(m_hSourceTex, m_sourceTexUnit); ++ glUniform1i(m_hKernTex, 2); ++ glUniform1f(m_hStepX, m_stepX); ++ glUniform1f(m_hStepY, m_stepY); ++ VerifyGLState(); ++ return true; ++} ++ ++void ConvolutionFilterShader::Free() ++{ ++ if (m_kernelTex1) ++ glDeleteTextures(1, &m_kernelTex1); ++ m_kernelTex1 = 0; ++ BaseVideoFilterShader::Free(); ++} ++ + #endif +--- xbmc/cores/VideoRenderers/VideoShaders/ConvolutionKernels.cpp ++++ xbmc/cores/VideoRenderers/VideoShaders/ConvolutionKernels.cpp +@@ -0,0 +1,226 @@ ++/* ++ * Copyright (C) 2005-2008 Team XBMC ++ * http://www.xbmc.org ++ * ++ * This Program is free software; you can redistribute it and/or modify ++ * it under the terms of the GNU General Public License as published by ++ * the Free Software Foundation; either version 2, or (at your option) ++ * any later version. ++ * ++ * This Program is distributed in the hope that it will be useful, ++ * but WITHOUT ANY WARRANTY; without even the implied warranty of ++ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ++ * GNU General Public License for more details. ++ * ++ * You should have received a copy of the GNU General Public License ++ * along with XBMC; see the file COPYING. If not, write to ++ * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. ++ * http://www.gnu.org/copyleft/gpl.html ++ * ++ */ ++#ifdef _WIN32 ++ #define _USE_MATH_DEFINES ++#endif ++ ++#include "ConvolutionKernels.h" ++#include "MathUtils.h" ++ ++#define SINC(x) (sin(M_PI * (x)) / (M_PI * (x))) ++ ++CConvolutionKernel::CConvolutionKernel(ESCALINGMETHOD method, int size) ++{ ++ m_size = size; ++ m_floatpixels = new float[m_size * 4]; ++ ++ if (method == VS_SCALINGMETHOD_LANCZOS2) ++ Lanczos2(); ++ else if (method == VS_SCALINGMETHOD_LANCZOS3_FAST) ++ Lanczos3Fast(); ++ else if (method == VS_SCALINGMETHOD_LANCZOS3) ++ Lanczos3(); ++ else if (method == VS_SCALINGMETHOD_CUBIC) ++ Bicubic(1.0 / 3.0, 1.0 / 3.0); ++ ++ ToIntFract(); ++} ++ ++CConvolutionKernel::~CConvolutionKernel() ++{ ++ delete [] m_floatpixels; ++ delete [] m_intfractpixels; ++} ++ ++//generate a lanczos2 kernel which can be loaded with RGBA format ++//each value of RGBA has one tap, so a shader can load 4 taps with a single pixel lookup ++void CConvolutionKernel::Lanczos2() ++{ ++ for (int i = 0; i < m_size; i++) ++ { ++ double x = (double)i / (double)m_size; ++ ++ //generate taps ++ for (int j = 0; j < 4; j++) ++ m_floatpixels[i * 4 + j] = (float)LanczosWeight(x + (double)(j - 2), 2.0); ++ ++ //any collection of 4 taps added together needs to be exactly 1.0 ++ //for lanczos this is not always the case, so we take each collection of 4 taps ++ //and divide those taps by the sum of the taps ++ float weight = 0.0; ++ for (int j = 0; j < 4; j++) ++ weight += m_floatpixels[i * 4 + j]; ++ ++ for (int j = 0; j < 4; j++) ++ m_floatpixels[i * 4 + j] /= weight; ++ } ++} ++ ++//generate a lanczos3 kernel which can be loaded with RGBA format ++//each value of RGBA has one tap, so a shader can load 4 taps with a single pixel lookup ++//the two outer lobes of the lanczos3 kernel are added to the two lobes one step to the middle ++//this basically looks the same as lanczos3, but the kernel only has 4 taps, ++//so it can use the 4x4 convolution shader which is twice as fast as the 6x6 one ++void CConvolutionKernel::Lanczos3Fast() ++{ ++ for (int i = 0; i < m_size; i++) ++ { ++ double a = 3.0; ++ double x = (double)i / (double)m_size; ++ ++ //generate taps ++ m_floatpixels[i * 4 + 0] = (float)(LanczosWeight(x - 2.0, a) + LanczosWeight(x - 3.0, a)); ++ m_floatpixels[i * 4 + 1] = (float) LanczosWeight(x - 1.0, a); ++ m_floatpixels[i * 4 + 2] = (float) LanczosWeight(x , a); ++ m_floatpixels[i * 4 + 3] = (float)(LanczosWeight(x + 1.0, a) + LanczosWeight(x + 2.0, a)); ++ ++ //any collection of 4 taps added together needs to be exactly 1.0 ++ //for lanczos this is not always the case, so we take each collection of 4 taps ++ //and divide those taps by the sum of the taps ++ float weight = 0.0; ++ for (int j = 0; j < 4; j++) ++ weight += m_floatpixels[i * 4 + j]; ++ ++ for (int j = 0; j < 4; j++) ++ m_floatpixels[i * 4 + j] /= weight; ++ } ++} ++ ++//generate a lanczos3 kernel which can be loaded with RGBA format ++//each value of RGB has one tap, so a shader can load 3 taps with a single pixel lookup ++void CConvolutionKernel::Lanczos3() ++{ ++ for (int i = 0; i < m_size; i++) ++ { ++ double x = (double)i / (double)m_size; ++ ++ //generate taps ++ for (int j = 0; j < 3; j++) ++ m_floatpixels[i * 4 + j] = (float)LanczosWeight(x * 2.0 + (double)(j * 2 - 3), 3.0); ++ ++ m_floatpixels[i * 4 + 3] = 0.0; ++ } ++ ++ //any collection of 6 taps added together needs to be exactly 1.0 ++ //for lanczos this is not always the case, so we take each collection of 6 taps ++ //and divide those taps by the sum of the taps ++ for (int i = 0; i < m_size / 2; i++) ++ { ++ float weight = 0.0; ++ for (int j = 0; j < 3; j++) ++ { ++ weight += m_floatpixels[i * 4 + j]; ++ weight += m_floatpixels[(i + m_size / 2) * 4 + j]; ++ } ++ for (int j = 0; j < 3; j++) ++ { ++ m_floatpixels[i * 4 + j] /= weight; ++ m_floatpixels[(i + m_size / 2) * 4 + j] /= weight; ++ } ++ } ++} ++ ++//generate a bicubic kernel which can be loaded with RGBA format ++//each value of RGBA has one tap, so a shader can load 4 taps with a single pixel lookup ++void CConvolutionKernel::Bicubic(double B, double C) ++{ ++ for (int i = 0; i < m_size; i++) ++ { ++ double x = (double)i / (double)m_size; ++ ++ //generate taps ++ for (int j = 0; j < 4; j++) ++ m_floatpixels[i * 4 + j] = (float)BicubicWeight(x + (double)(j - 2), B, C); ++ } ++} ++ ++double CConvolutionKernel::LanczosWeight(double x, double radius) ++{ ++ double ax = fabs(x); ++ ++ if (ax == 0.0) ++ return 1.0; ++ else if (ax < radius) ++ return SINC(ax) * SINC(ax / radius); ++ else ++ return 0.0; ++} ++ ++double CConvolutionKernel::BicubicWeight(double x, double B, double C) ++{ ++ double ax = fabs(x); ++ ++ if (ax<1.0) ++ { ++ return ((12 - 9*B - 6*C) * ax * ax * ax + ++ (-18 + 12*B + 6*C) * ax * ax + ++ (6 - 2*B))/6; ++ } ++ else if (ax<2.0) ++ { ++ return ((-B - 6*C) * ax * ax * ax + ++ (6*B + 30*C) * ax * ax + (-12*B - 48*C) * ++ ax + (8*B + 24*C)) / 6; ++ } ++ else ++ { ++ return 0.0; ++ } ++} ++ ++ ++//convert float to high byte/low byte, so the kernel can be loaded into an 8 bit texture ++//with height 2 and converted back to real float in the shader ++//it only works when the kernel texture uses nearest neighbour, but there's almost no difference ++//between that and linear interpolation ++void CConvolutionKernel::ToIntFract() ++{ ++ m_intfractpixels = new uint8_t[m_size * 8]; ++ ++ for (int i = 0; i < m_size * 4; i++) ++ { ++ int value = MathUtils::round_int((m_floatpixels[i] + 1.0) / 2.0 * 65535.0); ++ if (value < 0) ++ value = 0; ++ else if (value > 65535) ++ value = 65535; ++ ++ int integer = value / 256; ++ int fract = value % 256; ++ ++ m_intfractpixels[i] = (uint8_t)integer; ++ m_intfractpixels[i + m_size * 4] = (uint8_t)fract; ++ } ++ ++#if 0 ++ for (int i = 0; i < 4; i++) ++ { ++ for (int j = 0; j < m_size; j++) ++ { ++ printf("%i %f %f\n", ++ i * m_size + j, ++ ((double)m_intfractpixels[j * 4 + i] + (double)m_intfractpixels[j * 4 + i + m_size * 4] / 255.0) / 255.0 * 2.0 - 1.0, ++ m_floatpixels[j * 4 + i]); ++ } ++ } ++#endif ++} ++ +--- xbmc/cores/VideoRenderers/VideoShaders/VideoFilterShader.h ++++ xbmc/cores/VideoRenderers/VideoShaders/VideoFilterShader.h +@@ -4,6 +4,7 @@ + #ifdef HAS_GL + + #include "../../../../guilib/Shader.h" ++#include "../../../settings/VideoSettings.h" + + using namespace Shaders; + +@@ -35,7 +36,7 @@ + class BicubicFilterShader : public BaseVideoFilterShader + { + public: +- BicubicFilterShader(float B=0.0f, float C=0.0f); ++ BicubicFilterShader(float B=-1.0f, float C=-1.0f); + void OnCompiledAndLinked(); + bool OnEnabled(); + void Free(); +@@ -55,6 +56,25 @@ + float m_C; + }; + ++ class ConvolutionFilterShader : public BaseVideoFilterShader ++ { ++ public: ++ ConvolutionFilterShader(ESCALINGMETHOD method); ++ void OnCompiledAndLinked(); ++ bool OnEnabled(); ++ void Free(); ++ ++ protected: ++ // kernel textures ++ GLuint m_kernelTex1; ++ ++ // shader handles to kernel textures ++ GLint m_hKernTex; ++ ++ ESCALINGMETHOD m_method; ++ bool m_floattex; //if float textures are supported ++ }; ++ + } // end namespace + + #endif +--- xbmc/cores/VideoRenderers/VideoShaders/ConvolutionKernels.h ++++ xbmc/cores/VideoRenderers/VideoShaders/ConvolutionKernels.h +@@ -0,0 +1,55 @@ ++/* ++ * Copyright (C) 2005-2008 Team XBMC ++ * http://www.xbmc.org ++ * ++ * This Program is free software; you can redistribute it and/or modify ++ * it under the terms of the GNU General Public License as published by ++ * the Free Software Foundation; either version 2, or (at your option) ++ * any later version. ++ * ++ * This Program is distributed in the hope that it will be useful, ++ * but WITHOUT ANY WARRANTY; without even the implied warranty of ++ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ++ * GNU General Public License for more details. ++ * ++ * You should have received a copy of the GNU General Public License ++ * along with XBMC; see the file COPYING. If not, write to ++ * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. ++ * http://www.gnu.org/copyleft/gpl.html ++ * ++ */ ++ ++#ifndef CONVOLUTIONKERNELS ++#define CONVOLUTIONKERNELS ++ ++#include "system.h" ++#include "../../../settings/VideoSettings.h" ++ ++class CConvolutionKernel ++{ ++ public: ++ CConvolutionKernel(ESCALINGMETHOD method, int size); ++ ~CConvolutionKernel(); ++ ++ int GetSize() { return m_size; } ++ float* GetFloatPixels() { return m_floatpixels; } ++ uint8_t* GetIntFractPixels() { return m_intfractpixels; } ++ ++ private: ++ ++ void Lanczos2(); ++ void Lanczos3Fast(); ++ void Lanczos3(); ++ void Bicubic(double B, double C); ++ ++ double LanczosWeight(double x, double radius); ++ double BicubicWeight(double x, double B, double C); ++ ++ void ToIntFract(); ++ ++ int m_size; ++ float* m_floatpixels; ++ uint8_t* m_intfractpixels; ++}; ++ ++#endif //CONVOLUTIONKERNELS +--- xbmc/cores/VideoRenderers/VideoShaders/Makefile ++++ xbmc/cores/VideoRenderers/VideoShaders/Makefile +@@ -1,5 +1,5 @@ + INCLUDES=-I. -I.. -I../../ -I../../../ -I../../../linux -I../../../../guilib +-SRCS=YUV2RGBShader.cpp VideoFilterShader.cpp ++SRCS=YUV2RGBShader.cpp VideoFilterShader.cpp ConvolutionKernels.cpp + + LIB=VideoShaders.a + +--- xbmc/cores/VideoRenderers/LinuxRendererGL.cpp ++++ xbmc/cores/VideoRenderers/LinuxRendererGL.cpp +@@ -886,6 +886,19 @@ + + VerifyGLState(); + ++ if (m_scalingMethod == VS_SCALINGMETHOD_AUTO) ++ { ++ bool scaleSD = (int)m_sourceWidth < m_upscalingWidth && (int)m_sourceHeight < m_upscalingHeight && ++ m_sourceHeight < 720 && m_sourceWidth < 1280; ++ ++ if (Supports(VS_SCALINGMETHOD_VDPAU_HARDWARE)) ++ m_scalingMethod = VS_SCALINGMETHOD_VDPAU_HARDWARE; ++ else if (Supports(VS_SCALINGMETHOD_LANCZOS3_FAST) && scaleSD) ++ m_scalingMethod = VS_SCALINGMETHOD_LANCZOS3_FAST; ++ else ++ m_scalingMethod = VS_SCALINGMETHOD_LINEAR; ++ } ++ + switch (m_scalingMethod) + { + case VS_SCALINGMETHOD_NEAREST: +@@ -898,13 +911,10 @@ + m_renderQuality = RQ_SINGLEPASS; + return; + ++ case VS_SCALINGMETHOD_LANCZOS2: ++ case VS_SCALINGMETHOD_LANCZOS3_FAST: ++ case VS_SCALINGMETHOD_LANCZOS3: + case VS_SCALINGMETHOD_CUBIC: +- if(!glewIsSupported("GL_ARB_texture_float")) +- { +- CLog::Log(LOGERROR, "GL: hardware doesn't support GL_ARB_texture_float"); +- break; +- } +- + if (!m_fbo.Initialize()) + { + CLog::Log(LOGERROR, "GL: Error initializing FBO"); +@@ -917,7 +927,7 @@ + break; + } + +- m_pVideoFilterShader = new BicubicFilterShader(0.3f, 0.3f); ++ m_pVideoFilterShader = new ConvolutionFilterShader(m_scalingMethod); + if (!m_pVideoFilterShader->CompileAndLink()) + { + CLog::Log(LOGERROR, "GL: Error compiling and linking video filter shader"); +@@ -928,8 +938,6 @@ + m_renderQuality = RQ_MULTIPASS; + return; + +- case VS_SCALINGMETHOD_LANCZOS2: +- case VS_SCALINGMETHOD_LANCZOS3: + case VS_SCALINGMETHOD_SINC8: + case VS_SCALINGMETHOD_NEDI: + CLog::Log(LOGERROR, "GL: TODO: This scaler has not yet been implemented"); +@@ -1895,16 +1903,19 @@ + bool CLinuxRendererGL::Supports(ESCALINGMETHOD method) + { + if(method == VS_SCALINGMETHOD_NEAREST +- || method == VS_SCALINGMETHOD_LINEAR) ++ || method == VS_SCALINGMETHOD_LINEAR ++ || method == VS_SCALINGMETHOD_AUTO) + return true; + +- +- if(method == VS_SCALINGMETHOD_CUBIC +- && glewIsSupported("GL_ARB_texture_float") +- && glewIsSupported("GL_EXT_framebuffer_object") +- && m_renderMethod == RENDER_GLSL) +- return true; +- ++ if(method == VS_SCALINGMETHOD_CUBIC ++ || method == VS_SCALINGMETHOD_LANCZOS2 ++ || method == VS_SCALINGMETHOD_LANCZOS3_FAST ++ || method == VS_SCALINGMETHOD_LANCZOS3) ++ { ++ if (glewIsSupported("GL_EXT_framebuffer_object") && (m_renderMethod & RENDER_GLSL)) ++ return true; ++ } ++ + if (g_advancedSettings.m_videoHighQualityScaling != SOFTWARE_UPSCALING_DISABLED) + { + if(method == VS_SCALINGMETHOD_BICUBIC_SOFTWARE +--- xbmc/GUIDialogVideoSettings.cpp ++++ xbmc/GUIDialogVideoSettings.cpp +@@ -103,6 +103,7 @@ + entries.push_back(make_pair(VS_SCALINGMETHOD_LINEAR , 16302)); + entries.push_back(make_pair(VS_SCALINGMETHOD_CUBIC , 16303)); + entries.push_back(make_pair(VS_SCALINGMETHOD_LANCZOS2 , 16304)); ++ entries.push_back(make_pair(VS_SCALINGMETHOD_LANCZOS3_FAST , 16315)); + entries.push_back(make_pair(VS_SCALINGMETHOD_LANCZOS3 , 16305)); + entries.push_back(make_pair(VS_SCALINGMETHOD_SINC8 , 16306)); + // entries.push_back(make_pair(VS_SCALINGMETHOD_NEDI , ?????)); +@@ -110,6 +111,7 @@ + entries.push_back(make_pair(VS_SCALINGMETHOD_LANCZOS_SOFTWARE , 16308)); + entries.push_back(make_pair(VS_SCALINGMETHOD_SINC_SOFTWARE , 16309)); + entries.push_back(make_pair(VS_SCALINGMETHOD_VDPAU_HARDWARE , 13120)); ++ entries.push_back(make_pair(VS_SCALINGMETHOD_AUTO , 16316)); + + /* remove unsupported methods */ + for(vector<pair<int, int> >::iterator it = entries.begin(); it != entries.end();) +--- xbmc/Settings.cpp ++++ xbmc/Settings.cpp +@@ -772,7 +772,7 @@ + GetInteger(pElement, "interlacemethod", interlaceMethod, VS_INTERLACEMETHOD_NONE, VS_INTERLACEMETHOD_NONE, VS_INTERLACEMETHOD_INVERSE_TELECINE); + m_stSettings.m_defaultVideoSettings.m_InterlaceMethod = (EINTERLACEMETHOD)interlaceMethod; + int scalingMethod; +- GetInteger(pElement, "scalingmethod", scalingMethod, VS_SCALINGMETHOD_LINEAR, VS_SCALINGMETHOD_NEAREST, VS_SCALINGMETHOD_CUBIC); ++ GetInteger(pElement, "scalingmethod", scalingMethod, VS_SCALINGMETHOD_LINEAR, VS_SCALINGMETHOD_NEAREST, VS_SCALINGMETHOD_AUTO); + m_stSettings.m_defaultVideoSettings.m_ScalingMethod = (ESCALINGMETHOD)scalingMethod; + + GetInteger(pElement, "viewmode", m_stSettings.m_defaultVideoSettings.m_ViewMode, VIEW_MODE_NORMAL, VIEW_MODE_NORMAL, VIEW_MODE_CUSTOM); |