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-rw-r--r--media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch887
1 files changed, 0 insertions, 887 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
deleted file mode 100644
index d4feaa47..00000000
--- a/media-tv/xbmc/files/xbmc-9.11-shader-upscalers.patch
+++ /dev/null
@@ -1,887 +0,0 @@
-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);