d3dshader: Add YADIF deinterlacing compute shader code

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/8140>
This commit is contained in:
Seungha Yang 2024-10-09 10:02:09 -04:00 committed by GStreamer Marge Bot
parent 477d330dee
commit e3348ea402
9 changed files with 1636 additions and 1 deletions

View file

@ -86,6 +86,11 @@ static const ShaderItem g_vs_map[] = {
static const ShaderItem g_cs_map[] = {
{GST_D3D_PLUGIN_CS_MIP_GEN, BUILD_SOURCE (CSMain_mipgen)},
{GST_D3D_PLUGIN_CS_YADIF_1, BUILD_SOURCE (CSMain_yadif_1)},
{GST_D3D_PLUGIN_CS_YADIF_1_10, BUILD_SOURCE (CSMain_yadif_1_10)},
{GST_D3D_PLUGIN_CS_YADIF_1_12, BUILD_SOURCE (CSMain_yadif_1_12)},
{GST_D3D_PLUGIN_CS_YADIF_2, BUILD_SOURCE (CSMain_yadif_2)},
{GST_D3D_PLUGIN_CS_YADIF_4, BUILD_SOURCE (CSMain_yadif_4)},
};
#undef BUILD_SOURCE
@ -255,7 +260,6 @@ gst_d3d_plugin_shader_get_cs_blob (GstD3DPluginCS type,
return TRUE;
}
gboolean
gst_d3d_converter_shader_get_vs_blob (GstD3DShaderModel shader_model,
GstD3DShaderByteCode * byte_code)

View file

@ -52,6 +52,11 @@ typedef enum
typedef enum
{
GST_D3D_PLUGIN_CS_MIP_GEN,
GST_D3D_PLUGIN_CS_YADIF_1,
GST_D3D_PLUGIN_CS_YADIF_1_10,
GST_D3D_PLUGIN_CS_YADIF_1_12,
GST_D3D_PLUGIN_CS_YADIF_2,
GST_D3D_PLUGIN_CS_YADIF_4,
GST_D3D_PLUGIN_CS_LAST,
} GstD3DPluginCS;

View file

@ -0,0 +1,316 @@
/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* Portions of this file extracted from FFmpeg
* Copyright (C) 2018 Philip Langdale <philipl@overt.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer YADIFData : register(b0)
{
int g_width;
int g_height;
uint g_primary_line;
uint g_is_second;
};
Texture2D<float> prevTex : register(t0);
Texture2D<float> curTex : register(t1);
Texture2D<float> nextTex : register(t2);
RWTexture2D<unorm float> outTex : register(u0);
float max3 (float a, float b, float c)
{
return max (max (a, b), c);
}
float min3 (float a, float b, float c)
{
return min (min (a, b), c);
}
float
SpatialPred (float a, float b, float c, float d, float e, float f, float g,
float h, float i, float j, float k, float l, float m, float n)
{
float spatial_pred = (d + k) / 2;
float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
float score = abs (b - k) + abs (c - l) + abs (d - m);
if (score < spatial_score) {
spatial_pred = (c + l) / 2;
spatial_score = score;
score = abs (a - l) + abs (b - m) + abs (c - n);
if (score < spatial_score) {
spatial_pred = (b + m) / 2;
spatial_score = score;
}
}
score = abs (d - i) + abs (e - j) + abs (f - k);
if (score < spatial_score) {
spatial_pred = (e + j) / 2;
spatial_score = score;
score = abs (e - h) + abs (f - i) + abs (g - j);
if (score < spatial_score) {
spatial_pred = (f + i) / 2;
spatial_score = score;
}
}
return spatial_pred;
}
float
TemporalPred (float A, float B, float C, float D, float E, float F,
float G, float H, float I, float J, float K, float L, float spatial_pred)
{
float p0 = (C + H) / 2;
float p1 = F;
float p2 = (D + I) / 2;
float p3 = G;
float p4 = (E + J) / 2;
float tdiff0 = abs (D - I);
float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
float diff = max3 (tdiff0, tdiff1, tdiff2);
float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
diff = max3 (diff, mini, -maxi);
if (spatial_pred > p2 + diff)
spatial_pred = p2 + diff;
if (spatial_pred < p2 - diff)
spatial_pred = p2 - diff;
return spatial_pred;
}
int GetPosX (int x)
{
return clamp (x, 0, g_width - 1);
}
int GetPosY (int y)
{
return clamp (y, 0, g_height - 1);
}
void Execute (int2 pos)
{
if (pos.x < g_width && pos.y < g_height) {
[branch] if ((uint(pos.y) % 2) == g_primary_line) {
outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
} else {
float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
float spatial_pred =
SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float C, D, E;
if (g_is_second) {
C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = curTex.Load(int3(pos.x, pos.y, 0));
E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = prevTex.Load(int3(pos.x, pos.y, 0));
E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float H, I, J;
if (g_is_second) {
H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = nextTex.Load(int3(pos.x, pos.y, 0));
J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = curTex.Load(int3(pos.x, pos.y, 0));
J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
spatial_pred =
TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
outTex[uint2(pos.x, pos.y)] = spatial_pred;
}
}
}
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (int2(tid.x, tid.y));
}
#else
static const char str_CSMain_yadif_1[] =
"cbuffer YADIFData : register(b0)\n"
"{\n"
" int g_width;\n"
" int g_height;\n"
" uint g_primary_line;\n"
" uint g_is_second;\n"
"};\n"
"\n"
"Texture2D<float> prevTex : register(t0);\n"
"Texture2D<float> curTex : register(t1);\n"
"Texture2D<float> nextTex : register(t2);\n"
"RWTexture2D<unorm float> outTex : register(u0);\n"
"\n"
"float max3 (float a, float b, float c)\n"
"{\n"
" return max (max (a, b), c);\n"
"}\n"
"\n"
"float min3 (float a, float b, float c)\n"
"{\n"
" return min (min (a, b), c);\n"
"}\n"
"\n"
"float\n"
"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
" float h, float i, float j, float k, float l, float m, float n)\n"
"{\n"
" float spatial_pred = (d + k) / 2;\n"
" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (c + l) / 2;\n"
" spatial_score = score;\n"
" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (b + m) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (e + j) / 2;\n"
" spatial_score = score;\n"
" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (f + i) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" return spatial_pred;\n"
"}\n"
"\n"
"float\n"
"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
"{\n"
" float p0 = (C + H) / 2;\n"
" float p1 = F;\n"
" float p2 = (D + I) / 2;\n"
" float p3 = G;\n"
" float p4 = (E + J) / 2;\n"
" float tdiff0 = abs (D - I);\n"
" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
" diff = max3 (diff, mini, -maxi);\n"
" if (spatial_pred > p2 + diff)\n"
" spatial_pred = p2 + diff;\n"
" if (spatial_pred < p2 - diff)\n"
" spatial_pred = p2 - diff;\n"
" return spatial_pred;\n"
"}\n"
"\n"
"int GetPosX (int x)\n"
"{\n"
" return clamp (x, 0, g_width - 1);\n"
"}\n"
"\n"
"int GetPosY (int y)\n"
"{\n"
" return clamp (y, 0, g_height - 1);\n"
"}\n"
"\n"
"void Execute (int2 pos)\n"
"{\n"
" if (pos.x < g_width && pos.y < g_height) {\n"
" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
" } else {\n"
" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
" float spatial_pred =\n"
" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float C, D, E;\n"
" if (g_is_second) {\n"
" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float H, I, J;\n"
" if (g_is_second) {\n"
" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" spatial_pred =\n"
" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
" }\n"
" }\n"
"}\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (int2(tid.x, tid.y));\n"
"}\n";
#endif

View file

@ -0,0 +1,316 @@
/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* Portions of this file extracted from FFmpeg
* Copyright (C) 2018 Philip Langdale <philipl@overt.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer YADIFData : register(b0)
{
int g_width;
int g_height;
uint g_primary_line;
uint g_is_second;
};
Texture2D<float> prevTex : register(t0);
Texture2D<float> curTex : register(t1);
Texture2D<float> nextTex : register(t2);
RWTexture2D<unorm float> outTex : register(u0);
float max3 (float a, float b, float c)
{
return max (max (a, b), c);
}
float min3 (float a, float b, float c)
{
return min (min (a, b), c);
}
float
SpatialPred (float a, float b, float c, float d, float e, float f, float g,
float h, float i, float j, float k, float l, float m, float n)
{
float spatial_pred = (d + k) / 2;
float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
float score = abs (b - k) + abs (c - l) + abs (d - m);
if (score < spatial_score) {
spatial_pred = (c + l) / 2;
spatial_score = score;
score = abs (a - l) + abs (b - m) + abs (c - n);
if (score < spatial_score) {
spatial_pred = (b + m) / 2;
spatial_score = score;
}
}
score = abs (d - i) + abs (e - j) + abs (f - k);
if (score < spatial_score) {
spatial_pred = (e + j) / 2;
spatial_score = score;
score = abs (e - h) + abs (f - i) + abs (g - j);
if (score < spatial_score) {
spatial_pred = (f + i) / 2;
spatial_score = score;
}
}
return spatial_pred;
}
float
TemporalPred (float A, float B, float C, float D, float E, float F,
float G, float H, float I, float J, float K, float L, float spatial_pred)
{
float p0 = (C + H) / 2;
float p1 = F;
float p2 = (D + I) / 2;
float p3 = G;
float p4 = (E + J) / 2;
float tdiff0 = abs (D - I);
float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
float diff = max3 (tdiff0, tdiff1, tdiff2);
float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
diff = max3 (diff, mini, -maxi);
if (spatial_pred > p2 + diff)
spatial_pred = p2 + diff;
if (spatial_pred < p2 - diff)
spatial_pred = p2 - diff;
return spatial_pred;
}
int GetPosX (int x)
{
return clamp (x, 0, g_width - 1);
}
int GetPosY (int y)
{
return clamp (y, 0, g_height - 1);
}
void Execute (int2 pos)
{
if (pos.x < g_width && pos.y < g_height) {
[branch] if ((uint(pos.y) % 2) == g_primary_line) {
outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
} else {
float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
float spatial_pred =
SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float C, D, E;
if (g_is_second) {
C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = curTex.Load(int3(pos.x, pos.y, 0));
E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = prevTex.Load(int3(pos.x, pos.y, 0));
E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float H, I, J;
if (g_is_second) {
H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = nextTex.Load(int3(pos.x, pos.y, 0));
J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = curTex.Load(int3(pos.x, pos.y, 0));
J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
spatial_pred =
TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 1023.0 / 65535.0);
}
}
}
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (int2(tid.x, tid.y));
}
#else
static const char str_CSMain_yadif_1_10[] =
"cbuffer YADIFData : register(b0)\n"
"{\n"
" int g_width;\n"
" int g_height;\n"
" uint g_primary_line;\n"
" uint g_is_second;\n"
"};\n"
"\n"
"Texture2D<float> prevTex : register(t0);\n"
"Texture2D<float> curTex : register(t1);\n"
"Texture2D<float> nextTex : register(t2);\n"
"RWTexture2D<unorm float> outTex : register(u0);\n"
"\n"
"float max3 (float a, float b, float c)\n"
"{\n"
" return max (max (a, b), c);\n"
"}\n"
"\n"
"float min3 (float a, float b, float c)\n"
"{\n"
" return min (min (a, b), c);\n"
"}\n"
"\n"
"float\n"
"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
" float h, float i, float j, float k, float l, float m, float n)\n"
"{\n"
" float spatial_pred = (d + k) / 2;\n"
" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (c + l) / 2;\n"
" spatial_score = score;\n"
" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (b + m) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (e + j) / 2;\n"
" spatial_score = score;\n"
" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (f + i) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" return spatial_pred;\n"
"}\n"
"\n"
"float\n"
"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
"{\n"
" float p0 = (C + H) / 2;\n"
" float p1 = F;\n"
" float p2 = (D + I) / 2;\n"
" float p3 = G;\n"
" float p4 = (E + J) / 2;\n"
" float tdiff0 = abs (D - I);\n"
" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
" diff = max3 (diff, mini, -maxi);\n"
" if (spatial_pred > p2 + diff)\n"
" spatial_pred = p2 + diff;\n"
" if (spatial_pred < p2 - diff)\n"
" spatial_pred = p2 - diff;\n"
" return spatial_pred;\n"
"}\n"
"\n"
"int GetPosX (int x)\n"
"{\n"
" return clamp (x, 0, g_width - 1);\n"
"}\n"
"\n"
"int GetPosY (int y)\n"
"{\n"
" return clamp (y, 0, g_height - 1);\n"
"}\n"
"\n"
"void Execute (int2 pos)\n"
"{\n"
" if (pos.x < g_width && pos.y < g_height) {\n"
" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
" } else {\n"
" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
" float spatial_pred =\n"
" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float C, D, E;\n"
" if (g_is_second) {\n"
" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float H, I, J;\n"
" if (g_is_second) {\n"
" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" spatial_pred =\n"
" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
" outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 1023.0 / 65535.0);\n"
" }\n"
" }\n"
"}\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (int2(tid.x, tid.y));\n"
"}\n";
#endif

View file

@ -0,0 +1,316 @@
/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* Portions of this file extracted from FFmpeg
* Copyright (C) 2018 Philip Langdale <philipl@overt.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer YADIFData : register(b0)
{
int g_width;
int g_height;
uint g_primary_line;
uint g_is_second;
};
Texture2D<float> prevTex : register(t0);
Texture2D<float> curTex : register(t1);
Texture2D<float> nextTex : register(t2);
RWTexture2D<unorm float> outTex : register(u0);
float max3 (float a, float b, float c)
{
return max (max (a, b), c);
}
float min3 (float a, float b, float c)
{
return min (min (a, b), c);
}
float
SpatialPred (float a, float b, float c, float d, float e, float f, float g,
float h, float i, float j, float k, float l, float m, float n)
{
float spatial_pred = (d + k) / 2;
float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
float score = abs (b - k) + abs (c - l) + abs (d - m);
if (score < spatial_score) {
spatial_pred = (c + l) / 2;
spatial_score = score;
score = abs (a - l) + abs (b - m) + abs (c - n);
if (score < spatial_score) {
spatial_pred = (b + m) / 2;
spatial_score = score;
}
}
score = abs (d - i) + abs (e - j) + abs (f - k);
if (score < spatial_score) {
spatial_pred = (e + j) / 2;
spatial_score = score;
score = abs (e - h) + abs (f - i) + abs (g - j);
if (score < spatial_score) {
spatial_pred = (f + i) / 2;
spatial_score = score;
}
}
return spatial_pred;
}
float
TemporalPred (float A, float B, float C, float D, float E, float F,
float G, float H, float I, float J, float K, float L, float spatial_pred)
{
float p0 = (C + H) / 2;
float p1 = F;
float p2 = (D + I) / 2;
float p3 = G;
float p4 = (E + J) / 2;
float tdiff0 = abs (D - I);
float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
float diff = max3 (tdiff0, tdiff1, tdiff2);
float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
diff = max3 (diff, mini, -maxi);
if (spatial_pred > p2 + diff)
spatial_pred = p2 + diff;
if (spatial_pred < p2 - diff)
spatial_pred = p2 - diff;
return spatial_pred;
}
int GetPosX (int x)
{
return clamp (x, 0, g_width - 1);
}
int GetPosY (int y)
{
return clamp (y, 0, g_height - 1);
}
void Execute (int2 pos)
{
if (pos.x < g_width && pos.y < g_height) {
[branch] if ((uint(pos.y) % 2) == g_primary_line) {
outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
} else {
float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
float d = curTex.Load(int3( pos.x, pos.y - 1, 0));
float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
float spatial_pred =
SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);
float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float C, D, E;
if (g_is_second) {
C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = curTex.Load(int3(pos.x, pos.y, 0));
E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = prevTex.Load(int3(pos.x, pos.y, 0));
E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float H, I, J;
if (g_is_second) {
H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = nextTex.Load(int3(pos.x, pos.y, 0));
J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = curTex.Load(int3(pos.x, pos.y, 0));
J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
spatial_pred =
TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);
outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 4095.0 / 65535.0);
}
}
}
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (int2(tid.x, tid.y));
}
#else
static const char str_CSMain_yadif_1_12[] =
"cbuffer YADIFData : register(b0)\n"
"{\n"
" int g_width;\n"
" int g_height;\n"
" uint g_primary_line;\n"
" uint g_is_second;\n"
"};\n"
"\n"
"Texture2D<float> prevTex : register(t0);\n"
"Texture2D<float> curTex : register(t1);\n"
"Texture2D<float> nextTex : register(t2);\n"
"RWTexture2D<unorm float> outTex : register(u0);\n"
"\n"
"float max3 (float a, float b, float c)\n"
"{\n"
" return max (max (a, b), c);\n"
"}\n"
"\n"
"float min3 (float a, float b, float c)\n"
"{\n"
" return min (min (a, b), c);\n"
"}\n"
"\n"
"float\n"
"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
" float h, float i, float j, float k, float l, float m, float n)\n"
"{\n"
" float spatial_pred = (d + k) / 2;\n"
" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (c + l) / 2;\n"
" spatial_score = score;\n"
" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (b + m) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (e + j) / 2;\n"
" spatial_score = score;\n"
" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (f + i) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" return spatial_pred;\n"
"}\n"
"\n"
"float\n"
"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
"{\n"
" float p0 = (C + H) / 2;\n"
" float p1 = F;\n"
" float p2 = (D + I) / 2;\n"
" float p3 = G;\n"
" float p4 = (E + J) / 2;\n"
" float tdiff0 = abs (D - I);\n"
" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
" diff = max3 (diff, mini, -maxi);\n"
" if (spatial_pred > p2 + diff)\n"
" spatial_pred = p2 + diff;\n"
" if (spatial_pred < p2 - diff)\n"
" spatial_pred = p2 - diff;\n"
" return spatial_pred;\n"
"}\n"
"\n"
"int GetPosX (int x)\n"
"{\n"
" return clamp (x, 0, g_width - 1);\n"
"}\n"
"\n"
"int GetPosY (int y)\n"
"{\n"
" return clamp (y, 0, g_height - 1);\n"
"}\n"
"\n"
"void Execute (int2 pos)\n"
"{\n"
" if (pos.x < g_width && pos.y < g_height) {\n"
" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
" } else {\n"
" float a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
" float b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
" float c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
" float d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
" float e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
" float f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
" float g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
" float h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
" float i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
" float j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
" float k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
" float l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
" float m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
" float n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
" float spatial_pred =\n"
" SpatialPred (a, b, c, d, e, f, g, h, i, j, k, l, m, n);\n"
" float A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float C, D, E;\n"
" if (g_is_second) {\n"
" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float H, I, J;\n"
" if (g_is_second) {\n"
" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" spatial_pred =\n"
" TemporalPred(A, B, C, D, E, F, G, H, I, J, K, L, spatial_pred);\n"
" outTex[uint2(pos.x, pos.y)] = clamp (spatial_pred, 0, 4095.0 / 65535.0);\n"
" }\n"
" }\n"
"}\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (int2(tid.x, tid.y));\n"
"}\n";
#endif

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@ -0,0 +1,326 @@
/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* Portions of this file extracted from FFmpeg
* Copyright (C) 2018 Philip Langdale <philipl@overt.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer YADIFData : register(b0)
{
int g_width;
int g_height;
uint g_primary_line;
uint g_is_second;
};
Texture2D<float2> prevTex : register(t0);
Texture2D<float2> curTex : register(t1);
Texture2D<float2> nextTex : register(t2);
RWTexture2D<unorm float2> outTex : register(u0);
float max3 (float a, float b, float c)
{
return max (max (a, b), c);
}
float min3 (float a, float b, float c)
{
return min (min (a, b), c);
}
float
SpatialPred (float a, float b, float c, float d, float e, float f, float g,
float h, float i, float j, float k, float l, float m, float n)
{
float spatial_pred = (d + k) / 2;
float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
float score = abs (b - k) + abs (c - l) + abs (d - m);
if (score < spatial_score) {
spatial_pred = (c + l) / 2;
spatial_score = score;
score = abs (a - l) + abs (b - m) + abs (c - n);
if (score < spatial_score) {
spatial_pred = (b + m) / 2;
spatial_score = score;
}
}
score = abs (d - i) + abs (e - j) + abs (f - k);
if (score < spatial_score) {
spatial_pred = (e + j) / 2;
spatial_score = score;
score = abs (e - h) + abs (f - i) + abs (g - j);
if (score < spatial_score) {
spatial_pred = (f + i) / 2;
spatial_score = score;
}
}
return spatial_pred;
}
float
TemporalPred (float A, float B, float C, float D, float E, float F,
float G, float H, float I, float J, float K, float L, float spatial_pred)
{
float p0 = (C + H) / 2;
float p1 = F;
float p2 = (D + I) / 2;
float p3 = G;
float p4 = (E + J) / 2;
float tdiff0 = abs (D - I);
float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
float diff = max3 (tdiff0, tdiff1, tdiff2);
float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
diff = max3 (diff, mini, -maxi);
if (spatial_pred > p2 + diff)
spatial_pred = p2 + diff;
if (spatial_pred < p2 - diff)
spatial_pred = p2 - diff;
return spatial_pred;
}
int GetPosX (int x)
{
return clamp (x, 0, g_width - 1);
}
int GetPosY (int y)
{
return clamp (y, 0, g_height - 1);
}
void Execute (int2 pos)
{
if (pos.x < g_width && pos.y < g_height) {
[branch] if ((uint(pos.y) % 2) == g_primary_line) {
outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
} else {
float2 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
float2 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
float2 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
float2 d = curTex.Load(int3( pos.x, pos.y - 1, 0));
float2 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
float2 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
float2 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
float2 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
float2 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
float2 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
float2 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
float2 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
float2 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
float2 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
float2 spatial_pred;
spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,
h.x, i.x, j.x, k.x, l.x, m.x, n.x);
spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,
h.y, i.y, j.y, k.y, l.y, m.y, n.y);
float2 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float2 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float2 C, D, E;
if (g_is_second) {
C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = curTex.Load(int3(pos.x, pos.y, 0));
E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = prevTex.Load(int3(pos.x, pos.y, 0));
E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float2 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float2 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float2 H, I, J;
if (g_is_second) {
H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = nextTex.Load(int3(pos.x, pos.y, 0));
J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = curTex.Load(int3(pos.x, pos.y, 0));
J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float2 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float2 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,
H.x, I.x, J.x, K.x, L.x, spatial_pred.x);
spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,
H.y, I.y, J.y, K.y, L.y, spatial_pred.y);
outTex[uint2(pos.x, pos.y)] = spatial_pred;
}
}
}
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (int2(tid.x, tid.y));
}
#else
static const char str_CSMain_yadif_2[] =
"cbuffer YADIFData : register(b0)\n"
"{\n"
" int g_width;\n"
" int g_height;\n"
" uint g_primary_line;\n"
" uint g_is_second;\n"
"};\n"
"\n"
"Texture2D<float2> prevTex : register(t0);\n"
"Texture2D<float2> curTex : register(t1);\n"
"Texture2D<float2> nextTex : register(t2);\n"
"RWTexture2D<unorm float2> outTex : register(u0);\n"
"\n"
"float max3 (float a, float b, float c)\n"
"{\n"
" return max (max (a, b), c);\n"
"}\n"
"\n"
"float min3 (float a, float b, float c)\n"
"{\n"
" return min (min (a, b), c);\n"
"}\n"
"\n"
"float\n"
"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
" float h, float i, float j, float k, float l, float m, float n)\n"
"{\n"
" float spatial_pred = (d + k) / 2;\n"
" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (c + l) / 2;\n"
" spatial_score = score;\n"
" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (b + m) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (e + j) / 2;\n"
" spatial_score = score;\n"
" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (f + i) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" return spatial_pred;\n"
"}\n"
"\n"
"float\n"
"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
"{\n"
" float p0 = (C + H) / 2;\n"
" float p1 = F;\n"
" float p2 = (D + I) / 2;\n"
" float p3 = G;\n"
" float p4 = (E + J) / 2;\n"
" float tdiff0 = abs (D - I);\n"
" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
" diff = max3 (diff, mini, -maxi);\n"
" if (spatial_pred > p2 + diff)\n"
" spatial_pred = p2 + diff;\n"
" if (spatial_pred < p2 - diff)\n"
" spatial_pred = p2 - diff;\n"
" return spatial_pred;\n"
"}\n"
"\n"
"int GetPosX (int x)\n"
"{\n"
" return clamp (x, 0, g_width - 1);\n"
"}\n"
"\n"
"int GetPosY (int y)\n"
"{\n"
" return clamp (y, 0, g_height - 1);\n"
"}\n"
"\n"
"void Execute (int2 pos)\n"
"{\n"
" if (pos.x < g_width && pos.y < g_height) {\n"
" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
" } else {\n"
" float2 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
" float2 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
" float2 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
" float2 d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
" float2 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
" float2 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
" float2 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
" float2 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
" float2 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
" float2 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
" float2 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
" float2 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
" float2 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
" float2 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
" float2 spatial_pred;\n"
" spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,\n"
" h.x, i.x, j.x, k.x, l.x, m.x, n.x);\n"
" spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,\n"
" h.y, i.y, j.y, k.y, l.y, m.y, n.y);\n"
" float2 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float2 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float2 C, D, E;\n"
" if (g_is_second) {\n"
" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float2 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float2 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float2 H, I, J;\n"
" if (g_is_second) {\n"
" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float2 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float2 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,\n"
" H.x, I.x, J.x, K.x, L.x, spatial_pred.x);\n"
" spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,\n"
" H.y, I.y, J.y, K.y, L.y, spatial_pred.y);\n"
" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
" }\n"
" }\n"
"}\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (int2(tid.x, tid.y));\n"
"}\n";
#endif

View file

@ -0,0 +1,342 @@
/* GStreamer
* Copyright (C) 2024 Seungha Yang <seungha@centricular.com>
*
* Portions of this file extracted from FFmpeg
* Copyright (C) 2018 Philip Langdale <philipl@overt.org>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef BUILDING_HLSL
cbuffer YADIFData : register(b0)
{
int g_width;
int g_height;
uint g_primary_line;
uint g_is_second;
};
Texture2D<float4> prevTex : register(t0);
Texture2D<float4> curTex : register(t1);
Texture2D<float4> nextTex : register(t2);
RWTexture2D<unorm float4> outTex : register(u0);
float max3 (float a, float b, float c)
{
return max (max (a, b), c);
}
float min3 (float a, float b, float c)
{
return min (min (a, b), c);
}
float
SpatialPred (float a, float b, float c, float d, float e, float f, float g,
float h, float i, float j, float k, float l, float m, float n)
{
float spatial_pred = (d + k) / 2;
float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);
float score = abs (b - k) + abs (c - l) + abs (d - m);
if (score < spatial_score) {
spatial_pred = (c + l) / 2;
spatial_score = score;
score = abs (a - l) + abs (b - m) + abs (c - n);
if (score < spatial_score) {
spatial_pred = (b + m) / 2;
spatial_score = score;
}
}
score = abs (d - i) + abs (e - j) + abs (f - k);
if (score < spatial_score) {
spatial_pred = (e + j) / 2;
spatial_score = score;
score = abs (e - h) + abs (f - i) + abs (g - j);
if (score < spatial_score) {
spatial_pred = (f + i) / 2;
spatial_score = score;
}
}
return spatial_pred;
}
float
TemporalPred (float A, float B, float C, float D, float E, float F,
float G, float H, float I, float J, float K, float L, float spatial_pred)
{
float p0 = (C + H) / 2;
float p1 = F;
float p2 = (D + I) / 2;
float p3 = G;
float p4 = (E + J) / 2;
float tdiff0 = abs (D - I);
float tdiff1 = (abs (A - F) + abs (B - G)) / 2;
float tdiff2 = (abs (K - F) + abs (G - L)) / 2;
float diff = max3 (tdiff0, tdiff1, tdiff2);
float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));
float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));
diff = max3 (diff, mini, -maxi);
if (spatial_pred > p2 + diff)
spatial_pred = p2 + diff;
if (spatial_pred < p2 - diff)
spatial_pred = p2 - diff;
return spatial_pred;
}
int GetPosX (int x)
{
return clamp (x, 0, g_width - 1);
}
int GetPosY (int y)
{
return clamp (y, 0, g_height - 1);
}
void Execute (int2 pos)
{
if (pos.x < g_width && pos.y < g_height) {
[branch] if ((uint(pos.y) % 2) == g_primary_line) {
outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));
} else {
float4 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));
float4 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));
float4 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));
float4 d = curTex.Load(int3( pos.x, pos.y - 1, 0));
float4 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));
float4 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));
float4 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));
float4 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));
float4 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));
float4 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));
float4 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));
float4 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));
float4 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));
float4 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));
float4 spatial_pred;
spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,
h.x, i.x, j.x, k.x, l.x, m.x, n.x);
spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,
h.y, i.y, j.y, k.y, l.y, m.y, n.y);
spatial_pred.z = SpatialPred (a.z, b.z, c.z, d.z, e.z, f.z, g.z,
h.z, i.z, j.z, k.z, l.z, m.z, n.z);
spatial_pred.w = SpatialPred (a.w, b.w, c.w, d.w, e.w, f.w, g.w,
h.w, i.w, j.w, k.w, l.w, m.w, n.w);
float4 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float4 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float4 C, D, E;
if (g_is_second) {
C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = curTex.Load(int3(pos.x, pos.y, 0));
E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
D = prevTex.Load(int3(pos.x, pos.y, 0));
E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float4 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float4 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
float4 H, I, J;
if (g_is_second) {
H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = nextTex.Load(int3(pos.x, pos.y, 0));
J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
} else {
H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));
I = curTex.Load(int3(pos.x, pos.y, 0));
J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));
}
float4 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));
float4 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));
spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,
H.x, I.x, J.x, K.x, L.x, spatial_pred.x);
spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,
H.y, I.y, J.y, K.y, L.y, spatial_pred.y);
spatial_pred.z = TemporalPred(A.z, B.z, C.z, D.z, E.z, F.z, G.z,
H.z, I.z, J.z, K.z, L.z, spatial_pred.z);
spatial_pred.w = TemporalPred(A.w, B.w, C.w, D.w, E.w, F.w, G.w,
H.w, I.w, J.w, K.w, L.w, spatial_pred.w);
outTex[uint2(pos.x, pos.y)] = spatial_pred;
}
}
}
[numthreads(8, 8, 1)]
void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)
{
Execute (int2(tid.x, tid.y));
}
#else
static const char str_CSMain_yadif_4[] =
"cbuffer YADIFData : register(b0)\n"
"{\n"
" int g_width;\n"
" int g_height;\n"
" uint g_primary_line;\n"
" uint g_is_second;\n"
"};\n"
"\n"
"Texture2D<float4> prevTex : register(t0);\n"
"Texture2D<float4> curTex : register(t1);\n"
"Texture2D<float4> nextTex : register(t2);\n"
"RWTexture2D<unorm float4> outTex : register(u0);\n"
"\n"
"float max3 (float a, float b, float c)\n"
"{\n"
" return max (max (a, b), c);\n"
"}\n"
"\n"
"float min3 (float a, float b, float c)\n"
"{\n"
" return min (min (a, b), c);\n"
"}\n"
"\n"
"float\n"
"SpatialPred (float a, float b, float c, float d, float e, float f, float g,\n"
" float h, float i, float j, float k, float l, float m, float n)\n"
"{\n"
" float spatial_pred = (d + k) / 2;\n"
" float spatial_score = abs (c - j) + abs (d - k) + abs (e - l);\n"
" float score = abs (b - k) + abs (c - l) + abs (d - m);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (c + l) / 2;\n"
" spatial_score = score;\n"
" score = abs (a - l) + abs (b - m) + abs (c - n);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (b + m) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" score = abs (d - i) + abs (e - j) + abs (f - k);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (e + j) / 2;\n"
" spatial_score = score;\n"
" score = abs (e - h) + abs (f - i) + abs (g - j);\n"
" if (score < spatial_score) {\n"
" spatial_pred = (f + i) / 2;\n"
" spatial_score = score;\n"
" }\n"
" }\n"
" return spatial_pred;\n"
"}\n"
"\n"
"float\n"
"TemporalPred (float A, float B, float C, float D, float E, float F,\n"
" float G, float H, float I, float J, float K, float L, float spatial_pred)\n"
"{\n"
" float p0 = (C + H) / 2;\n"
" float p1 = F;\n"
" float p2 = (D + I) / 2;\n"
" float p3 = G;\n"
" float p4 = (E + J) / 2;\n"
" float tdiff0 = abs (D - I);\n"
" float tdiff1 = (abs (A - F) + abs (B - G)) / 2;\n"
" float tdiff2 = (abs (K - F) + abs (G - L)) / 2;\n"
" float diff = max3 (tdiff0, tdiff1, tdiff2);\n"
" float maxi = max3 (p2 - p3, p2 - p1, min (p0 - p1, p4 - p3));\n"
" float mini = min3 (p2 - p3, p2 - p1, max (p0 - p1, p4 - p3));\n"
" diff = max3 (diff, mini, -maxi);\n"
" if (spatial_pred > p2 + diff)\n"
" spatial_pred = p2 + diff;\n"
" if (spatial_pred < p2 - diff)\n"
" spatial_pred = p2 - diff;\n"
" return spatial_pred;\n"
"}\n"
"\n"
"int GetPosX (int x)\n"
"{\n"
" return clamp (x, 0, g_width - 1);\n"
"}\n"
"\n"
"int GetPosY (int y)\n"
"{\n"
" return clamp (y, 0, g_height - 1);\n"
"}\n"
"\n"
"void Execute (int2 pos)\n"
"{\n"
" if (pos.x < g_width && pos.y < g_height) {\n"
" [branch] if ((uint(pos.y) % 2) == g_primary_line) {\n"
" outTex[uint2(pos.x, pos.y)] = curTex.Load(int3(pos, 0));\n"
" } else {\n"
" float4 a = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y - 1), 0));\n"
" float4 b = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y - 1), 0));\n"
" float4 c = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y - 1), 0));\n"
" float4 d = curTex.Load(int3( pos.x, pos.y - 1, 0));\n"
" float4 e = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y - 1), 0));\n"
" float4 f = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y - 1), 0));\n"
" float4 g = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y - 1), 0));\n"
" float4 h = curTex.Load(int3(GetPosX(pos.x - 3), GetPosY(pos.y + 1), 0));\n"
" float4 i = curTex.Load(int3(GetPosX(pos.x - 2), GetPosY(pos.y + 1), 0));\n"
" float4 j = curTex.Load(int3(GetPosX(pos.x - 1), GetPosY(pos.y + 1), 0));\n"
" float4 k = curTex.Load(int3( pos.x, GetPosY(pos.y + 1), 0));\n"
" float4 l = curTex.Load(int3(GetPosX(pos.x + 1), GetPosY(pos.y + 1), 0));\n"
" float4 m = curTex.Load(int3(GetPosX(pos.x + 2), GetPosY(pos.y + 1), 0));\n"
" float4 n = curTex.Load(int3(GetPosX(pos.x + 3), GetPosY(pos.y + 1), 0));\n"
" float4 spatial_pred;\n"
" spatial_pred.x = SpatialPred (a.x, b.x, c.x, d.x, e.x, f.x, g.x,\n"
" h.x, i.x, j.x, k.x, l.x, m.x, n.x);\n"
" spatial_pred.y = SpatialPred (a.y, b.y, c.y, d.y, e.y, f.y, g.y,\n"
" h.y, i.y, j.y, k.y, l.y, m.y, n.y);\n"
" spatial_pred.z = SpatialPred (a.z, b.z, c.z, d.z, e.z, f.z, g.z,\n"
" h.z, i.z, j.z, k.z, l.z, m.z, n.z);\n"
" spatial_pred.w = SpatialPred (a.w, b.w, c.w, d.w, e.w, f.w, g.w,\n"
" h.w, i.w, j.w, k.w, l.w, m.w, n.w);\n"
" float4 A = prevTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float4 B = prevTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float4 C, D, E;\n"
" if (g_is_second) {\n"
" C = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = curTex.Load(int3(pos.x, pos.y, 0));\n"
" E = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" C = prevTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" D = prevTex.Load(int3(pos.x, pos.y, 0));\n"
" E = prevTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float4 F = curTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float4 G = curTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" float4 H, I, J;\n"
" if (g_is_second) {\n"
" H = nextTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = nextTex.Load(int3(pos.x, pos.y, 0));\n"
" J = nextTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" } else {\n"
" H = curTex.Load(int3(pos.x, GetPosY(pos.y - 2), 0));\n"
" I = curTex.Load(int3(pos.x, pos.y, 0));\n"
" J = curTex.Load(int3(pos.x, GetPosY(pos.y + 2), 0));\n"
" }\n"
" float4 K = nextTex.Load(int3(pos.x, GetPosY(pos.y - 1), 0));\n"
" float4 L = nextTex.Load(int3(pos.x, GetPosY(pos.y + 1), 0));\n"
" spatial_pred.x = TemporalPred(A.x, B.x, C.x, D.x, E.x, F.x, G.x,\n"
" H.x, I.x, J.x, K.x, L.x, spatial_pred.x);\n"
" spatial_pred.y = TemporalPred(A.y, B.y, C.y, D.y, E.y, F.y, G.y,\n"
" H.y, I.y, J.y, K.y, L.y, spatial_pred.y);\n"
" spatial_pred.z = TemporalPred(A.z, B.z, C.z, D.z, E.z, F.z, G.z,\n"
" H.z, I.z, J.z, K.z, L.z, spatial_pred.z);\n"
" spatial_pred.w = TemporalPred(A.w, B.w, C.w, D.w, E.w, F.w, G.w,\n"
" H.w, I.w, J.w, K.w, L.w, spatial_pred.w);\n"
" outTex[uint2(pos.x, pos.y)] = spatial_pred;\n"
" }\n"
" }\n"
"}\n"
"\n"
"[numthreads(8, 8, 1)]\n"
"void ENTRY_POINT (uint3 tid : SV_DispatchThreadID)\n"
"{\n"
" Execute (int2(tid.x, tid.y));\n"
"}\n";
#endif

View file

@ -31,3 +31,8 @@
#include "VSMain_coord.hlsl"
#include "VSMain_pos.hlsl"
#include "CSMain_mipgen.hlsl"
#include "CSMain_yadif_1.hlsl"
#include "CSMain_yadif_1_10.hlsl"
#include "CSMain_yadif_1_12.hlsl"
#include "CSMain_yadif_2.hlsl"
#include "CSMain_yadif_4.hlsl"

View file

@ -11,6 +11,11 @@ hlsl_sources = [
['VSMain_coord', 'vs'],
['VSMain_pos', 'vs'],
['CSMain_mipgen', 'cs'],
['CSMain_yadif_1_10', 'cs'],
['CSMain_yadif_1_12', 'cs'],
['CSMain_yadif_1', 'cs'],
['CSMain_yadif_2', 'cs'],
['CSMain_yadif_4', 'cs'],
]
shader_model = '5_0'