diff --git a/Cocoa/GBPreferencesWindow.m b/Cocoa/GBPreferencesWindow.m index be32e50..0aee2c2 100644 --- a/Cocoa/GBPreferencesWindow.m +++ b/Cocoa/GBPreferencesWindow.m @@ -25,7 +25,8 @@ @"AAScale4x", @"HQ2x", @"OmniScale", - @"AAOmniScale", + @"OmniScaleLegacy", + @"AAOmniScaleLegacy", ]; } return filters; diff --git a/Cocoa/Preferences.xib b/Cocoa/Preferences.xib index 8f0a6b2..af4b38e 100644 --- a/Cocoa/Preferences.xib +++ b/Cocoa/Preferences.xib @@ -38,7 +38,7 @@ - + @@ -54,11 +54,12 @@ - - + + + - + diff --git a/Shaders/AAOmniScale.fsh b/Shaders/AAOmniScaleLegacy.fsh similarity index 100% rename from Shaders/AAOmniScale.fsh rename to Shaders/AAOmniScaleLegacy.fsh diff --git a/Shaders/HQ2x.fsh b/Shaders/HQ2x.fsh index a729b5e..14316b6 100644 --- a/Shaders/HQ2x.fsh +++ b/Shaders/HQ2x.fsh @@ -1,9 +1,16 @@ /* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */ -/* Todo: Add the real YUV difference from HQ2x*/ +vec3 rgb_to_yuv(vec4 rgb) +{ + return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b, + -0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b, + 0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b); +} + bool is_different(vec4 a, vec4 b) { - return length(a - b) > 0.15; + vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b)); + return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031; } #define P(m, r) ((pattern & (m)) == (r)) diff --git a/Shaders/OmniScale.fsh b/Shaders/OmniScale.fsh index cd4257d..f0658a1 100644 --- a/Shaders/OmniScale.fsh +++ b/Shaders/OmniScale.fsh @@ -1,107 +1,177 @@ +/* OmniScale is derived from the pattern based design of HQnx, but with the following general differences: + - The actual output calculating was completely redesigned as resolution independent graphic generator. This allows + scaling to any factor. + - HQnx approximations that were good enough for a 2x/3x/4x factor were refined, creating smoother gradients. + - "Quarters" can be interpolated in more ways than in the HQnx filters + - If a pattern does not provide enough information to determine the suitable scaling interpolation, up to 16 pixels + per quarter are sampled (in contrast to the usual 9) in order to determine the best interpolation. + */ -float quickDistance(vec4 a, vec4 b) +vec3 rgb_to_yuv(vec4 rgb) { - return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); + return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b, + -0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b, + 0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b); } +bool is_different(vec4 a, vec4 b) +{ + vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b)); + return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031; +} + +#define P(m, r) ((pattern & (m)) == (r)) + vec4 scale(sampler2D image) { + // o = offset, the width of a pixel + vec2 o = 1.0 / textureDimensions; vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution; - vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); + /* We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */ - vec4 q11 = texture(image, (pixel ) / textureDimensions); - vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions); - vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions); - vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions); + // p = the position within a pixel [0...1] + vec2 p = fract(texCoord * textureDimensions); - vec2 pos = fract(pixel); - - /* Special handling for diaonals */ - bool hasDownDiagonal = false; - bool hasUpDiagonal = false; - if (q12 == q21 && q11 != q22) hasUpDiagonal = true; - else if (q12 != q21 && q11 == q22) hasDownDiagonal = true; - else if (q12 == q21 && q11 == q22) { - if (q11 == q12) return q11; - int diagonalBias = 0; - for (float y = -1.0; y < 3.0; y++) { - for (float x = -1.0; x < 3.0; x++) { - vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions); - if (color == q11) diagonalBias++; - if (color == q12) diagonalBias--; - } - } - if (diagonalBias <= 0) { - hasDownDiagonal = true; - } - if (diagonalBias >= 0) { - hasUpDiagonal = true; - } + if (p.x > 0.5) { + o.x = -o.x; + p.x = 1.0 - p.x; + } + if (p.y > 0.5) { + o.y = -o.y; + p.y = 1.0 - p.y; } - if (hasUpDiagonal || hasDownDiagonal) { - vec4 downDiagonalResult, upDiagonalResult; - if (hasUpDiagonal) { - float diagonalPos = pos.x + pos.y; - if (diagonalPos < 0.5) { - upDiagonalResult = q11; - } - else if (diagonalPos > 1.5) { - upDiagonalResult = q22; - } - else { - upDiagonalResult = q12; - } + vec4 w0 = texture(image, texCoord + vec2( -o.x, -o.y)); + vec4 w1 = texture(image, texCoord + vec2( 0, -o.y)); + vec4 w2 = texture(image, texCoord + vec2( o.x, -o.y)); + vec4 w3 = texture(image, texCoord + vec2( -o.x, 0)); + vec4 w4 = texture(image, texCoord + vec2( 0, 0)); + vec4 w5 = texture(image, texCoord + vec2( o.x, 0)); + vec4 w6 = texture(image, texCoord + vec2( -o.x, o.y)); + vec4 w7 = texture(image, texCoord + vec2( 0, o.y)); + vec4 w8 = texture(image, texCoord + vec2( o.x, o.y)); + + int pattern = 0; + if (is_different(w0, w4)) pattern |= 1 << 0; + if (is_different(w1, w4)) pattern |= 1 << 1; + if (is_different(w2, w4)) pattern |= 1 << 2; + if (is_different(w3, w4)) pattern |= 1 << 3; + if (is_different(w5, w4)) pattern |= 1 << 4; + if (is_different(w6, w4)) pattern |= 1 << 5; + if (is_different(w7, w4)) pattern |= 1 << 6; + if (is_different(w8, w4)) pattern |= 1 << 7; + + if ((P(0xbf,0x37) || P(0xdb,0x13)) && is_different(w1, w5)) + return mix(w4, w3, 0.5 - p.x); + if ((P(0xdb,0x49) || P(0xef,0x6d)) && is_different(w7, w3)) + return mix(w4, w1, 0.5 - p.y); + if ((P(0x0b,0x0b) || P(0xfe,0x4a) || P(0xfe,0x1a)) && is_different(w3, w1)) + return w4; + if ((P(0x6f,0x2a) || P(0x5b,0x0a) || P(0xbf,0x3a) || P(0xdf,0x5a) || + P(0x9f,0x8a) || P(0xcf,0x8a) || P(0xef,0x4e) || P(0x3f,0x0e) || + P(0xfb,0x5a) || P(0xbb,0x8a) || P(0x7f,0x5a) || P(0xaf,0x8a) || + P(0xeb,0x8a)) && is_different(w3, w1)) + return mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y); + if (P(0x0b,0x08)) + return mix(mix(w0 * 0.375 + w1 * 0.25 + w4 * 0.375, w4 * 0.5 + w1 * 0.5, p.x * 2.0), w4, p.y * 2.0); + if (P(0x0b,0x02)) + return mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0); + if (P(0x2f,0x2f)) { + if (length(p - vec2(0.5)) < 0.5) { + return w4; } - - if (hasDownDiagonal) { - float diagonalPos = 1.0 - pos.x + pos.y; - - if (diagonalPos < 0.5) { - downDiagonalResult = q21; - } - else if (diagonalPos > 1.5) { - downDiagonalResult = q12; - } - else { - downDiagonalResult = q11; - } + if (is_different(w0, w1) || is_different(w0, w3)) { + return mix(w1, w3, p.y - p.x + 0.5); } - - if (!hasUpDiagonal) return downDiagonalResult; - if (!hasDownDiagonal) return upDiagonalResult; - return mix(downDiagonalResult, upDiagonalResult, 0.5); + return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + if (P(0xbf,0x37) || P(0xdb,0x13)) { + if (p.x - 2.0 * p.y > 0) { + return w1; + } + return mix(w3, w4, p.x + 0.5); + } + if (P(0xdb,0x49) || P(0xef,0x6d)) { + if (p.y - 2.0 * p.x > 0) { + return w3; + } + return mix(w1, w4, p.x * 2); + } + if ( P(0xbf,0x8f) || P(0x7e,0x0e)) { + if (p.x + 2.0 * p.y < 1.0) { + if (is_different(w0, w1) || is_different(w0, w3)) { + return mix(w1, w3, p.y - p.x + 0.5); + } + return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + return w4; + } + if (P(0x7e,0x2a) || P(0xef,0xab)) { + if (p.y + 2.0 * p.x < 1.0) { + if (is_different(w0, w1) || is_different(w0, w3)) { + return mix(w1, w3, p.y - p.x + 0.5); + } + return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); + } + return w4; + } + if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43)) + return mix(w4, w3, 0.5 - p.x); + if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19)) + return mix(w4, w1, 0.5 - p.y); + if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) || + P(0xdf,0xde) || P(0xdf,0x1e)) + return mix(w4, w0, (1.0 - p.x - p.y) / 2.0); + if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) || + P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) || + P(0x3b,0x1b)) { + if (p.x + p.y > 0.5) { + return w4; + } + if (is_different(w0, w1) || is_different(w0, w3)) { + return mix(w1, w3, p.y - p.x + 0.5); + } + return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0); } - vec4 r1 = mix(q11, q21, fract(pos.x)); - vec4 r2 = mix(q12, q22, fract(pos.x)); + if (P(0x0b,0x01)) + //return vec4(1,0,0,0); + return mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y); + + if (P(0x0b,0x00)) + return mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y); + + if (p.x + p.y > 0.5) + return w4; + + /* We need more samples to "solve" this diagonal */ + vec4 x0 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y * 2.0)); + vec4 x1 = texture(image, texCoord + vec2( -o.x , -o.y * 2.0)); + vec4 x2 = texture(image, texCoord + vec2( 0.0 , -o.y * 2.0)); + vec4 x3 = texture(image, texCoord + vec2( o.x , -o.y * 2.0)); + vec4 x4 = texture(image, texCoord + vec2( -o.x * 2.0, -o.y )); + vec4 x5 = texture(image, texCoord + vec2( -o.x * 2.0, 0.0 )); + vec4 x6 = texture(image, texCoord + vec2( -o.x * 2.0, o.y )); + + if (is_different(x0, w4)) pattern |= 1 << 8; + if (is_different(x1, w4)) pattern |= 1 << 9; + if (is_different(x2, w4)) pattern |= 1 << 10; + if (is_different(x3, w4)) pattern |= 1 << 11; + if (is_different(x4, w4)) pattern |= 1 << 12; + if (is_different(x5, w4)) pattern |= 1 << 13; + if (is_different(x6, w4)) pattern |= 1 << 14; + + int diagonal_bias = -7; + while (pattern != 0) { + diagonal_bias += pattern & 1; + pattern >>= 1; + } + + if (diagonal_bias <= 0) + return mix(w1, w3, p.y - p.x + 0.5); - vec4 unqunatized = mix(r1, r2, fract(pos.y)); - - float q11d = quickDistance(unqunatized, q11); - float q21d = quickDistance(unqunatized, q21); - float q12d = quickDistance(unqunatized, q12); - float q22d = quickDistance(unqunatized, q22); - - float best = min(q11d, - min(q21d, - min(q12d, - q22d))); - - if (q11d == best) { - return q11; - } - - if (q21d == best) { - return q21; - } - - if (q12d == best) { - return q12; - } - - return q22; + return w4; } \ No newline at end of file diff --git a/Shaders/OmniScaleLegacy.fsh b/Shaders/OmniScaleLegacy.fsh new file mode 100644 index 0000000..cd4257d --- /dev/null +++ b/Shaders/OmniScaleLegacy.fsh @@ -0,0 +1,107 @@ + +float quickDistance(vec4 a, vec4 b) +{ + return abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z); +} + +vec4 scale(sampler2D image) +{ + vec2 texCoord = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y) / uResolution; + + vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); + + vec4 q11 = texture(image, (pixel ) / textureDimensions); + vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions); + vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions); + vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions); + + vec2 pos = fract(pixel); + + /* Special handling for diaonals */ + bool hasDownDiagonal = false; + bool hasUpDiagonal = false; + if (q12 == q21 && q11 != q22) hasUpDiagonal = true; + else if (q12 != q21 && q11 == q22) hasDownDiagonal = true; + else if (q12 == q21 && q11 == q22) { + if (q11 == q12) return q11; + int diagonalBias = 0; + for (float y = -1.0; y < 3.0; y++) { + for (float x = -1.0; x < 3.0; x++) { + vec4 color = texture(image, (pixel + vec2(x, y)) / textureDimensions); + if (color == q11) diagonalBias++; + if (color == q12) diagonalBias--; + } + } + if (diagonalBias <= 0) { + hasDownDiagonal = true; + } + if (diagonalBias >= 0) { + hasUpDiagonal = true; + } + } + + if (hasUpDiagonal || hasDownDiagonal) { + vec4 downDiagonalResult, upDiagonalResult; + + if (hasUpDiagonal) { + float diagonalPos = pos.x + pos.y; + + if (diagonalPos < 0.5) { + upDiagonalResult = q11; + } + else if (diagonalPos > 1.5) { + upDiagonalResult = q22; + } + else { + upDiagonalResult = q12; + } + } + + if (hasDownDiagonal) { + float diagonalPos = 1.0 - pos.x + pos.y; + + if (diagonalPos < 0.5) { + downDiagonalResult = q21; + } + else if (diagonalPos > 1.5) { + downDiagonalResult = q12; + } + else { + downDiagonalResult = q11; + } + } + + if (!hasUpDiagonal) return downDiagonalResult; + if (!hasDownDiagonal) return upDiagonalResult; + return mix(downDiagonalResult, upDiagonalResult, 0.5); + } + + vec4 r1 = mix(q11, q21, fract(pos.x)); + vec4 r2 = mix(q12, q22, fract(pos.x)); + + vec4 unqunatized = mix(r1, r2, fract(pos.y)); + + float q11d = quickDistance(unqunatized, q11); + float q21d = quickDistance(unqunatized, q21); + float q12d = quickDistance(unqunatized, q12); + float q22d = quickDistance(unqunatized, q22); + + float best = min(q11d, + min(q21d, + min(q12d, + q22d))); + + if (q11d == best) { + return q11; + } + + if (q21d == best) { + return q21; + } + + if (q12d == best) { + return q12; + } + + return q22; +} \ No newline at end of file