From 9d37c7169f9ee266a6013868ca937dbb32ddcd38 Mon Sep 17 00:00:00 2001 From: FunkyFr3sh Date: Sat, 26 Aug 2023 22:02:21 +0200 Subject: [PATCH] add Lanczos2 opengl shader --- config/ConfigFormUnit.cpp | 1 + inc/openglshader.h | 216 ++++++++++++++++++++++++++++++++++++++ src/opengl_utils.c | 4 +- src/render_ogl.c | 6 +- 4 files changed, 224 insertions(+), 3 deletions(-) diff --git a/config/ConfigFormUnit.cpp b/config/ConfigFormUnit.cpp index 7ae9420..3a1564a 100644 --- a/config/ConfigFormUnit.cpp +++ b/config/ConfigFormUnit.cpp @@ -787,6 +787,7 @@ void __fastcall TConfigForm::FormCreate(TObject *Sender) ShaderCbx->AddItem("Nearest neighbor", NULL); ShaderCbx->AddItem("Bilinear", NULL); ShaderCbx->AddItem("Bicubic", NULL); + ShaderCbx->AddItem("Lanczos", NULL); } auto shader = ini->ReadString("ddraw", "shader", "Bicubic"); diff --git a/inc/openglshader.h b/inc/openglshader.h index fce2c96..94a9d22 100644 --- a/inc/openglshader.h +++ b/inc/openglshader.h @@ -250,6 +250,222 @@ const char CATMULL_ROM_FRAG_SHADER_CORE[] = " FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n" "}\n"; +/* +// The following code is licensed under the MIT license: +// Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader +// Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com +// https://github.com/libretro/glsl-shaders/blob/09e2942efbab2f51b60ff0b93b7761b0b0570910/windowed/shaders/lanczos2-sharp.glsl +*/ +const char LANCZOS2_FRAG_SHADER[] = + "#version 130\n" + "#define JINC2_WINDOW_SINC 0.5\n" + "#define JINC2_SINC 1.0\n" + "#define JINC2_AR_STRENGTH 0.8\n" + "\n" + "out vec4 FragColor;\n" + "uniform int FrameDirection;\n" + "uniform int FrameCount;\n" + "uniform vec2 OutputSize;\n" + "uniform vec2 TextureSize;\n" + "uniform vec2 InputSize;\n" + "uniform sampler2D Texture;\n" + "in vec4 TEX0;\n" + "\n" + "const float pi = 3.1415926535897932384626433832795;\n" + "const float wa = JINC2_WINDOW_SINC*pi;\n" + "const float wb = JINC2_SINC*pi;\n" + "\n" + "// Calculates the distance between two points\n" + "float d(vec2 pt1, vec2 pt2)\n" + "{\n" + " vec2 v = pt2 - pt1;\n" + " return sqrt(dot(v,v));\n" + "}\n" + "\n" + "vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n" + "{\n" + " return min(a, min(b, min(c, d)));\n" + "}\n" + "\n" + "vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n" + "{\n" + " return max(a, max(b, max(c, d)));\n" + "}\n" + "\n" + "vec4 resampler(vec4 x)\n" + "{\n" + " vec4 res;\n" + "\n" + " res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n" + " res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n" + " res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n" + " res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n" + "\n" + " return res;\n" + "}\n" + "\n" + "void main()\n" + "{\n" + " vec3 color;\n" + " vec4 weights[4];\n" + "\n" + " vec2 dx = vec2(1.0, 0.0);\n" + " vec2 dy = vec2(0.0, 1.0);\n" + "\n" + " vec2 pc = TEX0.xy*TextureSize;\n" + "\n" + " vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n" + " \n" + " weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n" + " weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n" + " weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n" + " weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n" + "\n" + " dx = dx/TextureSize;\n" + " dy = dy/TextureSize;\n" + " tc = tc/TextureSize;\n" + "\n" + " vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n" + " vec3 c10 = texture(Texture, tc -dy).xyz;\n" + " vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n" + " vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n" + " vec3 c01 = texture(Texture, tc -dx ).xyz;\n" + " vec3 c11 = texture(Texture, tc ).xyz;\n" + " vec3 c21 = texture(Texture, tc +dx ).xyz;\n" + " vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n" + " vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n" + " vec3 c12 = texture(Texture, tc +dy).xyz;\n" + " vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n" + " vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n" + " vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n" + " vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n" + " vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n" + " vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n" + " \n" + " // Get min/max samples\n" + " vec3 min_sample = min4(c11, c21, c12, c22);\n" + " vec3 max_sample = max4(c11, c21, c12, c22);\n" + " \n" + " color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n" + " color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n" + " color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n" + " color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n" + " color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n" + "\n" + " // Anti-ringing\n" + " vec3 aux = color;\n" + " color = clamp(color, min_sample, max_sample);\n" + " color = mix(aux, color, JINC2_AR_STRENGTH);\n" + "\n" + " // final sum and weight normalization\n" + " FragColor.xyz = color;\n" + "}\n"; + + +const char LANCZOS2_FRAG_SHADER_CORE[] = + "#version 150\n" + "#define JINC2_WINDOW_SINC 0.5\n" + "#define JINC2_SINC 1.0\n" + "#define JINC2_AR_STRENGTH 0.8\n" + "\n" + "out vec4 FragColor;\n" + "uniform int FrameDirection;\n" + "uniform int FrameCount;\n" + "uniform vec2 OutputSize;\n" + "uniform vec2 TextureSize;\n" + "uniform vec2 InputSize;\n" + "uniform sampler2D Texture;\n" + "in vec4 TEX0;\n" + "\n" + "const float pi = 3.1415926535897932384626433832795;\n" + "const float wa = JINC2_WINDOW_SINC*pi;\n" + "const float wb = JINC2_SINC*pi;\n" + "\n" + "// Calculates the distance between two points\n" + "float d(vec2 pt1, vec2 pt2)\n" + "{\n" + " vec2 v = pt2 - pt1;\n" + " return sqrt(dot(v,v));\n" + "}\n" + "\n" + "vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)\n" + "{\n" + " return min(a, min(b, min(c, d)));\n" + "}\n" + "\n" + "vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)\n" + "{\n" + " return max(a, max(b, max(c, d)));\n" + "}\n" + "\n" + "vec4 resampler(vec4 x)\n" + "{\n" + " vec4 res;\n" + "\n" + " res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);\n" + " res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);\n" + " res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);\n" + " res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);\n" + "\n" + " return res;\n" + "}\n" + "\n" + "void main()\n" + "{\n" + " vec3 color;\n" + " vec4 weights[4];\n" + "\n" + " vec2 dx = vec2(1.0, 0.0);\n" + " vec2 dy = vec2(0.0, 1.0);\n" + "\n" + " vec2 pc = TEX0.xy*TextureSize;\n" + "\n" + " vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));\n" + " \n" + " weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));\n" + " weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));\n" + " weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));\n" + " weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));\n" + "\n" + " dx = dx/TextureSize;\n" + " dy = dy/TextureSize;\n" + " tc = tc/TextureSize;\n" + "\n" + " vec3 c00 = texture(Texture, tc -dx -dy).xyz;\n" + " vec3 c10 = texture(Texture, tc -dy).xyz;\n" + " vec3 c20 = texture(Texture, tc +dx -dy).xyz;\n" + " vec3 c30 = texture(Texture, tc+2.0*dx -dy).xyz;\n" + " vec3 c01 = texture(Texture, tc -dx ).xyz;\n" + " vec3 c11 = texture(Texture, tc ).xyz;\n" + " vec3 c21 = texture(Texture, tc +dx ).xyz;\n" + " vec3 c31 = texture(Texture, tc+2.0*dx ).xyz;\n" + " vec3 c02 = texture(Texture, tc -dx +dy).xyz;\n" + " vec3 c12 = texture(Texture, tc +dy).xyz;\n" + " vec3 c22 = texture(Texture, tc +dx +dy).xyz;\n" + " vec3 c32 = texture(Texture, tc+2.0*dx +dy).xyz;\n" + " vec3 c03 = texture(Texture, tc -dx+2.0*dy).xyz;\n" + " vec3 c13 = texture(Texture, tc +2.0*dy).xyz;\n" + " vec3 c23 = texture(Texture, tc +dx+2.0*dy).xyz;\n" + " vec3 c33 = texture(Texture, tc+2.0*dx+2.0*dy).xyz;\n" + " \n" + " // Get min/max samples\n" + " vec3 min_sample = min4(c11, c21, c12, c22);\n" + " vec3 max_sample = max4(c11, c21, c12, c22);\n" + " \n" + " color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));\n" + " color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));\n" + " color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));\n" + " color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));\n" + " color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));\n" + "\n" + " // Anti-ringing\n" + " vec3 aux = color;\n" + " color = clamp(color, min_sample, max_sample);\n" + " color = mix(aux, color, JINC2_AR_STRENGTH);\n" + "\n" + " // final sum and weight normalization\n" + " FragColor.xyz = color;\n" + "}\n"; #endif diff --git a/src/opengl_utils.c b/src/opengl_utils.c index f1bc32b..94dda4e 100644 --- a/src/opengl_utils.c +++ b/src/opengl_utils.c @@ -283,14 +283,14 @@ GLuint oglu_build_program(const GLchar* vert_source, const GLchar* frag_source) glGetShaderiv(frag_shader, GL_COMPILE_STATUS, &is_compiled); if (is_compiled == GL_FALSE) { - /* + /**/ GLint len = 0; glGetShaderiv(frag_shader, GL_INFO_LOG_LENGTH, &len); char* log = calloc(len + 50, 1); glGetShaderInfoLog(frag_shader, len, &len, &log[0]); TRACE("| GL_LOG: %s\n", log); free(log); - */ + if (glDeleteShader) { glDeleteShader(frag_shader); diff --git a/src/render_ogl.c b/src/render_ogl.c index 1d5c963..9a45936 100644 --- a/src/render_ogl.c +++ b/src/render_ogl.c @@ -190,6 +190,7 @@ static void ogl_build_programs() PASSTHROUGH_VERT_SHADER, _stricmp(g_ddraw->shader, "Nearest neighbor") == 0 ? PASSTHROUGH_FRAG_SHADER : _stricmp(g_ddraw->shader, "Bilinear") == 0 ? PASSTHROUGH_FRAG_SHADER : + _stricmp(g_ddraw->shader, "Lanczos") == 0 ? LANCZOS2_FRAG_SHADER : CATMULL_ROM_FRAG_SHADER); if (!g_ogl.scale_program) @@ -199,10 +200,13 @@ static void ogl_build_programs() PASSTHROUGH_VERT_SHADER_CORE, _stricmp(g_ddraw->shader, "Nearest neighbor") == 0 ? PASSTHROUGH_FRAG_SHADER_CORE : _stricmp(g_ddraw->shader, "Bilinear") == 0 ? PASSTHROUGH_FRAG_SHADER_CORE : + _stricmp(g_ddraw->shader, "Lanczos") == 0 ? LANCZOS2_FRAG_SHADER_CORE : CATMULL_ROM_FRAG_SHADER_CORE); } - bilinear = _stricmp(g_ddraw->shader, "Nearest neighbor") != 0; + bilinear = TRUE; + _stricmp(g_ddraw->shader, "Nearest neighbor") != 0 && + _stricmp(g_ddraw->shader, "Lanczos") != 0; } } }