AMD FidelityFX Contrast Adaptive Sharpening v1.0.2 for mpv

February 21, 2022 ยท View on GitHub

// LICENSE // ======= // Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved. // ------- // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation // files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // ------- // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the // Software. // ------- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE // WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

// FidelityFX CAS v1.0.2 by AMD // ported to mpv by agyild

// Changelog // Optimized texture lookups for OpenGL 4.0+, DirectX 10+, and OpenGL ES 3.1+ // Changed rcp + mul operations to div for better clarity when CAS_GO_SLOWER is set to 1, since the compiler should automatically // optimize those instructions anyway. // Made it directly operate on LUMA plane, since the original shader was operating on LUMA by deriving it from RGB. This should // cause a major increase in performance, especially on OpenGL 4.0+ renderers (4 texture lookups vs. 16) // Removed transparency preservation mechanism since the alpha channel is a separate source plan than LUMA // Added custom gamma curve support for relinearization // Removed final blending between the original and the sharpened pixels since it was redundant // // Notes // Per AMD's guidelines only upscales content up to 4x (e.g., 1080p -> 2160p, 720p -> 1440p etc.) and everything else in between, // that means CAS will scale up to 4x at maximum, and any further scaling will be processed by mpv's scalers // // The filter is designed to run in linear light, and does have an optional relinerization and delinearization pass which // assumes BT.1886 content by default. Do not forget to change SOURCE_TRC and TARGET_TRC variables depending // on what kind of content the filter is running on. You might want to create seperate versions of the file with different // colorspace values, and apply them via autoprofiles. Note that running in non-linear light will result in oversharpening.

//!HOOK LUMA //!BIND HOOKED //!DESC FidelityFX Upsampling and Sharpening v1.0.2 (Relinearization) //!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 >

// User variables - Relinearization // Compatibility #define SOURCE_TRC 4 // Is needed to convert from source colorspace to linear light. 0 = None (Skip conversion), 1 = Rec709, 2 = PQ, 3 = sRGB, 4 = BT.1886, 5 = HLG, 6 = Custom #define CUSTOM_GAMMA 2.2 // Custom power gamma curve to use if and when SOURCE_TRC is 6.

// Shader code

float From709(float rec709) { return max(min(rec709 / float(4.5), float(0.081)), pow((rec709 + float(0.099)) / float(1.099), float(1.0 / 0.45))); }

float FromPq(float pq) { float p = pow(pq, float(0.0126833)); return (pow(clamp(p - float(0.835938), 0.0, 1.0) / (float(18.8516) - float(18.6875) * p), float(6.27739))); }

float FromSrgb(float srgb) { return max(min(srgb / 12.92, float(0.04045)), pow((srgb + float(0.055)) / float(1.055), float(2.4))); }

float FromHlg(float hlg) { const float a = 0.17883277; const float b = 0.28466892; const float c = 0.55991073;

float linear;
if (hlg >= 0.0 && hlg <= 0.5) {
	linear = pow(hlg, 2.0) / 3.0;
} else {
	linear = (exp((hlg - c) / a) + b) / 12.0;
}

return linear;

}

vec4 hook() { vec4 col = HOOKED_tex(HOOKED_pos); col.r = clamp(col.r, 0.0, 1.0); #if (SOURCE_TRC == 1) col.r = From709(col.r); #elif (SOURCE_TRC == 2) col.r = FromPq(col.r); #elif (SOURCE_TRC == 3) col.r = FromSrgb(col.r); #elif (SOURCE_TRC == 4) col.r = pow(col.r, float(2.4)); #elif (SOURCE_TRC == 5) col.r = FromHlg(col.r); #elif (SOURCE_TRC == 6) col.r = pow(col.r, float(CUSTOM_GAMMA)); #endif return col; }

//!HOOK LUMA //!BIND HOOKED //!DESC FidelityFX Upsampling and Sharpening v1.0.2 //!WHEN OUTPUT.w OUTPUT.h * LUMA.w LUMA.h * / 1.0 > //!WIDTH OUTPUT.w OUTPUT.w LUMA.w 2 * < * LUMA.w 2 * OUTPUT.w LUMA.w 2 * > * + OUTPUT.w OUTPUT.w LUMA.w 2 * = * + //!HEIGHT OUTPUT.h OUTPUT.h LUMA.h 2 * < * LUMA.h 2 * OUTPUT.h LUMA.h 2 * > * + OUTPUT.h OUTPUT.h LUMA.h 2 * = * +

// User variables - Upsampling and Sharpening // Intensity #define SHARPENING 0.0 // Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening. 0.0 to 1.0.

// Performance #define CAS_BETTER_DIAGONALS 1 // If set to 0, drops certain math and texture lookup operations for better performance. This is only useful on pre-OpenGL 4.0 renderers and there is no need to disable it otherwise. 0 or 1. #define CAS_GO_SLOWER 0 // If set to 1, disables the use of optimized approximate transcendental functions which might slightly increase accuracy in exchange of performance. 0 or 1.

// Compatibility #define TARGET_TRC 4 // Is needed to convert from source colorspace to target colorspace. 0 = None (Skip conversion), 1 = Rec709, 2 = PQ, 3 = sRGB, 4 = BT.1886, 5 = HLG, 6 = Custom #define CUSTOM_GAMMA 2.2 // Custom power gamma curve to use if and when TARGET_TRC is 6.

// Shader code

float To709(float linear) { return max(min(linear * float(4.5), float(0.018)), float(1.099) * pow(linear, float(0.45)) - float(0.099)); }

float ToPq(float linear) { float p = pow(linear, float(0.159302)); return pow((float(0.835938) + float(18.8516) * p) / (float(1.0) + float(18.6875) * p), float(78.8438)); }

float ToSrgb(float linear) { return max(min(linear * float(12.92), float(0.0031308)), float(1.055) * pow(linear, float(0.41666)) - float(0.055)); }

float ToHlg(float linear) { const float a = 0.17883277; const float b = 0.28466892; const float c = 0.55991073;

float hlg;
if (linear <= 1.0 / 12.0) {
	hlg = sqrt(3.0 * linear);
} else {
	hlg = a * log(12.0 * linear - b) + c;
}

return hlg;

}

#if (CAS_GO_SLOWER == 0)

float APrxLoSqrtF1(float a) { return uintBitsToFloat((floatBitsToUint(a) >> uint(1)) + uint(0x1fbc4639)); }

float APrxLoRcpF1(float a) { return uintBitsToFloat(uint(0x7ef07ebb) - floatBitsToUint(a)); }

float APrxMedRcpF1(float a) { float b = uintBitsToFloat(uint(0x7ef19fff) - floatBitsToUint(a)); return b * (-b * a + float(2.0)); }

#endif

vec4 hook() { // Scaling algorithm adaptively interpolates between nearest 4 results of the non-scaling algorithm. // a b c d // e f g h // i j k l // m n o p // Working these 4 results. // +-----+-----+ // | | | // | f..|..g | // | . | . | // +-----+-----+ // | . | . | // | j..|..k | // | | | // +-----+-----+

vec2 pp = HOOKED_pos * HOOKED_size - 0.5;
vec2 fp = floor(pp);
pp -= fp;

#if (defined(HOOKED_gather) && (VERSION >= 400 || (GL_ES && VERSION >= 310))) vec4 abef = HOOKED_gather(vec2((fp - vec2(0.5)) * HOOKED_pt), 0);

float b = abef.z;
float e = abef.x;
float f = abef.y;

vec4 cdgh = HOOKED_gather(vec2((fp + vec2(1.5, -0.5)) * HOOKED_pt), 0);

float c = cdgh.w;
float g = cdgh.x;
float h = cdgh.y;

vec4 ijmn = HOOKED_gather(vec2((fp + vec2(-0.5, 1.5)) * HOOKED_pt), 0);

float i = ijmn.w;
float j = ijmn.z;
float n = ijmn.y;

vec4 klop = HOOKED_gather(vec2((fp + vec2(1.5)) * HOOKED_pt), 0);

float k = klop.w;
float l = klop.z;
float o = klop.x;

#if (CAS_BETTER_DIAGONALS == 1)
	float a = abef.w;
	float d = cdgh.z;
	float m = ijmn.x;
	float p = klop.y;
#endif

#else ivec2 sp = ivec2(fp);

#if (CAS_BETTER_DIAGONALS == 1)
	float a = texelFetch(HOOKED_raw, sp + ivec2(-1, -1), 0).r * HOOKED_mul;
	float d = texelFetch(HOOKED_raw, sp + ivec2( 2, -1), 0).r * HOOKED_mul;
	float m = texelFetch(HOOKED_raw, sp + ivec2(-1,  2), 0).r * HOOKED_mul;
	float p = texelFetch(HOOKED_raw, sp + ivec2( 2,  2), 0).r * HOOKED_mul;
#endif

float b = texelFetch(HOOKED_raw, sp + ivec2( 0, -1), 0).r * HOOKED_mul;
float e = texelFetch(HOOKED_raw, sp + ivec2(-1,  0), 0).r * HOOKED_mul;
float f = texelFetch(HOOKED_raw, sp                , 0).r * HOOKED_mul;

float c = texelFetch(HOOKED_raw, sp + ivec2( 1, -1), 0).r * HOOKED_mul;
float g = texelFetch(HOOKED_raw, sp + ivec2( 1,  0), 0).r * HOOKED_mul;
float h = texelFetch(HOOKED_raw, sp + ivec2( 2,  0), 0).r * HOOKED_mul;

float i = texelFetch(HOOKED_raw, sp + ivec2(-1,  1), 0).r * HOOKED_mul;
float j = texelFetch(HOOKED_raw, sp + ivec2( 0,  1), 0).r * HOOKED_mul;
float n = texelFetch(HOOKED_raw, sp + ivec2( 0,  2), 0).r * HOOKED_mul;

float k = texelFetch(HOOKED_raw, sp + ivec2( 1,  1), 0).r * HOOKED_mul;
float l = texelFetch(HOOKED_raw, sp + ivec2( 2,  1), 0).r * HOOKED_mul;
float o = texelFetch(HOOKED_raw, sp + ivec2( 1,  2), 0).r * HOOKED_mul;

#endif

// Soft min and max.
// These are 2.0x bigger (factored out the extra multiply).
//  a b c             b
//  e f g * 0.5  +  e f g * 0.5  [F]
//  i j k             j

float mnfL = min(min(b, min(e, f)), min(g, j));
float mxfL = max(max(b, max(e, f)), max(g, j));

#if (CAS_BETTER_DIAGONALS == 1) float mnfL2 = min(min(mnfL, min(a, c)), min(i, k)); mnfL += mnfL2;

float mxfL2 = max(max(mxfL, max(a, c)), max(i, k));
mxfL += mxfL2;

#endif

//  b c d             c
//  f g h * 0.5  +  f g h * 0.5  [G]
//  j k l             k
float mngL = min(min(c, min(f, g)), min(h, k));
float mxgL = max(max(c, max(f, g)), max(h, k));

#if (CAS_BETTER_DIAGONALS == 1) float mngL2 = min(min(mngL, min(b, d)), min(j, l)); mngL += mngL2;

float mxgL2 = max(max(mxgL, max(b, d)), max(j, l));
mxgL += mxgL2;

#endif

//  e f g             f
//  i j k * 0.5  +  i j k * 0.5  [J]
//  m n o             n
float mnjL  = min(min(f, min(i, j)), min(k, n));
float mxjL  = max(max(f, max(i, j)), max(k, n));

#if (CAS_BETTER_DIAGONALS == 1) float mnjL2 = min(min(mnjL, min(e, g)), min(m, o)); mnjL += mnjL2;

float mxjL2 = max(max(mxjL, max(e, g)), max(m, o));
mxjL += mxjL2;

#endif

//  f g h             g
//  j k l * 0.5  +  j k l * 0.5  [K]
//  n o p             o
float mnkL = min(min(g, min(j, k)), min(l, o));
float mxkL = max(max(g, max(j, k)), max(l, o));

#if (CAS_BETTER_DIAGONALS == 1) float mnkL2 = min(min(mnkL, min(f, h)), min(n, p)); mnkL += mnkL2;

float mxkL2 = max(max(mxkL, max(f, h)), max(n, p));
mxkL += mxkL2;

#endif

// Smooth minimum distance to signal limit divided by smooth max.
const float bdval = bool(CAS_BETTER_DIAGONALS) ? 2.0 : 1.0;

#if (CAS_GO_SLOWER == 1) float ampfL = clamp(min(mnfL, bdval - mxfL) / mxfL, 0.0, 1.0); float ampgL = clamp(min(mngL, bdval - mxgL) / mxgL, 0.0, 1.0); float ampjL = clamp(min(mnjL, bdval - mxjL) / mxjL, 0.0, 1.0); float ampkL = clamp(min(mnkL, bdval - mxkL) / mxkL, 0.0, 1.0); #else float ampfL = clamp(min(mnfL, bdval - mxfL) * APrxLoRcpF1(mxfL), 0.0, 1.0); float ampgL = clamp(min(mngL, bdval - mxgL) * APrxLoRcpF1(mxgL), 0.0, 1.0); float ampjL = clamp(min(mnjL, bdval - mxjL) * APrxLoRcpF1(mxjL), 0.0, 1.0); float ampkL = clamp(min(mnkL, bdval - mxkL) * APrxLoRcpF1(mxkL), 0.0, 1.0); #endif

// Shaping amount of sharpening.

#if (CAS_GO_SLOWER == 1) ampfL = sqrt(ampfL); ampgL = sqrt(ampgL); ampjL = sqrt(ampjL); ampkL = sqrt(ampkL); #else ampfL = APrxLoSqrtF1(ampfL); ampgL = APrxLoSqrtF1(ampgL); ampjL = APrxLoSqrtF1(ampjL); ampkL = APrxLoSqrtF1(ampkL); #endif

// Filter shape.
//  0 w 0
//  w 1 w
//  0 w 0

const float peak = -(mix(8.0, 5.0, clamp(SHARPENING, 0.0, 1.0)));
float wfL = ampfL / peak;
float wgL = ampgL / peak;
float wjL = ampjL / peak;
float wkL = ampkL / peak;

// Blend between 4 results.
//  s t
//  u v
float s = (1.0 - pp.x) * (1.0 - pp.y);
float t = pp.x * (1.0 - pp.y);
float u = (1.0 - pp.x) * pp.y;
float v = pp.x * pp.y;

// Thin edges to hide bilinear interpolation (helps diagonals).
const float thinB = 0.03125; // 1.0 / 32.0

#if (CAS_GO_SLOWER == 1) s /= thinB + mxfL - mnfL; t /= thinB + mxgL - mngL; u /= thinB + mxjL - mnjL; v /= thinB + mxkL - mnkL; #else s *= APrxLoRcpF1(thinB + mxfL - mnfL); t *= APrxLoRcpF1(thinB + mxgL - mngL); u *= APrxLoRcpF1(thinB + mxjL - mnjL); v *= APrxLoRcpF1(thinB + mxkL - mnkL); #endif

// Final weighting.
//    b c
//  e f g h
//  i j k l
//    n o
//  _____  _____  _____  _____
//         fs        gt
//
//  _____  _____  _____  _____
//  fs      s gt  fs  t     gt
//         ju        kv
//  _____  _____  _____  _____
//         fs        gt
//  ju      u kv  ju  v     kv
//  _____  _____  _____  _____
//
//         ju        kv
float qbeL = wfL * s;
float qchL = wgL * t;
float qfL  = wgL * t + wjL * u + s;
float qgL  = wfL * s + wkL * v + t;
float qjL  = wfL * s + wkL * v + u;
float qkL  = wgL * t + wjL * u + v;
float qinL = wjL * u;
float qloL = wkL * v;

// Filter.
vec4 pix = vec4(0.0, 0.0, 0.0, 1.0);
float W = 2.0 * qbeL + 2.0 * qchL + 2.0 * qinL + 2.0 * qloL + qfL + qgL + qjL + qkL;
pix.r = b * qbeL + e * qbeL + c * qchL + h * qchL + i * qinL + n * qinL + l * qloL + o * qloL + f * qfL + g * qgL + j * qjL + k * qkL;

#if (CAS_GO_SLOWER == 1) pix.r /= W; #else pix.r *= APrxMedRcpF1(W); #endif

pix.r = clamp(pix.r, 0.0, 1.0);

#if (TARGET_TRC == 1) pix.r = To709(pix.r); #elif (TARGET_TRC == 2) pix.r = ToPq(pix.r); #elif (TARGET_TRC == 3) pix.r = ToSrgb(pix.r); #elif (TARGET_TRC == 4) pix.r = pow(pix.r, float(1.0 / 2.4)); #elif (TARGET_TRC == 5) pix.r = ToHlg(pix.r); #elif (TARGET_TRC == 6) pix.r = pow(pix.r, float(1.0 / CUSTOM_GAMMA)); #endif

return pix;

}