Duckstation/data/resources/shaders/reshade/Shaders/crt/crt-royale/include/scanline-functions.fxh
Hyllian bf1b023f12
Add a new port of crt-royale.fx (#3260)
- A new port of crt-royale. More faithful to original. It uses the same mask textures.
- The only thing not ported is the original geometry pass. It was replaced by geom curvature code.
- It's configured for 1080p displays. 4k displays need to adjust param mask_triad_size_desired from 3.0 to 4.0.

OBS: It's up to you decide if the two versions should be maintained.
2024-07-26 14:33:01 +10:00

570 lines
28 KiB
HLSL

#ifndef SCANLINE_FUNCTIONS_H
#define SCANLINE_FUNCTIONS_H
///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
// crt-royale: A full-featured CRT shader, with cheese.
// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
//
// This program is free software; you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation; either version 2 of the License, or any later version.
//
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
//
// You should have received a copy of the GNU General Public License along with
// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
// Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////// INCLUDES //////////////////////////////////
#include "user-settings.fxh"
#include "derived-settings-and-constants.fxh"
#include "special-functions.fxh"
#include "gamma-management.fxh"
///////////////////////////// SCANLINE FUNCTIONS /////////////////////////////
float3 get_gaussian_sigma(const float3 color, const float sigma_range)
{
// Requires: Globals:
// 1.) beam_min_sigma and beam_max_sigma are global floats
// containing the desired minimum and maximum beam standard
// deviations, for dim and bright colors respectively.
// 2.) beam_max_sigma must be > 0.0
// 3.) beam_min_sigma must be in (0.0, beam_max_sigma]
// 4.) beam_spot_power must be defined as a global float.
// Parameters:
// 1.) color is the underlying source color along a scanline
// 2.) sigma_range = beam_max_sigma - beam_min_sigma; we take
// sigma_range as a parameter to avoid repeated computation
// when beam_{min, max}_sigma are runtime shader parameters
// Optional: Users may set beam_spot_shape_function to 1 to define the
// inner f(color) subfunction (see below) as:
// f(color) = sqrt(1.0 - (color - 1.0)*(color - 1.0))
// Otherwise (technically, if beam_spot_shape_function < 0.5):
// f(color) = pow(color, beam_spot_power)
// Returns: The standard deviation of the Gaussian beam for "color:"
// sigma = beam_min_sigma + sigma_range * f(color)
// Details/Discussion:
// The beam's spot shape vaguely resembles an aspect-corrected f() in the
// range [0, 1] (not quite, but it's related). f(color) = color makes
// spots look like diamonds, and a spherical function or cube balances
// between variable width and a soft/realistic shape. A beam_spot_power
// > 1.0 can produce an ugly spot shape and more initial clipping, but the
// final shape also differs based on the horizontal resampling filter and
// the phosphor bloom. For instance, resampling horizontally in nonlinear
// light and/or with a sharp (e.g. Lanczos) filter will sharpen the spot
// shape, but a sixth root is still quite soft. A power function (default
// 1.0/3.0 beam_spot_power) is most flexible, but a fixed spherical curve
// has the highest variability without an awful spot shape.
//
// beam_min_sigma affects scanline sharpness/aliasing in dim areas, and its
// difference from beam_max_sigma affects beam width variability. It only
// affects clipping [for pure Gaussians] if beam_spot_power > 1.0 (which is
// a conservative estimate for a more complex constraint).
//
// beam_max_sigma affects clipping and increasing scanline width/softness
// as color increases. The wider this is, the more scanlines need to be
// evaluated to avoid distortion. For a pure Gaussian, the max_beam_sigma
// at which the first unused scanline always has a weight < 1.0/255.0 is:
// num scanlines = 2, max_beam_sigma = 0.2089; distortions begin ~0.34
// num scanlines = 3, max_beam_sigma = 0.3879; distortions begin ~0.52
// num scanlines = 4, max_beam_sigma = 0.5723; distortions begin ~0.70
// num scanlines = 5, max_beam_sigma = 0.7591; distortions begin ~0.89
// num scanlines = 6, max_beam_sigma = 0.9483; distortions begin ~1.08
// Generalized Gaussians permit more leeway here as steepness increases.
if(beam_spot_shape_function < 0.5)
{
// Use a power function:
return beam_min_sigma.xxx + sigma_range *
pow(color, beam_spot_power);
}
else
{
// Use a spherical function:
const float3 color_minus_1 = color - 1.0.xxx;
return beam_min_sigma.xxx + sigma_range *
sqrt(1.0.xxx - color_minus_1*color_minus_1);
}
}
float3 get_generalized_gaussian_beta(const float3 color,
const float shape_range)
{
// Requires: Globals:
// 1.) beam_min_shape and beam_max_shape are global floats
// containing the desired min/max generalized Gaussian
// beta parameters, for dim and bright colors respectively.
// 2.) beam_max_shape must be >= 2.0
// 3.) beam_min_shape must be in [2.0, beam_max_shape]
// 4.) beam_shape_power must be defined as a global float.
// Parameters:
// 1.) color is the underlying source color along a scanline
// 2.) shape_range = beam_max_shape - beam_min_shape; we take
// shape_range as a parameter to avoid repeated computation
// when beam_{min, max}_shape are runtime shader parameters
// Returns: The type-I generalized Gaussian "shape" parameter beta for
// the given color.
// Details/Discussion:
// Beta affects the scanline distribution as follows:
// a.) beta < 2.0 narrows the peak to a spike with a discontinuous slope
// b.) beta == 2.0 just degenerates to a Gaussian
// c.) beta > 2.0 flattens and widens the peak, then drops off more steeply
// than a Gaussian. Whereas high sigmas widen and soften peaks, high
// beta widen and sharpen peaks at the risk of aliasing.
// Unlike high beam_spot_powers, high beam_shape_powers actually soften shape
// transitions, whereas lower ones sharpen them (at the risk of aliasing).
return beam_min_shape + shape_range * pow(color, beam_shape_power);
}
float3 scanline_gaussian_integral_contrib(const float3 dist,
const float3 color, const float pixel_height, const float sigma_range)
{
// Requires: 1.) dist is the distance of the [potentially separate R/G/B]
// point(s) from a scanline in units of scanlines, where
// 1.0 means the sample point straddles the next scanline.
// 2.) color is the underlying source color along a scanline.
// 3.) pixel_height is the output pixel height in scanlines.
// 4.) Requirements of get_gaussian_sigma() must be met.
// Returns: Return a scanline's light output over a given pixel.
// Details:
// The CRT beam profile follows a roughly Gaussian distribution which is
// wider for bright colors than dark ones. The integral over the full
// range of a Gaussian function is always 1.0, so we can vary the beam
// with a standard deviation without affecting brightness. 'x' = distance:
// gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2))
// gaussian integral = 0.5 (1.0 + erf(x/(sigma * sqrt(2))))
// Use a numerical approximation of the "error function" (the Gaussian
// indefinite integral) to find the definite integral of the scanline's
// average brightness over a given pixel area. Even if curved coords were
// used in this pass, a flat scalar pixel height works almost as well as a
// pixel height computed from a full pixel-space to scanline-space matrix.
const float3 sigma = get_gaussian_sigma(color, sigma_range);
const float3 ph_offset = (pixel_height.xxx) * 0.5;
const float3 denom_inv = 1.0/(sigma*sqrt(2.0));
const float3 integral_high = erf((dist + ph_offset)*denom_inv);
const float3 integral_low = erf((dist - ph_offset)*denom_inv);
return color * 0.5*(integral_high - integral_low)/pixel_height;
}
float3 scanline_generalized_gaussian_integral_contrib(const float3 dist,
const float3 color, const float pixel_height, const float sigma_range,
const float shape_range)
{
// Requires: 1.) Requirements of scanline_gaussian_integral_contrib()
// must be met.
// 2.) Requirements of get_gaussian_sigma() must be met.
// 3.) Requirements of get_generalized_gaussian_beta() must be
// met.
// Returns: Return a scanline's light output over a given pixel.
// A generalized Gaussian distribution allows the shape (beta) to vary
// as well as the width (alpha). "gamma" refers to the gamma function:
// generalized sample =
// beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta)
// ligamma(s, z) is the lower incomplete gamma function, for which we only
// implement two of four branches (because we keep 1/beta <= 0.5):
// generalized integral = 0.5 + 0.5* sign(x) *
// ligamma(1/beta, (|x|/alpha)**beta)/gamma(1/beta)
// See get_generalized_gaussian_beta() for a discussion of beta.
// We base alpha on the intended Gaussian sigma, but it only strictly
// models models standard deviation at beta == 2, because the standard
// deviation depends on both alpha and beta (keeping alpha independent is
// faster and preserves intuitive behavior and a full spectrum of results).
const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range);
const float3 beta = get_generalized_gaussian_beta(color, shape_range);
const float3 alpha_inv = 1.0.xxx/alpha;
const float3 s = 1.0.xxx/beta;
const float3 ph_offset = (pixel_height.xxx) * 0.5;
// Pass beta to gamma_impl to avoid repeated divides. Similarly pass
// beta (i.e. 1/s) and 1/gamma(s) to normalized_ligamma_impl.
const float3 gamma_s_inv = 1.0.xxx/gamma_impl(s, beta);
const float3 dist1 = dist + ph_offset;
const float3 dist0 = dist - ph_offset;
const float3 integral_high = sign(dist1) * normalized_ligamma_impl(
s, pow(abs(dist1)*alpha_inv, beta), beta, gamma_s_inv);
const float3 integral_low = sign(dist0) * normalized_ligamma_impl(
s, pow(abs(dist0)*alpha_inv, beta), beta, gamma_s_inv);
return color * 0.5*(integral_high - integral_low)/pixel_height;
}
float3 scanline_gaussian_sampled_contrib(const float3 dist, const float3 color,
const float pixel_height, const float sigma_range)
{
// See scanline_gaussian integral_contrib() for detailed comments!
// gaussian sample = 1/(sigma*sqrt(2*pi)) * e**(-(x**2)/(2*sigma**2))
const float3 sigma = get_gaussian_sigma(color, sigma_range);
// Avoid repeated divides:
const float3 sigma_inv = 1.0.xxx/sigma;
const float3 inner_denom_inv = 0.5 * sigma_inv * sigma_inv;
const float3 outer_denom_inv = sigma_inv/sqrt(2.0*pi);
if(beam_antialias_level > 0.5)
{
// Sample 1/3 pixel away in each direction as well:
const float3 sample_offset = pixel_height.xxx/3.0;
const float3 dist2 = dist + sample_offset;
const float3 dist3 = abs(dist - sample_offset);
// Average three pure Gaussian samples:
const float3 scale = color/3.0 * outer_denom_inv;
const float3 weight1 = exp(-(dist*dist)*inner_denom_inv);
const float3 weight2 = exp(-(dist2*dist2)*inner_denom_inv);
const float3 weight3 = exp(-(dist3*dist3)*inner_denom_inv);
return scale * (weight1 + weight2 + weight3);
}
else
{
return color*exp(-(dist*dist)*inner_denom_inv)*outer_denom_inv;
}
}
float3 scanline_generalized_gaussian_sampled_contrib(const float3 dist,
const float3 color, const float pixel_height, const float sigma_range,
const float shape_range)
{
// See scanline_generalized_gaussian_integral_contrib() for details!
// generalized sample =
// beta/(2*alpha*gamma(1/beta)) * e**(-(|x|/alpha)**beta)
const float3 alpha = sqrt(2.0) * get_gaussian_sigma(color, sigma_range);
const float3 beta = get_generalized_gaussian_beta(color, shape_range);
// Avoid repeated divides:
const float3 alpha_inv = 1.0.xxx/alpha;
const float3 beta_inv = 1.0.xxx/beta;
const float3 scale = color * beta * 0.5 * alpha_inv /
gamma_impl(beta_inv, beta);
if(beam_antialias_level > 0.5)
{
// Sample 1/3 pixel closer to and farther from the scanline too.
const float3 sample_offset = pixel_height.xxx/3.0;
const float3 dist2 = dist + sample_offset;
const float3 dist3 = abs(dist - sample_offset);
// Average three generalized Gaussian samples:
const float3 weight1 = exp(-pow(abs(dist*alpha_inv), beta));
const float3 weight2 = exp(-pow(abs(dist2*alpha_inv), beta));
const float3 weight3 = exp(-pow(abs(dist3*alpha_inv), beta));
return scale/3.0 * (weight1 + weight2 + weight3);
}
else
{
return scale * exp(-pow(abs(dist*alpha_inv), beta));
}
}
float3 scanline_contrib(float3 dist, float3 color,
float pixel_height, const float sigma_range, const float shape_range)
{
// Requires: 1.) Requirements of scanline_gaussian_integral_contrib()
// must be met.
// 2.) Requirements of get_gaussian_sigma() must be met.
// 3.) Requirements of get_generalized_gaussian_beta() must be
// met.
// Returns: Return a scanline's light output over a given pixel, using
// a generalized or pure Gaussian distribution and sampling or
// integrals as desired by user codepath choices.
if(beam_generalized_gaussian)
{
if(beam_antialias_level > 1.5)
{
return scanline_generalized_gaussian_integral_contrib(
dist, color, pixel_height, sigma_range, shape_range);
}
else
{
return scanline_generalized_gaussian_sampled_contrib(
dist, color, pixel_height, sigma_range, shape_range);
}
}
else
{
if(beam_antialias_level > 1.5)
{
return scanline_gaussian_integral_contrib(
dist, color, pixel_height, sigma_range);
}
else
{
return scanline_gaussian_sampled_contrib(
dist, color, pixel_height, sigma_range);
}
}
}
float3 get_raw_interpolated_color(const float3 color0,
const float3 color1, const float3 color2, const float3 color3,
const float4 weights)
{
// Use max to avoid bizarre artifacts from negative colors:
return max(mul(weights, float4x3(color0, color1, color2, color3)), 0.0);
}
float3 get_interpolated_linear_color(const float3 color0, const float3 color1,
const float3 color2, const float3 color3, const float4 weights)
{
// Requires: 1.) Requirements of include/gamma-management.h must be met:
// intermediate_gamma must be globally defined, and input
// colors are interpreted as linear RGB unless you #define
// GAMMA_ENCODE_EVERY_FBO (in which case they are
// interpreted as gamma-encoded with intermediate_gamma).
// 2.) color0-3 are colors sampled from a texture with tex2D().
// They are interpreted as defined in requirement 1.
// 3.) weights contains weights for each color, summing to 1.0.
// 4.) beam_horiz_linear_rgb_weight must be defined as a global
// float in [0.0, 1.0] describing how much blending should
// be done in linear RGB (rest is gamma-corrected RGB).
// 5.) RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE must be #defined
// if beam_horiz_linear_rgb_weight is anything other than a
// static constant, or we may try branching at runtime
// without dynamic branches allowed (slow).
// Returns: Return an interpolated color lookup between the four input
// colors based on the weights in weights. The final color will
// be a linear RGB value, but the blending will be done as
// indicated above.
const float intermediate_gamma = get_intermediate_gamma();
// Branch if beam_horiz_linear_rgb_weight is static (for free) or if the
// profile allows dynamic branches (faster than computing extra pows):
#ifndef RUNTIME_SCANLINES_HORIZ_FILTER_COLORSPACE
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
#else
#ifdef DRIVERS_ALLOW_DYNAMIC_BRANCHES
#define SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
#endif
#endif
#ifdef SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
// beam_horiz_linear_rgb_weight is static, so we can branch:
#ifdef GAMMA_ENCODE_EVERY_FBO
const float3 gamma_mixed_color = pow(get_raw_interpolated_color(
color0, color1, color2, color3, weights), intermediate_gamma);
if(beam_horiz_linear_rgb_weight > 0.0)
{
const float3 linear_mixed_color = get_raw_interpolated_color(
pow(color0, intermediate_gamma),
pow(color1, intermediate_gamma),
pow(color2, intermediate_gamma),
pow(color3, intermediate_gamma),
weights);
return lerp(gamma_mixed_color, linear_mixed_color,
beam_horiz_linear_rgb_weight);
}
else
{
return gamma_mixed_color;
}
#else
const float3 linear_mixed_color = get_raw_interpolated_color(
color0, color1, color2, color3, weights);
if(beam_horiz_linear_rgb_weight < 1.0)
{
const float3 gamma_mixed_color = get_raw_interpolated_color(
pow(color0, 1.0/intermediate_gamma),
pow(color1, 1.0/intermediate_gamma),
pow(color2, 1.0/intermediate_gamma),
pow(color3, 1.0/intermediate_gamma),
weights);
return lerp(gamma_mixed_color, linear_mixed_color,
beam_horiz_linear_rgb_weight);
}
else
{
return linear_mixed_color;
}
#endif // GAMMA_ENCODE_EVERY_FBO
#else
#ifdef GAMMA_ENCODE_EVERY_FBO
// Inputs: color0-3 are colors in gamma-encoded RGB.
const float3 gamma_mixed_color = pow(get_raw_interpolated_color(
color0, color1, color2, color3, weights), intermediate_gamma);
const float3 linear_mixed_color = get_raw_interpolated_color(
pow(color0, intermediate_gamma),
pow(color1, intermediate_gamma),
pow(color2, intermediate_gamma),
pow(color3, intermediate_gamma),
weights);
return lerp(gamma_mixed_color, linear_mixed_color,
beam_horiz_linear_rgb_weight);
#else
// Inputs: color0-3 are colors in linear RGB.
const float3 linear_mixed_color = get_raw_interpolated_color(
color0, color1, color2, color3, weights);
const float3 gamma_mixed_color = get_raw_interpolated_color(
pow(color0, 1.0/intermediate_gamma),
pow(color1, 1.0/intermediate_gamma),
pow(color2, 1.0/intermediate_gamma),
pow(color3, 1.0/intermediate_gamma),
weights);
return lerp(gamma_mixed_color, linear_mixed_color,
beam_horiz_linear_rgb_weight);
#endif // GAMMA_ENCODE_EVERY_FBO
#endif // SCANLINES_BRANCH_FOR_LINEAR_RGB_WEIGHT
}
float3 get_scanline_color(const sampler2D Source, const float2 scanline_uv,
const float2 uv_step_x, const float4 weights)
{
// Requires: 1.) scanline_uv must be vertically snapped to the caller's
// desired line or scanline and horizontally snapped to the
// texel just left of the output pixel (color1)
// 2.) uv_step_x must contain the horizontal uv distance
// between texels.
// 3.) weights must contain interpolation filter weights for
// color0, color1, color2, and color3, where color1 is just
// left of the output pixel.
// Returns: Return a horizontally interpolated texture lookup using 2-4
// nearby texels, according to weights and the conventions of
// get_interpolated_linear_color().
// We can ignore the outside texture lookups for Quilez resampling.
const float3 color1 = tex2D(Source, scanline_uv).rgb;
const float3 color2 = tex2D(Source, scanline_uv + uv_step_x).rgb;
float3 color0 = 0.0.xxx;
float3 color3 = 0.0.xxx;
if(beam_horiz_filter > 0.5)
{
color0 = tex2D(Source, scanline_uv - uv_step_x).rgb;
color3 = tex2D(Source, scanline_uv + 2.0 * uv_step_x).rgb;
}
// Sample the texture as-is, whether it's linear or gamma-encoded:
// get_interpolated_linear_color() will handle the difference.
return get_interpolated_linear_color(color0, color1, color2, color3, weights);
}
float3 sample_single_scanline_horizontal(const sampler2D Source,
const float2 tex_uv, const float2 texture_size,
const float2 texture_size_inv)
{
// TODO: Add function requirements.
// Snap to the previous texel and get sample dists from 2/4 nearby texels:
const float2 curr_texel = tex_uv * texture_size;
// Use under_half to fix a rounding bug right around exact texel locations.
const float2 prev_texel =
floor(curr_texel - under_half.xx) + 0.5.xx;
const float2 prev_texel_hor = float2(prev_texel.x, curr_texel.y);
const float2 prev_texel_hor_uv = prev_texel_hor * texture_size_inv;
const float prev_dist = curr_texel.x - prev_texel_hor.x;
const float4 sample_dists = float4(1.0 + prev_dist, prev_dist,
1.0 - prev_dist, 2.0 - prev_dist);
// Get Quilez, Lanczos2, or Gaussian resize weights for 2/4 nearby texels:
float4 weights;
if(beam_horiz_filter < 0.5)
{
// Quilez:
const float x = sample_dists.y;
const float w2 = x*x*x*(x*(x*6.0 - 15.0) + 10.0);
weights = float4(0.0, 1.0 - w2, w2, 0.0);
}
else if(beam_horiz_filter < 1.5)
{
// Gaussian:
float inner_denom_inv = 1.0/(2.0*beam_horiz_sigma*beam_horiz_sigma);
weights = exp(-(sample_dists*sample_dists)*inner_denom_inv);
}
else
{
// Lanczos2:
const float4 pi_dists = FIX_ZERO(sample_dists * pi);
weights = 2.0 * sin(pi_dists) * sin(pi_dists * 0.5) /
(pi_dists * pi_dists);
}
// Ensure the weight sum == 1.0:
const float4 final_weights = weights/dot(weights, 1.0.xxxx);
// Get the interpolated horizontal scanline color:
const float2 uv_step_x = float2(texture_size_inv.x, 0.0);
return get_scanline_color(
Source, prev_texel_hor_uv, uv_step_x, final_weights);
}
float3 sample_rgb_scanline_horizontal(const sampler2D Source,
const float2 tex_uv, const float2 texture_size,
const float2 texture_size_inv)
{
// TODO: Add function requirements.
// Rely on a helper to make convergence easier.
if(beam_misconvergence)
{
const float3 convergence_offsets_rgb =
get_convergence_offsets_x_vector();
const float3 offset_u_rgb =
convergence_offsets_rgb * texture_size_inv.xxx;
const float2 scanline_uv_r = tex_uv - float2(offset_u_rgb.r, 0.0);
const float2 scanline_uv_g = tex_uv - float2(offset_u_rgb.g, 0.0);
const float2 scanline_uv_b = tex_uv - float2(offset_u_rgb.b, 0.0);
const float3 sample_r = sample_single_scanline_horizontal(
Source, scanline_uv_r, texture_size, texture_size_inv);
const float3 sample_g = sample_single_scanline_horizontal(
Source, scanline_uv_g, texture_size, texture_size_inv);
const float3 sample_b = sample_single_scanline_horizontal(
Source, scanline_uv_b, texture_size, texture_size_inv);
return float3(sample_r.r, sample_g.g, sample_b.b);
}
else
{
return sample_single_scanline_horizontal(Source, tex_uv, texture_size,
texture_size_inv);
}
}
float2 get_last_scanline_uv(const float2 tex_uv, const float2 texture_size,
const float2 texture_size_inv, const float2 il_step_multiple,
const float frame_count, out float dist)
{
// Compute texture coords for the last/upper scanline, accounting for
// interlacing: With interlacing, only consider even/odd scanlines every
// other frame. Top-field first (TFF) order puts even scanlines on even
// frames, and BFF order puts them on odd frames. Texels are centered at:
// frac(tex_uv * texture_size) == x.5
// Caution: If these coordinates ever seem incorrect, first make sure it's
// not because anisotropic filtering is blurring across field boundaries.
// Note: TFF/BFF won't matter for sources that double-weave or similar.
const float field_offset = floor(il_step_multiple.y * 0.75) *
fmod(frame_count + float(interlace_bff), 2.0);
const float2 curr_texel = tex_uv * texture_size;
// Use under_half to fix a rounding bug right around exact texel locations.
// This causes an insane bug on duckstation, so it's disabled here. (Hyllian, 2024)
// const float2 prev_texel_num = floor(curr_texel - under_half.xx);
const float2 prev_texel_num = curr_texel;
const float wrong_field = fmod(
prev_texel_num.y + field_offset, il_step_multiple.y);
const float2 scanline_texel_num = prev_texel_num - float2(0.0, wrong_field);
// Snap to the center of the previous scanline in the current field:
const float2 scanline_texel = scanline_texel_num + 0.5.xx;
const float2 scanline_uv = scanline_texel * texture_size_inv;
// Save the sample's distance from the scanline, in units of scanlines:
dist = (curr_texel.y - scanline_texel.y)/il_step_multiple.y;
return scanline_uv;
}
bool is_interlaced(float num_lines)
{
// Detect interlacing based on the number of lines in the source.
if(interlace_detect)
{
// NTSC: 525 lines, 262.5/field; 486 active (2 half-lines), 243/field
// NTSC Emulators: Typically 224 or 240 lines
// PAL: 625 lines, 312.5/field; 576 active (typical), 288/field
// PAL Emulators: ?
// ATSC: 720p, 1080i, 1080p
// Where do we place our cutoffs? Assumptions:
// 1.) We only need to care about active lines.
// 2.) Anything > 288 and <= 576 lines is probably interlaced.
// 3.) Anything > 576 lines is probably not interlaced...
// 4.) ...except 1080 lines, which is a crapshoot (user decision).
// 5.) Just in case the main program uses calculated video sizes,
// we should nudge the float thresholds a bit.
const bool sd_interlace = ((num_lines > 288.5) && (num_lines < 576.5));
const bool hd_interlace = interlace_1080i ?
((num_lines > 1079.5) && (num_lines < 1080.5)) :
false;
return (sd_interlace || hd_interlace);
}
else
{
return false;
}
}
#endif // SCANLINE_FUNCTIONS_H