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@igv
Last active April 9, 2024 07:07
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Good test pattern: https://www.rtings.com/images/test-materials/2017/chroma-444.png (Compress it with any lossy codec first, for example jpeg. You can do it with mpv, only add screenshot-jpeg-source-chroma=no to mpv.conf). Usage: glsl-shader="~~/KrigBilateral.glsl"
// KrigBilateral by Shiandow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3.0 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library.
//!HOOK CHROMA
//!BIND LUMA
//!BIND HOOKED
//!SAVE LOWRES_Y
//!WIDTH LUMA.w
//!WHEN CHROMA.w LUMA.w <
//!DESC KrigBilateral Downscaling Y pass 1
#define offset vec2(0)
#define axis 1
#define Kernel(x) dot(vec3(0.42659, -0.49656, 0.076849), cos(vec3(0, 1, 2) * acos(-1.) * (x + 1.)))
vec4 hook() {
// Calculate bounds
float low = ceil((LUMA_pos - CHROMA_pt) * LUMA_size - offset - 0.5)[axis];
float high = floor((LUMA_pos + CHROMA_pt) * LUMA_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = LUMA_pos;
for (float k = low; k <= high; k++) {
pos[axis] = LUMA_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - LUMA_pos[axis])*CHROMA_size[axis];
float w = Kernel(rel);
vec4 y = textureGrad(LUMA_raw, pos, vec2(0.0), vec2(0.0)).xxxx * LUMA_mul;
y.y *= y.y;
avg += w * y;
W += w;
}
avg /= W;
avg.y = abs(avg.y - avg.x * avg.x);
return avg;
}
//!HOOK CHROMA
//!BIND LOWRES_Y
//!BIND HOOKED
//!SAVE LOWRES_Y
//!WHEN CHROMA.w LUMA.w <
//!DESC KrigBilateral Downscaling Y pass 2
#define offset vec2(0)
#define axis 0
#define Kernel(x) dot(vec3(0.42659, -0.49656, 0.076849), cos(vec3(0, 1, 2) * acos(-1.) * (x + 1.)))
vec4 hook() {
// Calculate bounds
float low = ceil((LOWRES_Y_pos - CHROMA_pt) * LOWRES_Y_size - offset - 0.5)[axis];
float high = floor((LOWRES_Y_pos + CHROMA_pt) * LOWRES_Y_size - offset - 0.5)[axis];
float W = 0.0;
vec4 avg = vec4(0);
vec2 pos = LOWRES_Y_pos;
for (float k = low; k <= high; k++) {
pos[axis] = LOWRES_Y_pt[axis] * (k - offset[axis] + 0.5);
float rel = (pos[axis] - LOWRES_Y_pos[axis])*CHROMA_size[axis];
float w = Kernel(rel);
vec4 y = textureGrad(LOWRES_Y_raw, pos, vec2(0.0), vec2(0.0)).xxxx * LOWRES_Y_mul;
y.y *= y.y;
avg += w * y;
W += w;
}
avg /= W;
avg.y = abs(avg.y - avg.x * avg.x) + LOWRES_Y_texOff(0).y;
return avg;
}
//!HOOK CHROMA
//!BIND HOOKED
//!BIND LUMA
//!BIND LOWRES_Y
//!WIDTH LUMA.w
//!HEIGHT LUMA.h
//!WHEN CHROMA.w LUMA.w <
//!OFFSET ALIGN
//!DESC KrigBilateral Upscaling UV
#define sigma_nsq 256.0/(255.0*255.0)
#define N 8
#define sqr(x) dot(x,x)
#define M(i,j) Mx[min(i,j)*N + max(i,j) - (min(i,j)*(min(i,j)+1))/2]
#define C(i,j) (inversesqrt(1.0 + (X[i].y + X[j].y) / Var) * exp(-0.5 * (sqr(X[i].x - X[j].x) / (localVar + X[i].y + X[j].y) + sqr((coords[i] - coords[j]) / radius))) /*+ (X[i].x - y) * (X[j].x - y) / Var*/) // commented out part works well only on test patterns
#define c(i) (inversesqrt(1.0 + X[i].y / Var) * exp(-0.5 * (sqr(X[i].x - y) / (localVar + X[i].y) + sqr((coords[i] - offset) / radius))))
#define getnsum(i) X[i] = vec4(LOWRES_Y_tex(LOWRES_Y_pt*(pos+coords[i]+vec2(0.5))).xy, \
CHROMA_tex(CHROMA_pt*(pos+coords[i]+vec2(0.5))).xy); \
w = clamp(1.5 - abs(coords[i]), 0.0, 1.0); \
total += w.x*w.y*vec4(X[i].x, X[i].x * X[i].x, X[i].y, 1.0);
#define I3(f, n) f(n) f(n+1) f(n+2)
#define I9(f, n) I3(f, n) I3(f, n+3) I3(f, n+6)
vec4 hook() {
vec2 pos = CHROMA_pos * HOOKED_size - vec2(0.5);
vec2 offset = pos - round(pos);
pos -= offset;
vec2 coords[N+1];
vec4 X[N+1];
vec2 w;
vec4 total = vec4(0);
coords[0] = vec2(-1,-1); coords[1] = vec2(-1, 0); coords[2] = vec2(-1, 1);
coords[3] = vec2( 0,-1); coords[4] = vec2( 0, 1); coords[5] = vec2( 1,-1);
coords[6] = vec2( 1, 0); coords[7] = vec2( 1, 1); coords[8] = vec2( 0, 0);
I9(getnsum, 0)
total.xyz /= total.w;
float localVar = abs(total.y - total.x * total.x) + sigma_nsq;
float Var = localVar + total.z;
float radius = 1.5; // mix(1.5, 1.0, sigma_nsq / Var);
float y = LUMA_texOff(0).x;
float Mx[(N*(N+1))/2];
float b[N];
vec2 interp = X[N].zw;
b[0] = c(0) - c(N) - C(0,N) + C(N,N); M(0, 0) = C(0,0) - C(0,N) - C(0,N) + C(N,N); M(0, 1) = C(0,1) - C(1,N) - C(0,N) + C(N,N); M(0, 2) = C(0,2) - C(2,N) - C(0,N) + C(N,N); M(0, 3) = C(0,3) - C(3,N) - C(0,N) + C(N,N); M(0, 4) = C(0,4) - C(4,N) - C(0,N) + C(N,N); M(0, 5) = C(0,5) - C(5,N) - C(0,N) + C(N,N); M(0, 6) = C(0,6) - C(6,N) - C(0,N) + C(N,N); M(0, 7) = C(0,7) - C(7,N) - C(0,N) + C(N,N);
b[1] = c(1) - c(N) - C(1,N) + C(N,N); M(1, 1) = C(1,1) - C(1,N) - C(1,N) + C(N,N); M(1, 2) = C(1,2) - C(2,N) - C(1,N) + C(N,N); M(1, 3) = C(1,3) - C(3,N) - C(1,N) + C(N,N); M(1, 4) = C(1,4) - C(4,N) - C(1,N) + C(N,N); M(1, 5) = C(1,5) - C(5,N) - C(1,N) + C(N,N); M(1, 6) = C(1,6) - C(6,N) - C(1,N) + C(N,N); M(1, 7) = C(1,7) - C(7,N) - C(1,N) + C(N,N);
b[2] = c(2) - c(N) - C(2,N) + C(N,N); M(2, 2) = C(2,2) - C(2,N) - C(2,N) + C(N,N); M(2, 3) = C(2,3) - C(3,N) - C(2,N) + C(N,N); M(2, 4) = C(2,4) - C(4,N) - C(2,N) + C(N,N); M(2, 5) = C(2,5) - C(5,N) - C(2,N) + C(N,N); M(2, 6) = C(2,6) - C(6,N) - C(2,N) + C(N,N); M(2, 7) = C(2,7) - C(7,N) - C(2,N) + C(N,N);
b[3] = c(3) - c(N) - C(3,N) + C(N,N); M(3, 3) = C(3,3) - C(3,N) - C(3,N) + C(N,N); M(3, 4) = C(3,4) - C(4,N) - C(3,N) + C(N,N); M(3, 5) = C(3,5) - C(5,N) - C(3,N) + C(N,N); M(3, 6) = C(3,6) - C(6,N) - C(3,N) + C(N,N); M(3, 7) = C(3,7) - C(7,N) - C(3,N) + C(N,N);
b[4] = c(4) - c(N) - C(4,N) + C(N,N); M(4, 4) = C(4,4) - C(4,N) - C(4,N) + C(N,N); M(4, 5) = C(4,5) - C(5,N) - C(4,N) + C(N,N); M(4, 6) = C(4,6) - C(6,N) - C(4,N) + C(N,N); M(4, 7) = C(4,7) - C(7,N) - C(4,N) + C(N,N);
b[5] = c(5) - c(N) - C(5,N) + C(N,N); M(5, 5) = C(5,5) - C(5,N) - C(5,N) + C(N,N); M(5, 6) = C(5,6) - C(6,N) - C(5,N) + C(N,N); M(5, 7) = C(5,7) - C(7,N) - C(5,N) + C(N,N);
b[6] = c(6) - c(N) - C(6,N) + C(N,N); M(6, 6) = C(6,6) - C(6,N) - C(6,N) + C(N,N); M(6, 7) = C(6,7) - C(7,N) - C(6,N) + C(N,N);
b[7] = c(7) - c(N) - C(7,N) + C(N,N); M(7, 7) = C(7,7) - C(7,N) - C(7,N) + C(N,N);
b[1] -= b[0] * M(0, 1) / M(0, 0); M(1, 1) -= M(0, 1) * M(0, 1) / M(0, 0); M(1, 2) -= M(0, 2) * M(0, 1) / M(0, 0); M(1, 3) -= M(0, 3) * M(0, 1) / M(0, 0); M(1, 4) -= M(0, 4) * M(0, 1) / M(0, 0); M(1, 5) -= M(0, 5) * M(0, 1) / M(0, 0); M(1, 6) -= M(0, 6) * M(0, 1) / M(0, 0); M(1, 7) -= M(0, 7) * M(0, 1) / M(0, 0);
b[2] -= b[0] * M(0, 2) / M(0, 0); M(2, 2) -= M(0, 2) * M(0, 2) / M(0, 0); M(2, 3) -= M(0, 3) * M(0, 2) / M(0, 0); M(2, 4) -= M(0, 4) * M(0, 2) / M(0, 0); M(2, 5) -= M(0, 5) * M(0, 2) / M(0, 0); M(2, 6) -= M(0, 6) * M(0, 2) / M(0, 0); M(2, 7) -= M(0, 7) * M(0, 2) / M(0, 0);
b[3] -= b[0] * M(0, 3) / M(0, 0); M(3, 3) -= M(0, 3) * M(0, 3) / M(0, 0); M(3, 4) -= M(0, 4) * M(0, 3) / M(0, 0); M(3, 5) -= M(0, 5) * M(0, 3) / M(0, 0); M(3, 6) -= M(0, 6) * M(0, 3) / M(0, 0); M(3, 7) -= M(0, 7) * M(0, 3) / M(0, 0);
b[4] -= b[0] * M(0, 4) / M(0, 0); M(4, 4) -= M(0, 4) * M(0, 4) / M(0, 0); M(4, 5) -= M(0, 5) * M(0, 4) / M(0, 0); M(4, 6) -= M(0, 6) * M(0, 4) / M(0, 0); M(4, 7) -= M(0, 7) * M(0, 4) / M(0, 0);
b[5] -= b[0] * M(0, 5) / M(0, 0); M(5, 5) -= M(0, 5) * M(0, 5) / M(0, 0); M(5, 6) -= M(0, 6) * M(0, 5) / M(0, 0); M(5, 7) -= M(0, 7) * M(0, 5) / M(0, 0);
b[6] -= b[0] * M(0, 6) / M(0, 0); M(6, 6) -= M(0, 6) * M(0, 6) / M(0, 0); M(6, 7) -= M(0, 7) * M(0, 6) / M(0, 0);
b[7] -= b[0] * M(0, 7) / M(0, 0); M(7, 7) -= M(0, 7) * M(0, 7) / M(0, 0);
b[2] -= b[1] * M(1, 2) / M(1, 1); M(2, 2) -= M(1, 2) * M(1, 2) / M(1, 1); M(2, 3) -= M(1, 3) * M(1, 2) / M(1, 1); M(2, 4) -= M(1, 4) * M(1, 2) / M(1, 1); M(2, 5) -= M(1, 5) * M(1, 2) / M(1, 1); M(2, 6) -= M(1, 6) * M(1, 2) / M(1, 1); M(2, 7) -= M(1, 7) * M(1, 2) / M(1, 1);
b[3] -= b[1] * M(1, 3) / M(1, 1); M(3, 3) -= M(1, 3) * M(1, 3) / M(1, 1); M(3, 4) -= M(1, 4) * M(1, 3) / M(1, 1); M(3, 5) -= M(1, 5) * M(1, 3) / M(1, 1); M(3, 6) -= M(1, 6) * M(1, 3) / M(1, 1); M(3, 7) -= M(1, 7) * M(1, 3) / M(1, 1);
b[4] -= b[1] * M(1, 4) / M(1, 1); M(4, 4) -= M(1, 4) * M(1, 4) / M(1, 1); M(4, 5) -= M(1, 5) * M(1, 4) / M(1, 1); M(4, 6) -= M(1, 6) * M(1, 4) / M(1, 1); M(4, 7) -= M(1, 7) * M(1, 4) / M(1, 1);
b[5] -= b[1] * M(1, 5) / M(1, 1); M(5, 5) -= M(1, 5) * M(1, 5) / M(1, 1); M(5, 6) -= M(1, 6) * M(1, 5) / M(1, 1); M(5, 7) -= M(1, 7) * M(1, 5) / M(1, 1);
b[6] -= b[1] * M(1, 6) / M(1, 1); M(6, 6) -= M(1, 6) * M(1, 6) / M(1, 1); M(6, 7) -= M(1, 7) * M(1, 6) / M(1, 1);
b[7] -= b[1] * M(1, 7) / M(1, 1); M(7, 7) -= M(1, 7) * M(1, 7) / M(1, 1);
b[3] -= b[2] * M(2, 3) / M(2, 2); M(3, 3) -= M(2, 3) * M(2, 3) / M(2, 2); M(3, 4) -= M(2, 4) * M(2, 3) / M(2, 2); M(3, 5) -= M(2, 5) * M(2, 3) / M(2, 2); M(3, 6) -= M(2, 6) * M(2, 3) / M(2, 2); M(3, 7) -= M(2, 7) * M(2, 3) / M(2, 2);
b[4] -= b[2] * M(2, 4) / M(2, 2); M(4, 4) -= M(2, 4) * M(2, 4) / M(2, 2); M(4, 5) -= M(2, 5) * M(2, 4) / M(2, 2); M(4, 6) -= M(2, 6) * M(2, 4) / M(2, 2); M(4, 7) -= M(2, 7) * M(2, 4) / M(2, 2);
b[5] -= b[2] * M(2, 5) / M(2, 2); M(5, 5) -= M(2, 5) * M(2, 5) / M(2, 2); M(5, 6) -= M(2, 6) * M(2, 5) / M(2, 2); M(5, 7) -= M(2, 7) * M(2, 5) / M(2, 2);
b[6] -= b[2] * M(2, 6) / M(2, 2); M(6, 6) -= M(2, 6) * M(2, 6) / M(2, 2); M(6, 7) -= M(2, 7) * M(2, 6) / M(2, 2);
b[7] -= b[2] * M(2, 7) / M(2, 2); M(7, 7) -= M(2, 7) * M(2, 7) / M(2, 2);
b[4] -= b[3] * M(3, 4) / M(3, 3); M(4, 4) -= M(3, 4) * M(3, 4) / M(3, 3); M(4, 5) -= M(3, 5) * M(3, 4) / M(3, 3); M(4, 6) -= M(3, 6) * M(3, 4) / M(3, 3); M(4, 7) -= M(3, 7) * M(3, 4) / M(3, 3);
b[5] -= b[3] * M(3, 5) / M(3, 3); M(5, 5) -= M(3, 5) * M(3, 5) / M(3, 3); M(5, 6) -= M(3, 6) * M(3, 5) / M(3, 3); M(5, 7) -= M(3, 7) * M(3, 5) / M(3, 3);
b[6] -= b[3] * M(3, 6) / M(3, 3); M(6, 6) -= M(3, 6) * M(3, 6) / M(3, 3); M(6, 7) -= M(3, 7) * M(3, 6) / M(3, 3);
b[7] -= b[3] * M(3, 7) / M(3, 3); M(7, 7) -= M(3, 7) * M(3, 7) / M(3, 3);
b[5] -= b[4] * M(4, 5) / M(4, 4); M(5, 5) -= M(4, 5) * M(4, 5) / M(4, 4); M(5, 6) -= M(4, 6) * M(4, 5) / M(4, 4); M(5, 7) -= M(4, 7) * M(4, 5) / M(4, 4);
b[6] -= b[4] * M(4, 6) / M(4, 4); M(6, 6) -= M(4, 6) * M(4, 6) / M(4, 4); M(6, 7) -= M(4, 7) * M(4, 6) / M(4, 4);
b[7] -= b[4] * M(4, 7) / M(4, 4); M(7, 7) -= M(4, 7) * M(4, 7) / M(4, 4);
b[6] -= b[5] * M(5, 6) / M(5, 5); M(6, 6) -= M(5, 6) * M(5, 6) / M(5, 5); M(6, 7) -= M(5, 7) * M(5, 6) / M(5, 5);
b[7] -= b[5] * M(5, 7) / M(5, 5); M(7, 7) -= M(5, 7) * M(5, 7) / M(5, 5);
b[7] -= b[6] * M(6, 7) / M(6, 6); M(7, 7) -= M(6, 7) * M(6, 7) / M(6, 6);
b[7] /= M(7, 7);
interp += b[7] * (X[7] - X[N]).zw;
b[6] -= M(6, 7) * b[7]; b[6] /= M(6, 6);
interp += b[6] * (X[6] - X[N]).zw;
b[5] -= M(5, 6) * b[6]; b[5] -= M(5, 7) * b[7]; b[5] /= M(5, 5);
interp += b[5] * (X[5] - X[N]).zw;
b[4] -= M(4, 5) * b[5]; b[4] -= M(4, 6) * b[6]; b[4] -= M(4, 7) * b[7]; b[4] /= M(4, 4);
interp += b[4] * (X[4] - X[N]).zw;
b[3] -= M(3, 4) * b[4]; b[3] -= M(3, 5) * b[5]; b[3] -= M(3, 6) * b[6]; b[3] -= M(3, 7) * b[7]; b[3] /= M(3, 3);
interp += b[3] * (X[3] - X[N]).zw;
b[2] -= M(2, 3) * b[3]; b[2] -= M(2, 4) * b[4]; b[2] -= M(2, 5) * b[5]; b[2] -= M(2, 6) * b[6]; b[2] -= M(2, 7) * b[7]; b[2] /= M(2, 2);
interp += b[2] * (X[2] - X[N]).zw;
b[1] -= M(1, 2) * b[2]; b[1] -= M(1, 3) * b[3]; b[1] -= M(1, 4) * b[4]; b[1] -= M(1, 5) * b[5]; b[1] -= M(1, 6) * b[6]; b[1] -= M(1, 7) * b[7]; b[1] /= M(1, 1);
interp += b[1] * (X[1] - X[N]).zw;
b[0] -= M(0, 1) * b[1]; b[0] -= M(0, 2) * b[2]; b[0] -= M(0, 3) * b[3]; b[0] -= M(0, 4) * b[4]; b[0] -= M(0, 5) * b[5]; b[0] -= M(0, 6) * b[6]; b[0] -= M(0, 7) * b[7]; b[0] /= M(0, 0);
interp += b[0] * (X[0] - X[N]).zw;
return interp.xyxy;
}
@crazysword1
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Thanks for fixing this. I can confirm that the problem is gone. I recall you said if I leave the OFFSET at 0 -0.5, the quality would only be slightly worse right?

@deus0ww
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deus0ww commented Jun 1, 2019

In case anyone is interested, I updated my script to dynamically generate and load shader file with correct offsets with regard to chroma-location, chroma-subsampling, prescalers, and rotation (Tested on Macs; probably works on Linux; fails on Windows).

@crazysword1
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Hi IGV,
I use most of your shaders in MPV and I was wondering if the order they are listed in mpv.conf makes a difference to performance and quality? What about the "linear downscaling" and "sigmoid=upscaling" lines? Should they be before or after the shaders section?

Here is my current setup. Thank you.

profile=gpu-hq
deband=no
gpu-api=vulkan
fbo-format=rgba16hf

sigmoid-upscaling=no
linear-downscaling=no

glsl-shader="C:\mpv\mpv\shaders\FSRCNNX_x2_16-0-4-1.glsl"
glsl-shader="C:\mpv\mpv\shaders\KrigBilateral.glsl"
glsl-shader="C:\mpv\mpv\shaders\SSimSuperRes.glsl"
glsl-shader="C:\mpv\mpv\shaders\SSimDownscaler.glsl"
glsl-shader="C:\mpv\mpv\shaders\adaptive-sharpen.glsl"

scale=lanczos
dscale=mitchell
cscale=lanczos

@igv
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igv commented Jun 14, 2019

Doesn't make any difference.

@igv
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igv commented Jun 14, 2019

If your downscaling factor is small (like <2x) you can use dscale=lanczos with linear-downscaling=no instead of SSimDownscaler.

@crazysword1
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So I guess that means dscale=lanczos vs SSimDownscaler difference is small as long as the factor is <2?

@ganxiao2008
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Hi IGV,

krig causes no video output but blue color when hardware decoding 10 bit HEVC video in Mac OS 10.15 if debanding is not enabled.

krig enabled + deband=yes -> ok
krig disabled + deband=yes -> ok
krig disabled + deband=no -> ok
krig enabled + deband=no -> fail

mpv playback info

 (+) Video --vid=1 (hevc 3840x2160 59.940fps)
 (+) Audio --aid=1 (aac)
Using hardware decoding (videotoolbox).
AO: [coreaudio] 48000Hz stereo 2ch s16
VO: [libmpv] 3840x2160 videotoolbox[p010]

shader error log

[libmpv_render] fragment shader source:
[libmpv_render] [  1] #version 410
[libmpv_render] [  2] #define tex1D texture
[libmpv_render] [  3] #define tex3D texture
[libmpv_render] [  4] #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))
[libmpv_render] [  5] out vec4 out_color;
[libmpv_render] [  6] in vec2 texcoord0;
[libmpv_render] [  7] in vec2 texcoord1;
[libmpv_render] [  8] uniform float random;
[libmpv_render] [  9] uniform int frame;
[libmpv_render] [ 10] uniform vec2 input_size;
[libmpv_render] [ 11] uniform vec2 target_size;
[libmpv_render] [ 12] uniform vec2 tex_offset;
[libmpv_render] [ 13] uniform sampler2DRect texture0;
[libmpv_render] [ 14] uniform vec2 texture_size0;
[libmpv_render] [ 15] uniform mat2 texture_rot0;
[libmpv_render] [ 16] uniform vec2 texture_off0;
[libmpv_render] [ 17] uniform vec2 pixel_size0;
[libmpv_render] [ 18] uniform sampler2DRect texture1;
[libmpv_render] [ 19] uniform vec2 texture_size1;
[libmpv_render] [ 20] uniform mat2 texture_rot1;
[libmpv_render] [ 21] uniform vec2 texture_off1;
[libmpv_render] [ 22] uniform vec2 pixel_size1;
[libmpv_render] [ 23] #define HOOKED_raw texture0
[libmpv_render] [ 24] #define HOOKED_pos texcoord0
[libmpv_render] [ 25] #define HOOKED_size texture_size0
[libmpv_render] [ 26] #define HOOKED_rot texture_rot0
[libmpv_render] [ 27] #define HOOKED_off texture_off0
[libmpv_render] [ 28] #define HOOKED_pt pixel_size0
[libmpv_render] [ 29] #define HOOKED_map texmap0
[libmpv_render] [ 30] #define HOOKED_mul 1.003906
[libmpv_render] [ 31] #define HOOKED_tex(pos) (HOOKED_mul * vec4(texture(HOOKED_raw, pos)).rgba)
[libmpv_render] [ 32] #define HOOKED_texOff(off) HOOKED_tex(HOOKED_pos + HOOKED_pt * vec2(off))
[libmpv_render] [ 33] #define CHROMA_raw texture0
[libmpv_render] [ 34] #define CHROMA_pos texcoord0
[libmpv_render] [ 35] #define CHROMA_size texture_size0
[libmpv_render] [ 36] #define CHROMA_rot texture_rot0
[libmpv_render] [ 37] #define CHROMA_off texture_off0
[libmpv_render] [ 38] #define CHROMA_pt pixel_size0
[libmpv_render] [ 39] #define CHROMA_map texmap0
[libmpv_render] [ 40] #define CHROMA_mul 1.003906
[libmpv_render] [ 41] #define CHROMA_tex(pos) (CHROMA_mul * vec4(texture(CHROMA_raw, pos)).rgba)
[libmpv_render] [ 42] #define CHROMA_texOff(off) CHROMA_tex(CHROMA_pos + CHROMA_pt * vec2(off))
[libmpv_render] [ 43] #define LUMA_raw texture1
[libmpv_render] [ 44] #define LUMA_pos texcoord1
[libmpv_render] [ 45] #define LUMA_size texture_size1
[libmpv_render] [ 46] #define LUMA_rot texture_rot1
[libmpv_render] [ 47] #define LUMA_off texture_off1
[libmpv_render] [ 48] #define LUMA_pt pixel_size1
[libmpv_render] [ 49] #define LUMA_map texmap1
[libmpv_render] [ 50] #define LUMA_mul 1.003906
[libmpv_render] [ 51] #define LUMA_tex(pos) (LUMA_mul * vec4(texture(LUMA_raw, pos)).rgba)
[libmpv_render] [ 52] #define LUMA_texOff(off) LUMA_tex(LUMA_pos + LUMA_pt * vec2(off))
[libmpv_render] [ 53]
[libmpv_render] [ 54] #define lumaOffset  (-vec2(0.0, 0.0)*LUMA_size*CHROMA_pt)
[libmpv_render] [ 55]
[libmpv_render] [ 56] #define axis 1
[libmpv_render] [ 57]
[libmpv_render] [ 58] #define Kernel(x)   (1. - abs(x))
[libmpv_render] [ 59]
[libmpv_render] [ 60] vec4 hook() {
[libmpv_render] [ 61]     // Calculate bounds
[libmpv_render] [ 62]     float low  = ceil((LUMA_pos - 0.5*CHROMA_pt) * LUMA_size - lumaOffset - 0.5)[axis];
[libmpv_render] [ 63]     float high = floor((LUMA_pos + 0.5*CHROMA_pt) * LUMA_size - lumaOffset - 0.5)[axis];
[libmpv_render] [ 64]
[libmpv_render] [ 65]     float W = 0.0;
[libmpv_render] [ 66]     vec4 avg = vec4(0);
[libmpv_render] [ 67]     vec2 pos = LUMA_pos;
[libmpv_render] [ 68]
[libmpv_render] [ 69]     for (float k = low; k <= high; k++) {
[libmpv_render] [ 70]         pos[axis] = LUMA_pt[axis] * (k - lumaOffset[axis] + 0.5);
[libmpv_render] [ 71]         float rel = (pos[axis] - LUMA_pos[axis])*CHROMA_size[axis];
[libmpv_render] [ 72]         float w = Kernel(rel);
[libmpv_render] [ 73]
[libmpv_render] [ 74]         vec4 y = textureLod(LUMA_raw, pos, 0.0).xxxx * LUMA_mul;
[libmpv_render] [ 75]         y.y *= y.y;
[libmpv_render] [ 76]         avg += w * y;
[libmpv_render] [ 77]         W += w;
[libmpv_render] [ 78]     }
[libmpv_render] [ 79]     avg /= W;
[libmpv_render] [ 80]     avg.y = abs(avg.y - pow(avg.x, 2.0));
[libmpv_render] [ 81]     return avg;
[libmpv_render] [ 82] }
[libmpv_render] [ 83]
[libmpv_render] [ 84] void main() {
[libmpv_render] [ 85] vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
[libmpv_render] [ 86] color = hook();
[libmpv_render] [ 87] color.b = 0.000000;
[libmpv_render] [ 88] color.a = 1.000000;
[libmpv_render] [ 89] out_color = color;
[libmpv_render] [ 90] }
[libmpv_render] fragment shader compile log (status=0):
[libmpv_render] ERROR: 0:74: No matching function for call to textureLod(sampler2DRect, vec2, float)
[libmpv_render] ERROR: 0:75: Use of undeclared identifier 'y'
[libmpv_render] ERROR: 0:75: Use of undeclared identifier 'y'
[libmpv_render] ERROR: 0:76: Use of undeclared identifier 'y'
[libmpv_render]
[libmpv_render] shader link log (status=0): ERROR: One or more attached shaders not successfully compiled
[libmpv_render]

@Alexkral
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Does this work with 4:2:2 and in that case is the first hook needed?

@igv
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igv commented Dec 11, 2019

With 4:2:2 the 1st hook simply copies LUMA to LOWRES_Y. You can remove it, but then you also need to rename all LOWRES_Y to LUMA in the 2nd hook (except line //!SAVE LOWRES_Y).

@Alexkral
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Hi igv, I have noticed that some of your FSRCNN models produce slight luminance changes that are barely visible when applied to luma, but can become quite obvious in other situations. This affects up to four of the models, the most affected is FSRCNN_x2_r2_8-0-2.glsl. Issues are disabled in the repository, if you contact me I could give you more details that I don't consider appropriate to discuss here.

@igv
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igv commented Jan 16, 2020

FSRCNNX is latest and only supported version. Old models produce slight luminance changes because they were trained with SSIM loss.

@arennf
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arennf commented May 2, 2020

hey igv, do you mind if you reupload the image comparison link at the top? it's not working anymore...

@VEWION
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VEWION commented Dec 22, 2020

l am having a bad result compare to madvr's Bilateral sharp when applied to these stroke-like image which also common in anime.

Original:
original

madvr(left) mpv(right), I also saw this "red block inside of the stroke" issue in some anime scenes before:
madvr_crop1 mpv_crop1

madvr(left) mpv(right):
madvr_crop2 mpv_crop2

@igv
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igv commented Dec 22, 2020

Doesn't look much different than spline36 from mpv (and without jpeg), just sharper.

Also these yellowish and blue strokes are part of the original image
orig-zoom

Chroma bleeding sometimes happens with this shader, but FWIW it's mostly with a low bit-rate / quality images.

@VEWION
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VEWION commented Dec 23, 2020

I didn't realize that those things are part of the original image LOL. Looks like KrigBilateral is trying to approach the original (also colors such as purple of the image above) and madvr's Bilateral sharp is trying to please human eyes IMO.

@hooke007
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hooke007 commented Feb 17, 2021

It seems krig cannot handle well when --video-rotate=90/270 is set in mpv.conf

@igv
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igv commented Feb 17, 2021

Are you using hwdec? For me it happens only with hwdec and deband=no.

@hooke007
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Yes, using"--hwdec=auto-copy". Except bilinear/oversample/bicubic_fast, there is no other cscale filters can perfectly show the rotated videos.

@igv
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igv commented Feb 18, 2021

It's all mpv bugs.

@kasper93
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@igv: Could you change bind order, as in the diff below?

@@ -14,8 +14,8 @@
 // License along with this library.

 //!HOOK CHROMA
-//!BIND HOOKED
 //!BIND LUMA
+//!BIND HOOKED
 //!SAVE LOWRES_Y
 //!WIDTH LUMA.w
 //!WHEN CHROMA.w LUMA.w <
@@ -52,8 +52,8 @@ vec4 hook() {
 }

 //!HOOK CHROMA
-//!BIND HOOKED
 //!BIND LOWRES_Y
+//!BIND HOOKED
 //!SAVE LOWRES_Y
 //!WHEN CHROMA.w LUMA.w <
 //!DESC KrigBilateral Downscaling Y pass 2

What happens is that in fragment shader CHROMA_pos outputted from vertex shared is not used. And during the translation/optimization GLSL->SPIR-V->HLSL the actual input of the fragment shader is removed, which triggers validation error:

ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. Semantic 'TEXCOORD' of the input stage has a hardware register component mask that is not a subset of the output of the previous stage.

Basically we have this:
vertex:

struct SPIRV_Cross_Output
{
    float2 _9 : TEXCOORD0;
    float2 _13 : TEXCOORD1;
    float4 gl_Position : SV_Position;
};

fragment:

struct SPIRV_Cross_Input
{
    float2 _17 : TEXCOORD1;
};

and by changing the order, we use TEXCOORD0 and it is not tripping the validation. We can discard things from the end of input list, but not from beginning/middle.

Hope I make sense, just small workaround to make it work better when validation is enabled.

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