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https://github.com/Xaymar/obs-StreamFX
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filter-blur: Switch to Kernel Array instead of Kernel Texture
This speeds up Gaussian Blur and Linear Gaussian Blur drastically reduces time spent reading textures and instead uses existing registers - maximizing time spent reading the actual image texture. See Also: #21 Blur Quality
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92c4b54177
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3 changed files with 37 additions and 28 deletions
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@ -10,9 +10,7 @@ uniform int u_diameter;
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uniform float2 u_texelDelta;
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// Kernel Settings
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//uniform float registerkernel[25];
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uniform texture2d kernel;
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uniform float2 kernelTexel;
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uniform float4 kernel[8]; // max kernel radius 31+center.
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// Bilateral Settings
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uniform float bilateralSmoothing;
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@ -53,6 +51,11 @@ VertDataOut VSDefault(VertDataIn vtx)
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return vert_out;
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}
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/// Utility
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float GetKernelAt(int i) {
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return ((float[4])(kernel[floor(i/4)]))[i%4];
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}
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/// Blur: Box
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float4 PSBoxBlur(VertDataOut vtx) : TARGET {
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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@ -131,14 +134,13 @@ technique BoxLinear
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}
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/// Blur: Gaussian
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// ToDo: Switch to array Kernel instead of Texture kernel.
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float4 PSGaussianBlur(VertDataOut vtx) : TARGET {
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float2 uvOffset = float2(0, 0);
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float4 final = u_image.SampleLevel(pointSampler, vtx.uv, 0)
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* kernel.SampleLevel(pointSampler, (float2(0, u_radius - 1) * kernelTexel), 0).r;
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* GetKernelAt(0);
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for (int k = 1; k <= u_radius; k++) {
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uvOffset += u_texelDelta;
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float l_g = kernel.SampleLevel(pointSampler, (float2(k, u_radius - 1) * kernelTexel), 0).r;
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float l_g = GetKernelAt(k);
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float4 l_p = u_image.SampleLevel(pointSampler, vtx.uv + uvOffset, 0);
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float4 l_n = u_image.SampleLevel(pointSampler, vtx.uv - uvOffset, 0);
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final += (l_p + l_n) * l_g;
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@ -182,13 +184,13 @@ float4 PSGaussianLinearBlur(VertDataOut vtx) : TARGET {
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// Total Samples: 3 (n+1)
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float4 origin = u_image.SampleLevel(pointSampler, vtx.uv, 0);
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float4 final = origin * kernel.SampleLevel(pointSampler, (float2(0, u_radius - 1) * kernelTexel), 0).r;
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float4 final = origin * GetKernelAt(0);
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float2 halfTexelDelta = u_texelDelta / 2.0;
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for (int k = 1; k < u_radius; k+=2) {
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float2 offset = k * u_texelDelta + halfTexelDelta;
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float l_g0 = kernel.SampleLevel(pointSampler, (float2(k, u_radius - 1) * kernelTexel), 0).r;
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float l_g1 = kernel.SampleLevel(pointSampler, (float2(k + 1, u_radius - 1) * kernelTexel), 0).r;
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float l_g0 = GetKernelAt(k);
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float l_g1 = GetKernelAt(k +1);
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float4 l_p = u_image.SampleLevel(linearSampler, vtx.uv + offset, 0);
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float4 l_n = u_image.SampleLevel(linearSampler, vtx.uv - offset, 0);
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final += (l_p + l_n) * l_g0;
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@ -199,7 +201,7 @@ float4 PSGaussianLinearBlur(VertDataOut vtx) : TARGET {
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// Odd numbers require treatment of ends.
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float4 left = u_image.SampleLevel(pointSampler, vtx.uv + u_texelDelta * u_radius, 0);
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float4 right = u_image.SampleLevel(pointSampler, vtx.uv - u_texelDelta * u_radius, 0);
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float krn = kernel.SampleLevel(pointSampler, (float2(u_radius, u_radius - 1) * kernelTexel), 0).r;
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float krn = GetKernelAt(u_radius);
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final += (left + right) * krn;
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}
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@ -120,18 +120,12 @@ bool filter::blur::blur_instance::apply_bilateral_param()
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return true;
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}
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bool filter::blur::blur_instance::apply_gaussian_param()
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bool filter::blur::blur_instance::apply_gaussian_param(uint8_t width)
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{
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std::shared_ptr<gs::texture> kernel = filter::blur::blur_factory::get()->get_kernel(filter::blur::type::Gaussian);
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auto kernel = filter::blur::blur_factory::get()->get_gaussian_kernel(width);
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if (blur_effect->has_parameter("kernel")) {
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blur_effect->get_parameter("kernel").set_texture(kernel);
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}
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if (blur_effect->has_parameter("kernelTexel")) {
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float_t wb = 1.0f / kernel->get_width();
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float_t hb = 1.0f / kernel->get_height();
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blur_effect->get_parameter("kernelTexel").set_float2(wb, hb);
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blur_effect->get_parameter("kernel").set_float_array(&(kernel->front()), kernel->size());
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}
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return true;
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@ -604,7 +598,7 @@ void filter::blur::blur_instance::video_render(gs_effect_t* effect)
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}
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#pragma endregion RGB->YUV
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#pragma region blur
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#pragma region Blur
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// Set up camera stuff
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gs_set_cull_mode(GS_NEITHER);
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gs_reset_blend_state();
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@ -630,7 +624,7 @@ void filter::blur::blur_instance::video_render(gs_effect_t* effect)
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if (!apply_shared_param(intermediate, xpel, ypel))
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break;
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apply_gaussian_param();
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apply_gaussian_param(this->size);
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apply_bilateral_param();
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gs_texrender_reset(rt);
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@ -853,11 +847,13 @@ void filter::blur::blur_factory::generate_gaussian_kernels()
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// 2D texture, horizontal is value, vertical is kernel size.
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size_t size_power_of_two = size_t(pow(2, util::math::get_power_of_two_exponent_ceil(max_kernel_size)));
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std::vector<float_t> texture_Data(size_power_of_two * size_power_of_two);
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std::vector<float_t> texture_data(size_power_of_two * size_power_of_two);
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std::vector<float_t> math_data(size_power_of_two);
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std::shared_ptr<std::vector<float_t>> kernel_data;
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for (size_t width = 1; width <= max_kernel_size; width++) {
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size_t v = (width - 1) * size_power_of_two;
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kernel_data = std::make_shared<std::vector<float_t>>(size_power_of_two);
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// Calculate and normalize
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float_t sum = 0;
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@ -869,13 +865,16 @@ void filter::blur::blur_factory::generate_gaussian_kernels()
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// Normalize to Texture Buffer
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double_t inverse_sum = 1.0 / sum;
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for (size_t p = 0; p <= width; p++) {
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texture_Data[v + p] = float_t(math_data[p] * inverse_sum);
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texture_data[v + p] = float_t(math_data[p] * inverse_sum);
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kernel_data->at(p) = texture_data[v + p];
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}
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gaussian_kernels.insert({uint8_t(width), kernel_data});
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}
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// Create Texture
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try {
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auto texture_buffer = reinterpret_cast<uint8_t*>(texture_Data.data());
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auto texture_buffer = reinterpret_cast<uint8_t*>(texture_data.data());
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auto unsafe_buffer = const_cast<const uint8_t**>(&texture_buffer);
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kernels.insert_or_assign(filter::blur::type::Gaussian,
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@ -1046,6 +1045,11 @@ std::shared_ptr<gs::texture> filter::blur::blur_factory::get_kernel(filter::blur
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return kernels.at(type);
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}
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std::shared_ptr<std::vector<float_t>> filter::blur::blur_factory::get_gaussian_kernel(uint8_t size)
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{
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return gaussian_kernels.at(size);
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}
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obs_scene_t* filter::blur::blur_factory::get_scene(std::string name)
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{
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auto kv = scenes.find(name);
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@ -111,7 +111,7 @@ namespace filter {
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bool apply_shared_param(gs_texture_t* input, float texelX, float texelY);
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bool apply_bilateral_param();
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bool apply_gaussian_param();
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bool apply_gaussian_param(uint8_t width);
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bool apply_mask_parameters(std::shared_ptr<gs::effect> effect, gs_texture_t* original_texture,
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gs_texture_t* blurred_texture);
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@ -143,6 +143,7 @@ namespace filter {
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std::shared_ptr<gs::effect> blur_effect;
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std::map<filter::blur::type, std::shared_ptr<gs::texture>> kernels;
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std::map<uint8_t, std::shared_ptr<std::vector<float_t>>> gaussian_kernels;
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std::map<std::string, obs_scene_t*> scenes;
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@ -188,6 +189,8 @@ namespace filter {
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std::shared_ptr<gs::texture> get_kernel(filter::blur::type type);
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std::shared_ptr<std::vector<float_t>> get_gaussian_kernel(uint8_t size);
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obs_scene_t* get_scene(std::string name);
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void enum_scenes(std::function<bool(obs_scene_t*)> fnc);
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