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https://github.com/Xaymar/obs-StreamFX
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gfx/blur: Fix type mismatch in OpenGL shaders
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7b412825ce
commit
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3 changed files with 27 additions and 29 deletions
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@ -37,15 +37,12 @@
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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#define MAX_BLUR_SIZE 128
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#define MAX_BLUR_SIZE 128u
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//------------------------------------------------------------------------------
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// Technique: Directional / Area
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//------------------------------------------------------------------------------
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float4 PSBlur1D(VertexInformation vtx) : TARGET {
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
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bool is_odd = ((uint(round(pSize)) % 2) == 1);
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// y = yes, s = skip, b = break
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// Size-> | 1| 2| 3| 4| 5| 6| 7|
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// -------+--+--+--+--+--+--+--+
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@ -58,19 +55,14 @@ float4 PSBlur1D(VertexInformation vtx) : TARGET {
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// n=7 | | | | | | b| b|
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// n=8 | | | | | | | |
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// Loop unrolling is only possible with a fixed known maximum.
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// Some compilers may unroll up to x iterations, but most will not.
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for (int n = 1; n <= MAX_BLUR_SIZE; n+=2) {
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// Different from normal box, early exit instead of late exit.
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if (n >= pSize) {
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break;
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}
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float2 nstep = (pImageTexel * pStepScale) * (n + 0.5);
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv);
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for (uint n = 1u; (n < uint(pSize)) && (n < MAX_BLUR_SIZE); n += 2u) {
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float2 nstep = (pImageTexel * pStepScale) * (float(n) + 0.5);
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final += pImage.Sample(LinearClampSampler, vtx.uv + nstep) * 2.;
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final += pImage.Sample(LinearClampSampler, vtx.uv - nstep) * 2.;
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}
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if (is_odd) {
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if ((uint(pSize) % 2u) == 1u) {
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float2 nstep = (pImageTexel * pStepScale) * pSize;
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final += pImage.Sample(LinearClampSampler, vtx.uv + nstep);
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final += pImage.Sample(LinearClampSampler, vtx.uv - nstep);
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@ -81,5 +81,5 @@ float2 rotateAround(float2 pt, float2 cpt, float angle) {
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}
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float kernelAt(uint i) {
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return ((float[4])(pKernel[floor(i/4)]))[i%4];
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return pKernel[i/4u][i%4u];
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}
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@ -9,7 +9,7 @@
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//------------------------------------------------------------------------------
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// Defines
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//------------------------------------------------------------------------------
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#define MAX_SAMPLES 128
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#define MAX_SAMPLES 128u
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//------------------------------------------------------------------------------
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// Technique: Directional / Area
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@ -23,20 +23,22 @@ float4 PSBlur1D(VertexInformation vtx) : TARGET {
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0);
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
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float2 offset = uvstep * step;
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float2 offset = uvstep * float2(step, step);
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kernel = kernelAt(step);
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weights += kernel * 2;
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
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final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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final /= weights;
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return final;
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}
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@ -60,20 +62,22 @@ float4 PSRotate(VertexInformation vtx) : TARGET {
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0);
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float offset = angstep * step;
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kernel = kernelAt(step);
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weights += kernel * 2;
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, offset)) * kernel;
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final += pImage.Sample(LinearClampSampler, rotateAround(vtx.uv, pCenter, -offset)) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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final /= weights;
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return final;
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}
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@ -98,20 +102,22 @@ float4 PSZoom(VertexInformation vtx) : TARGET {
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// Calculate the actual Gaussian Blur
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// 1. Sample the center immediately.
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float kernel = kernelAt(0);
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float kernel = kernelAt(0u);
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weights += kernel;
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float4 final = pImage.Sample(LinearClampSampler, vtx.uv) * kernel;
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// 2. Then sample both + and - coordinates in one go to reduce code iterations.
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for (uint step = 1; (step < pSize) && (step < MAX_SAMPLES); step++) {
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for (uint step = 1u; (step < uint(pSize)) && (step < MAX_SAMPLES); step++) {
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float2 offset = dir * step * dist;
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kernel = kernelAt(step);
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weights += kernel * 2;
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weights += kernel * 2.;
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final += pImage.Sample(LinearClampSampler, vtx.uv + offset) * kernel;
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final += pImage.Sample(LinearClampSampler, vtx.uv - offset) * kernel;
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}
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// 3. Ensure we always have a total of 1.0, even if the kernel is bad.
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final /= weights;
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final /= weights;
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return final;
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}
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