-
Notifications
You must be signed in to change notification settings - Fork 0
/
deinterlace_effect.h
119 lines (98 loc) · 5.3 KB
/
deinterlace_effect.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
#ifndef _MOVIT_DEINTERLACE_EFFECT_H
#define _MOVIT_DEINTERLACE_EFFECT_H 1
// YADIF deinterlacing filter (original by Michael Niedermayer, in MPlayer).
//
// Good deinterlacing is very hard. YADIF, despite its innocious-sounding
// name (Yet Another DeInterlacing Filter) is probably the most commonly
// used (non-trivial) deinterlacing filter in the open-source world.
// It works by trying to fill in the missing lines from neighboring ones
// (spatial interpolation), and then constrains that estimate within an
// interval found from previous and next frames (temporal interpolation).
// It's not very fast, even in GPU implementation, but 1080i60 -> 1080p60
// realtime conversion is well within range for a mid-range GPU.
//
// The inner workings of YADIF are poorly documented; implementation details
// are generally explained the .frag file. However, a few things should be
// mentioned here: YADIF has two modes, with and without a “spatial interlacing
// check” which basically allows more temporal change in areas of high detail.
// (The variant with the check corresponds to the original's modes 0 and 1, and
// the variant without to modes 2 and 3. The remaining difference is whether it
// is frame-doubling or not, which in Movit is up to the driver, not the
// filter.)
//
// Neither mode is perfect by any means. If the spatial check is off, the
// filter possesses the potentially nice quality that a static picture
// deinterlaces exactly to itself. (If it's on, there's some flickering
// on very fine vertical detail. The picture is nice and stable if no such
// detail is present, though.) But then, certain patterns, like horizontally
// scrolling text, leaves residues. Both have issues with diagonal lines at
// certain angles leaving stray pixels, although in practical applications,
// YADIF is pretty good.
//
// In general, having the spatial check on (the default) is the safe choice.
// However, if you are reasonably certain that the image comes from a video source
// (ie., no graphical overlays), or if the case of still images is particularly
// important for you (e.g., slides from a laptop), you could turn it off.
// It is slightly faster, although in practice, it does not mean all that much.
// You need to decide before finalize(), as the choice gets compiled into the shader.
//
// YADIF needs five fields as input; the previous two, the current one, and
// then the two next ones. (By convention, they come in that order, although if
// you reverse them, it doesn't matter, as the filter is symmetric. It _does_
// matter if you change the ordering in any other way, though.) They need to be
// of the same resolution, or the effect will assert-fail. If you cannot supply
// this, you could simply reuse the current field for previous/next as
// required; it won't be optimal in any way, but it also won't blow up on you.
//
// This requirement to “see the future” will mean you have an extra full frame
// of delay (33.3 ms at 60i, 40 ms at 50i). You will also need to tell the
// filter for each and every invocation if the current field (ie., the one in
// the middle input) is a top or bottom field (neighboring fields have opposite
// parity, so all the others are implicit).
#include <epoxy/gl.h>
#include <string>
#include "effect.h"
namespace movit {
class DeinterlaceEffect : public Effect {
public:
DeinterlaceEffect();
virtual std::string effect_type_id() const { return "DeinterlaceEffect"; }
std::string output_fragment_shader();
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
// First = before previous, second = previous, third = current,
// fourth = next, fifth = after next. These are treated symmetrically,
// though.
//
// Note that if you have interlaced _frames_ and not _fields_, you will
// need to pull them apart first, for instance with SliceEffect.
virtual unsigned num_inputs() const { return 5; }
virtual bool needs_texture_bounce() const { return true; }
virtual bool changes_output_size() const { return true; }
virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
virtual void get_output_size(unsigned *width, unsigned *height,
unsigned *virtual_width, unsigned *virtual_height) const;
enum FieldPosition { TOP = 0, BOTTOM = 1 };
private:
unsigned widths[5], heights[5];
// See file-level comment for explanation of this option.
bool enable_spatial_interlacing_check;
// Which field the current input (the middle one) is.
FieldPosition current_field_position;
// Offset for one pixel in the horizontal direction (1/width).
float inv_width;
// Vertical resolution of the output.
float num_lines;
// All of these offsets are vertical texel offsets; they are needed to adjust
// for the changed texel center as the number of lines double, and depend on
// <current_field_position>.
// For sampling unchanged lines from the current field.
float self_offset;
// For evaluating the low-pass filter (in the current field). Four taps.
float current_offset[2];
// For evaluating the high-pass filter (in the previous and next fields).
// Five taps, but evaluated twice since there are two fields.
float other_offset[3];
};
} // namespace movit
#endif // !defined(_MOVIT_DEINTERLACE_EFFECT_H)