From: Steinar H. Gunderson Date: Wed, 10 Oct 2012 22:52:09 +0000 (+0200) Subject: Drop the 8-way symmetry; it causes bugs due to normalized texture coordinates. X-Git-Tag: 1.0~320 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=71a27346652e54781215737255f757f6292ff120 Drop the 8-way symmetry; it causes bugs due to normalized texture coordinates. --- diff --git a/deconvolution_sharpen_effect.cpp b/deconvolution_sharpen_effect.cpp index d9d54aa..ab28eb3 100644 --- a/deconvolution_sharpen_effect.cpp +++ b/deconvolution_sharpen_effect.cpp @@ -372,8 +372,7 @@ void DeconvolutionSharpenEffect::update_deconvolution_kernel() // (G+H) x0 + I x2 = y2 // // This both increases accuracy and provides us with a very nice speed - // boost. We could have gone even further and went for 8-way symmetry - // like the shader does, but this is good enough right now. + // boost. MatrixXf M(MatrixXf::Zero((R + 1) * (R + 1), (R + 1) * (R + 1))); MatrixXf r_uv_flattened(MatrixXf::Zero((R + 1) * (R + 1), 1)); for (int outer_i = 0; outer_i < 2 * R + 1; ++outer_i) { @@ -438,7 +437,6 @@ void DeconvolutionSharpenEffect::set_gl_state(GLuint glsl_program_num, const std update_deconvolution_kernel(); } // Now encode it as uniforms, and pass it on to the shader. - // (Actually the shader only uses about half of the elements.) float samples[4 * (R + 1) * (R + 1)]; for (int y = 0; y <= R; ++y) { for (int x = 0; x <= R; ++x) { diff --git a/deconvolution_sharpen_effect.frag b/deconvolution_sharpen_effect.frag index 62a8d6d..90ca3c1 100644 --- a/deconvolution_sharpen_effect.frag +++ b/deconvolution_sharpen_effect.frag @@ -3,19 +3,20 @@ uniform vec4 PREFIX(samples)[(R + 1) * (R + 1)]; vec4 FUNCNAME(vec2 tc) { // The full matrix has five different symmetry cases, that look like this: // - // D * * C * * D - // * D * C * D * - // * * D C D * * + // D D D C D D D + // D D D C D D D + // D D D C D D D // B B B A B B B - // * * D C D * * - // * D * C * D * - // D * * C * * D + // D D D C D D D + // D D D C D D D + // D D D C D D D // // We only store the lower-right part of the matrix: // - // A B B - // C D * - // C * D + // A B B B + // C D D D + // C D D D + // C D D D // Case A: Top-left sample has no symmetry. vec4 sum = PREFIX(samples)[0].z * INPUT(tc); @@ -32,28 +33,16 @@ vec4 FUNCNAME(vec2 tc) { sum += sample.z * (INPUT(tc - sample.xy) + INPUT(tc + sample.xy)); } - // Case D: Diagonal samples have four-way symmetry. - for (int xy = 1; xy <= R; ++xy) { - vec4 sample = PREFIX(samples)[xy * (R + 1) + xy]; - vec2 mirror_sample = vec2(sample.x, -sample.y); - - vec4 local_sum = INPUT(tc - sample.xy) + INPUT(tc + sample.xy); - local_sum += INPUT(tc - mirror_sample.xy) + INPUT(tc + mirror_sample.xy); - - sum += sample.z * local_sum; - } - - // Case *: All other samples have eight-way symmetry. + // Case D: All other samples have four-way symmetry. + // (Actually we have eight-way, but since we are using normalized + // coordinates, we can't just flip x and y.) for (int y = 1; y < R; ++y) { - for (int x = y + 1; x <= R; ++x) { + for (int x = 1; x <= R; ++x) { vec4 sample = PREFIX(samples)[y * (R + 1) + x]; vec2 mirror_sample = vec2(sample.x, -sample.y); vec4 local_sum = INPUT(tc - sample.xy) + INPUT(tc + sample.xy); local_sum += INPUT(tc - mirror_sample.xy) + INPUT(tc + mirror_sample.xy); - local_sum += INPUT(tc - sample.yx) + INPUT(tc + sample.yx); - local_sum += INPUT(tc - mirror_sample.yx) + INPUT(tc + mirror_sample.yx); - sum += sample.z * local_sum; } }