压缩ravu-zoom-r3的纹理以减少精度损失

This commit is contained in:
Xu Liu 2021-06-18 20:08:21 +08:00
commit f0922a3716
5 changed files with 92 additions and 77 deletions

View file

@ -18,15 +18,19 @@ float mod(float x, float y) {
float4 sampleWeightsTexture(float2 pos) {
float2 xy = SampleInput(1, pos).xy;
xy.x = uncompressLinear(xy.x, -0.35019588470458984, 0.35121241211891174);
xy.y = uncompressLinear(xy.y, -0.36509251594543457, 0.3279324769973755);
float3 s1 = SampleInput(1, pos).xyz;
float3 s2 = SampleInput(1, float2(pos.x + WEIGHTS_TEXTURE_WIDTH * Coord(1).z, pos.y)).xyz;
float2 zw = SampleInput(1, float2(pos.x + WEIGHTS_TEXTURE_WIDTH * Coord(1).z, pos.y)).xy;
zw.x = uncompressLinear(zw.x, -0.309879332780838, 1.4822126626968384);
zw.y = uncompressLinear(zw.y, -0.30084773898124695, 1.4810420274734497);
// z ºÍ w µÄ¸ß×Ö½ÚΪ s1 ºÍ s2 µÄ z ·ÖÁ¿
float z = (round(s1.z * 255) * 256 + round(s2.x * 255)) / 65535;
float w = (round(s2.z * 255) * 256 + round(s2.y * 255)) / 65535;
return float4(xy, zw);
s1.x = uncompressLinear(s1.x, -0.35019588470458984, 0.35121241211891174);
s1.y = uncompressLinear(s1.y, -0.36509251594543457, 0.3279324769973755);
z = uncompressLinear(z, -0.309879332780838, 1.4822126626968384);
w = uncompressLinear(w, -0.30084773898124695, 1.4810420274734497);
return float4(s1.xy, z, w);
}
D2D_PS_ENTRY(main) {

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@ -284,133 +284,133 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass2Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass3Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass4Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass5Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass6Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Anime4KThinLinesPass7Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="Jinc2ScaleShader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
@ -807,10 +807,10 @@
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="RavuLiteR3Pass1Shader.hlsl">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="RavuLiteR3Pass2Shader.hlsl">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="RavuZoomR3Shader.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>

View file

@ -0,0 +1,32 @@
from resolve import resolve
import imageio
import numpy as np
IN_FILE = 'TEXTURE.txt'
OUT_FILE = 'RavuZoomR3Weights.png'
weights: np.ndarray = resolve(IN_FILE)
# 将四个分量分别压缩到 [0, 1]
for i in range(4):
minElem = np.amin(weights[:, :, i])
maxElem = np.amax(weights[:, :, i])
print(minElem, maxElem)
weights[:, :, i] = (weights[:, :, i] - minElem) / (maxElem - minElem)
out = np.zeros((weights.shape[0], weights.shape[1] * 2, 3), dtype=np.uint8)
# x 和 y 用一个字节表示
out[:, :weights.shape[1], 0:2] = np.round(weights[:, :, 0:2] * 255).astype(np.uint8)
# z 和 w 用两个字节表示,高字节放在像素的 z 分量里
z = np.round(weights[:, :, 2] * 65535).astype(np.int)
w = np.round(weights[:, :, 3] * 65535).astype(np.int)
out[:, :weights.shape[1], 2] = z / 256
out[:, weights.shape[1]:, 0] = z % 256
out[:, weights.shape[1]:, 1] = w % 256
out[:, weights.shape[1]:, 2] = w / 256
imageio.imwrite(OUT_FILE, out)

View file

@ -1,21 +0,0 @@
from resolve import resolve
import imageio
import numpy as np
IN_FILE = 'TEXTURE.txt'
OUT_FILE = 'out.png'
weights: np.ndarray = resolve(IN_FILE)
for i in range(4):
minElem = np.amin(weights[:, :, i])
maxElem = np.amax(weights[:, :, i])
print(minElem, maxElem)
weights[:, :, i] = (weights[:, :, i] - minElem) / (maxElem - minElem)
out = np.zeros((weights.shape[0], weights.shape[1] * 2, 3), dtype=np.float)
out[:, :weights.shape[1], 0:2] = weights[:, :, 0:2]
out[:, weights.shape[1]:, 0:2] = weights[:, :, 2:4]
out = np.round(out * 255).astype(np.uint8)
imageio.imwrite(OUT_FILE, out)