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XBRZ之类的滤镜可以增加吗? #62
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能放对比图吗,对于2D游戏FSRCNNX和ACNet都有很好的效果,如果XBRZ更好我会移植它。 |
Magpie确实缺少像素画的缩放算法,我会在v0.7里移植它。 |
xbrz对老2D游戏的效果确实不错(除了对汉字字体)。提个建议,不知道有没有可能出一个shader规范(比如说通过一个单独的UserFilter Module),让用户像写userscript一样写新的filter?规范可以考虑参照RetroArch的Slang或者根据需要自己定制一个,另外它那里就有xbrz的实现。 |
这个功能太复杂了,而且只有极少数的用户能使用。对于需要自定义缩放效果的用户我会推荐向Magpie贡献代码或者实现自己的模块,因为Magpie所有的效果都是组织在模块里并在运行时动态加载的。 |
原来如此,谢谢提点 |
似乎Reshade就有5xBR NoBlend滤镜和4xBRZ滤镜的着色器 |
我正在计划支持自定义着色器,使用自己的规范。下面是一个草稿 //!MAGPIE EFFECT
//!VERSION 1
//!CONSTANT
int2 INPUT_SIZE;
//!CONSTANT
int2 OUTPUT_SIZE;
//!CONSTANT
float2 INPUT_PT;
//!CONSTANT
float2 SCALE;
//!CONSTANT
//!DEFAULT 0
float sharpness;
//!TEXTURE
Texture2D INPUT;
//!TEXTURE
Texture2D OUTPUT;
//!TEXTURE
//!WIDTH INPUT.WIDTH
//!HEIGHT INPUT.HEIGHT
//!FORMAT B8G8R8A8
Texture2D tex1;
//!SAMPLER
//!FILTER LINEAR
SamplerState sam1;
//!SAMPLER
//!FILTER POINT
SamplerState sam2;
//!COMMON
#define PI 3.14159265359
//!PASS
//!BIND INPUT, sam1, sharpness
//!SAVE tex1
float func1() {
}
float4 Pass1(float2 pos) {
}
//!PASS
//!BIND tex1, sam2
//!SAVE OUTPUT
float4 Pass2(float2 pos) {
}
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基本使用mpv glsl hook的语法。几个要点:
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已移植多种 xBRZ 效果,但它们不会有内置的预设,需要自定义缩放 |
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对2D老游戏的支持应该好过anime4k
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