Wie führe ich einen xBR- oder hqx-Filter in XNA durch?

11

Ich möchte mein Spiel mit einem der hqx-Filter (hq2x, hq3x oder hq4x) oder einem xBR-Filter in einem Shader skalieren .

Wie kann ich das in XNA 4.0 und SM3 machen?

Randnotiz: Diese Frage wurde stark bearbeitet, um das zu werden, was sie jetzt ist.

Prüfung
quelle
Interessante Frage, vielleicht würde eine Punktabtastung mit einem groben FXAA-Nachbearbeitungsfilter etwas Ähnliches bewirken ... Nur eine kurze Idee, ich habe sie nicht getestet.
János Turánszki
en.wikipedia.org/wiki/Hqx erklärt grob, wie sie funktionieren, und enthält einige Links zu Implementierungen.
Adam
1
Wahrscheinlich von Interesse github.com/pdjonov/hqnx
ClassicThunder
Ich habe eine Hack-Version, die mit dem hqxSharpProjekt funktioniert , aber heiliger Mist, es ist langsam (was es warnt). Ich brauche etwas, das eine anständige Framerate halten kann.
Test
1
Außerdem dachte ich, CG sei kompatibel mit DirectX 9, auf dem XNA basiert. Versuchen Sie, eines der Beispiele im Link so zu kompilieren, als wäre es eine HLSL-Datei. github.com/libretro/common-shaders/tree/master/hqx
ClassicThunder

Antworten:

6

Sie können die Befehlsanzahl mithilfe von Vektoroperationen reduzieren: z. B. anstelle von

edr = bool4((w1.x < w2.x) && ir_lv1.x, 
            (w1.y < w2.y) && ir_lv1.y, 
            (w1.z < w2.z) && ir_lv1.z, 
            (w1.w < w2.w) && ir_lv1.w);

Du kannst schreiben

edr = (w1 < w2) && ir_lv1;

Operatoren in HLSL können auf Vektoren angewendet werden, auch auf logische wie &&auf zwei bool3Werte. Diese Operatoren führen die Operation komponentenweise aus.

Shader-Code

float2 texture_size;
float4x4 matrixTransform;

const static float coef = 2.0;
const static float3 yuv_weighted = float3(14.352, 28.176, 5.472);

sampler decal : register(s0);

float4 df(float4 A, float4 B)
{

    // begin optimization: reduction of 42 instruction slots
    float4 result = float4(A.x - B.x, A.y - B.y, A.z - B.z, A.w - B.w);

    return abs(result);
    // end optimization

    /* old code 

    //return float4(abs(A.x - B.x), abs(A.y - B.y), abs(A.z - B.z), abs(A.w - B.w));
    */
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, float4 e, float4 f, float4 g, float4 h)
{
    return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h));
}

float4 main_vertex(inout float2 texCoord : TEXCOORD0, inout float4 position : SV_Position) : TEXCOORD1
{
    float2 ps = float2(1.0 / texture_size.x, 1.0 / texture_size.y);
    float4 t1;

    t1.xy = float2(ps.x, 0); // F
    t1.zw = float2(0, ps.y); // H

    position = mul(position, matrixTransform);

    return t1;
}

/*    FRAGMENT SHADER    */
float4 main_fragment(float4 p : POSITION0, float2 tex0 : TEXCOORD0, float4 tex1 : TEXCOORD1) : COLOR0
{
    bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
    bool4 ir_lv1, ir_lv2_left, ir_lv2_up;
    bool4 nc; // new_color
    bool4 fx, fx_left, fx_up; // inequations of straight lines.

    float2 fp = frac(tex0 * texture_size);
    float2 dx = tex1.xy;
    float2 dy = tex1.zw;

    float3 A = tex2D(decal, tex0 - dx - dy).xyz;
    float3 B = tex2D(decal, tex0 - dy).xyz;
    float3 C = tex2D(decal, tex0 + dx - dy).xyz;
    float3 D = tex2D(decal, tex0 - dx).xyz;
    float3 E = tex2D(decal, tex0).xyz;
    float3 F = tex2D(decal, tex0 + dx).xyz;
    float3 G = tex2D(decal, tex0 - dx + dy).xyz;
    float3 H = tex2D(decal, tex0 + dy).xyz;
    float3 I = tex2D(decal, tex0 + dx + dy).xyz;
    float3 A1 = tex2D(decal, tex0 - dx - 2.0*dy).xyz;
    float3 C1 = tex2D(decal, tex0 + dx - 2.0*dy).xyz;
    float3 A0 = tex2D(decal, tex0 - 2.0*dx - dy).xyz;
    float3 G0 = tex2D(decal, tex0 - 2.0*dx + dy).xyz;
    float3 C4 = tex2D(decal, tex0 + 2.0*dx - dy).xyz;
    float3 I4 = tex2D(decal, tex0 + 2.0*dx + dy).xyz;
    float3 G5 = tex2D(decal, tex0 - dx + 2.0*dy).xyz;
    float3 I5 = tex2D(decal, tex0 + dx + 2.0*dy).xyz;
    float3 B1 = tex2D(decal, tex0 - 2.0*dy).xyz;
    float3 D0 = tex2D(decal, tex0 - 2.0*dx).xyz;
    float3 H5 = tex2D(decal, tex0 + 2.0*dy).xyz;
    float3 F4 = tex2D(decal, tex0 + 2.0*dx).xyz;

    float4 b = mul(float4x3(B, D, H, F), yuv_weighted);
    float4 c = mul(float4x3(C, A, G, I), yuv_weighted);
    float4 e = mul(float4x3(E, E, E, E), yuv_weighted);
    float4 d = b.yzwx;
    float4 f = b.wxyz;
    float4 g = c.zwxy;
    float4 h = b.zwxy;
    float4 i = c.wxyz;

    float4 i4 = mul(float4x3(I4, C1, A0, G5), yuv_weighted);
    float4 i5 = mul(float4x3(I5, C4, A1, G0), yuv_weighted);
    float4 h5 = mul(float4x3(H5, F4, B1, D0), yuv_weighted);
    float4 f4 = h5.yzwx;

    float4 Ao = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bo = float4(1.0, 1.0, -1.0, -1.0);
    float4 Co = float4(1.5, 0.5, -0.5, 0.5);
    float4 Ax = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bx = float4(0.5, 2.0, -0.5, -2.0);
    float4 Cx = float4(1.0, 1.0, -0.5, 0.0);
    float4 Ay = float4(1.0, -1.0, -1.0, 1.0);
    float4 By = float4(2.0, 0.5, -2.0, -0.5);
    float4 Cy = float4(2.0, 0.0, -1.0, 0.5);

    // These inequations define the line below which interpolation occurs.
    fx.x = (Ao.x*fp.y + Bo.x*fp.x > Co.x);
    fx_left.x = (Ax.x*fp.y + Bx.x*fp.x > Cx.x);
    fx_up.x = (Ay.x*fp.y + By.x*fp.x > Cy.x);

    fx.y = (Ao.y*fp.y + Bo.y*fp.x > Co.y);
    fx_left.y = (Ax.y*fp.y + Bx.y*fp.x > Cx.y);
    fx_up.y = (Ay.y*fp.y + By.y*fp.x > Cy.y);

    fx.z = (Ao.z*fp.y + Bo.z*fp.x > Co.z);
    fx_left.z = (Ax.z*fp.y + Bx.z*fp.x > Cx.z);
    fx_up.z = (Ay.z*fp.y + By.z*fp.x > Cy.z);

    fx.w = (Ao.w*fp.y + Bo.w*fp.x > Co.w);
    fx_left.w = (Ax.w*fp.y + Bx.w*fp.x > Cx.w);
    fx_up.w = (Ay.w*fp.y + By.w*fp.x > Cy.w);

    //ir_lv1.x = ((e.x != f.x) && (e.x != h.x));
    //ir_lv1.y = ((e.y != f.y) && (e.y != h.y));
    //ir_lv1.z = ((e.z != f.z) && (e.z != h.z));
    //ir_lv1.w = ((e.w != f.w) && (e.w != h.w));
    ir_lv1 = ((e != f) && (e != h));

    //ir_lv2_left.x = ((e.x != g.x) && (d.x != g.x));
    //ir_lv2_left.y = ((e.y != g.y) && (d.y != g.y));
    //ir_lv2_left.z = ((e.z != g.z) && (d.z != g.z));
    //ir_lv2_left.w = ((e.w != g.w) && (d.w != g.w));
    ir_lv2_left = ((e != g) && (d != g));

    //ir_lv2_up.x = ((e.x != c.x) && (b.x != c.x));
    //ir_lv2_up.y = ((e.y != c.y) && (b.y != c.y));
    //ir_lv2_up.z = ((e.z != c.z) && (b.z != c.z));
    //ir_lv2_up.w = ((e.w != c.w) && (b.w != c.w));
    ir_lv2_up = ((e != c) && (b != c));

    float4 w1 = weighted_distance(e, c, g, i, h5, f4, h, f);
    float4 w2 = weighted_distance(h, d, i5, f, i4, b, e, i);

    // begin optimization: reduction of 6 instruction slots
    float4 df_fg = df(f, g);
    float4 df_hc = df(h, c);
    // end optimization

    float4 t1 = (coef * df_fg);
    float4 t2 = df_hc;
    float4 t3 = df_fg;
    float4 t4 = (coef * df_hc);

    //edr = bool4((w1.x < w2.x) && ir_lv1.x, 
    //            (w1.y < w2.y) && ir_lv1.y, 
    //            (w1.z < w2.z) && ir_lv1.z, 
    //            (w1.w < w2.w) && ir_lv1.w);
    edr = (w1 < w2) && ir_lv1;

    //edr_left = bool4((t1.x <= t2.x) && ir_lv2_left.x, 
    //                 (t1.y <= t2.y) && ir_lv2_left.y, 
    //                 (t1.z <= t2.z) && ir_lv2_left.z, 
    //                 (t1.w <= t2.w) && ir_lv2_left.w);
    edr_left = (t1 <= t2) && ir_lv2_left;

    //edr_up = bool4((t4.x <= t3.x) && ir_lv2_up.x, 
    //               (t4.y <= t3.y) && ir_lv2_up.y, 
    //               (t4.z <= t3.z) && ir_lv2_up.z, 
    //               (t4.w <= t3.w) && ir_lv2_up.w);
    edr_up = (t4 <= t3) && ir_lv2_up;

    //nc.x = (edr.x && (fx.x || edr_left.x && fx_left.x || edr_up.x && fx_up.x));
    //nc.y = (edr.y && (fx.y || edr_left.y && fx_left.y || edr_up.y && fx_up.y));
    //nc.z = (edr.z && (fx.z || edr_left.z && fx_left.z || edr_up.z && fx_up.z));
    //nc.w = (edr.w && (fx.w || edr_left.w && fx_left.w || edr_up.w && fx_up.w));
    nc = (edr && (fx || edr_left && fx_left || edr_up && fx_up));

    // to actually compile this shader, uncomment the following line
    // which reduces the instruction count to under 512
    //nc.zw = (float2)0;

    t1 = df(e, f);
    t2 = df(e, h);

    //px = bool4(t1.x <= t2.x, 
    //           t1.y <= t2.y, 
    //           t1.z <= t2.z, 
    //           t1.w <= t2.w);
    px = t1 <= t2;

    float3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;

    return float4(res.x, res.y, res.z, 1.0);
}

technique mainTech
{
    pass mainPass
    {
        VertexShader = compile vs_3_0 main_vertex();
        PixelShader = compile ps_3_0 main_fragment();
    }
}

Bilder

Das Originalbild von Redshrike wurde um den Faktor 4 vergrößert .

  • Punktabtastung

Vor

  • xBR

nach

zogi
quelle
Diese Optimierungen habe ich bereits in meiner Antwort verwendet. Auf diese Weise konnte ich den Fehler im Anweisungsschlitz überwinden, den ich sah.
Test
Egal Dann. Ich war ein bisschen zu langsam :)
zogi
ir_lv1 = ((e != f) && (e != h)); ir_lv2_left = ((e != g) && (d != g)); ir_lv2_up = ((e != c) && (b != c)); Das sind gute Optimierungen, die ich verpasst habe und die Sie gefunden haben. Ich brauchte sie nicht für mein Problem, weil ich die Anzahl der Anweisungen mit anderen Optimierungen reduzieren konnte.
Test
In Ordnung. Schönes Thema. Ich habe vor Ihrer Frage noch nichts von diesen Algorithmen gehört. Ich habe diesen Blog-Beitrag über hqx gefunden, der mir geholfen hat, den Algorithmus etwas zu verstehen. Ich kann es nur empfehlen, wenn Sie interessiert sind.
zogi
6

Ich habe das zum Laufen gebracht. Es wird nicht der hqx-Filter verwendet, sondern der xBR-Filter (den ich bevorzuge). Für mich ist das kein Problem. Wenn Sie den hqx-Filter benötigen, möchten Sie die .cg-Dateien in das entsprechende XNA-Äquivalent konvertieren.

Aus Gründen der Vollständigkeit und der Suche werde ich die Frage präziser bearbeiten und dann alle relevanten Informationen veröffentlichen, um die Frage hier zu beantworten.


Schritt 1: Game Code Setup

Zunächst möchten Sie höchstwahrscheinlich ein Renderziel einrichten, bei dem Sie Ihr Spiel im Maßstab 1: 1 zeichnen und dann den Filter rendern.

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace xbr
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {

        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        RenderTarget2D renderTarget;
        Effect xbrEffect;
        Matrix projection;
        Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
        Texture2D pretend240x160Scene;

        // the bounds of your 1:1 scene
        Rectangle renderBounds = new Rectangle(0, 0, 240, 160);

        // the bounds of your output scene (same w:h ratio)
        Rectangle outputBounds = new Rectangle(0, 0, 720, 480);

        public Game1()
        {
           base.Content.RootDirectory = "Content";

           this.graphics = new GraphicsDeviceManager(this);
           this.graphics.PreferredBackBufferWidth = outputBounds.Width;
           this.graphics.PreferredBackBufferHeight = outputBounds.Height;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            this.spriteBatch = new SpriteBatch(base.GraphicsDevice);
            this.xbrEffect = Content.Load<Effect>("xbr");

            // a fake scene that is a 240x160 image
            this.pretend240x160Scene = base.Content.Load<Texture2D>("240x160Scene");
            this.renderTarget = new RenderTarget2D(base.GraphicsDevice, this.renderBounds.Width, this.renderBounds.Height);

            // default vertex matrix for the vertex method
            this.projection = Matrix.CreateOrthographicOffCenter(0, this.outputBounds.Width, this.outputBounds.Height, 0, 0, 1);

            // set the values of this effect, should only have to do this once
            this.xbrEffect.Parameters["matrixTransform"].SetValue(halfPixelOffset * projection);
            this.xbrEffect.Parameters["textureSize"].SetValue(new float[] { renderBounds.Width, renderBounds.Height });
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            base.GraphicsDevice.Clear(Color.CornflowerBlue);
            base.GraphicsDevice.SetRenderTarget(this.renderTarget);

            // draw your scene here scaled 1:1. for now I'll just draw
            // my fake 240x160 texture
            spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.NonPremultiplied, 
                              SamplerState.PointClamp, null, null);

            spriteBatch.Draw(this.pretend240x160Scene, this.renderBounds, this.renderBounds, Color.White);

            spriteBatch.End();

            // now we'll draw to the back buffer
            base.GraphicsDevice.SetRenderTarget(null);

            // this renders the effect
            spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.NonPremultiplied, 
                              SamplerState.PointClamp, null, null, this.xbrEffect);

            spriteBatch.Draw(this.renderTarget, this.outputBounds, this.renderBounds, Color.White);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}

Schritt 2: Effektdatei

Im Folgenden finden Sie die XNA-kompatible Effektdatei zum Ausführen des xBR-Filters.

// all identified optimizations have been amalgamated into this file
float2 textureSize;
float4x4 matrixTransform;

const static float coef = 2.0;
const static float3 yuv_weighted = float3(14.352, 28.176, 5.472);

sampler decal : register(s0);

float4 df(float4 A, float4 B)
{
    return abs(A - B);
}

float4 weighted_distance(float4 a, float4 b, float4 c, float4 d, 
                         float4 e, float4 f, float4 g, float4 h)
{
    return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h));
}

float4 main_vertex(inout float4 col0 : COLOR0, inout float2 tex0 : TEXCOORD0, 
                   inout float4 pos0 : POSITION0) : TEXCOORD1
{
    float2 ps = 1.0 / textureSize;

    pos0 = mul(pos0, matrixTransform);

    return float4(ps.x, 0, 0, ps.y);
}

float4 main_fragment(float4 pos0 : POSITION0, float2 tex0 : TEXCOORD0, 
                     float4 tex1 : TEXCOORD1) : COLOR0
{
    bool4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
    bool4 ir_lv1, ir_lv2_left, ir_lv2_up;
    bool4 nc; // new_color
    bool4 fx, fx_left, fx_up; // inequations of straight lines.

    float2 fp = frac(tex0 * textureSize);
    float2 dx = tex1.xy;
    float2 dy = tex1.zw;

    float3 A  = tex2D(decal, tex0 - dx - dy).xyz;
    float3 B  = tex2D(decal, tex0 - dy).xyz;
    float3 C  = tex2D(decal, tex0 + dx - dy).xyz;
    float3 D  = tex2D(decal, tex0 - dx).xyz;
    float3 E  = tex2D(decal, tex0).xyz;
    float3 F  = tex2D(decal, tex0 + dx).xyz;
    float3 G  = tex2D(decal, tex0 - dx + dy).xyz;
    float3 H  = tex2D(decal, tex0 + dy).xyz;
    float3 I  = tex2D(decal, tex0 + dx + dy).xyz;
    float3 A1 = tex2D(decal, tex0 - dx - 2.0 * dy).xyz;
    float3 C1 = tex2D(decal, tex0 + dx - 2.0 * dy).xyz;
    float3 A0 = tex2D(decal, tex0 - 2.0 * dx - dy).xyz;
    float3 G0 = tex2D(decal, tex0 - 2.0 * dx + dy).xyz;
    float3 C4 = tex2D(decal, tex0 + 2.0 * dx - dy).xyz;
    float3 I4 = tex2D(decal, tex0 + 2.0 * dx + dy).xyz;
    float3 G5 = tex2D(decal, tex0 - dx + 2.0 * dy).xyz;
    float3 I5 = tex2D(decal, tex0 + dx + 2.0 * dy).xyz;
    float3 B1 = tex2D(decal, tex0 - 2.0 * dy).xyz;
    float3 D0 = tex2D(decal, tex0 - 2.0 * dx).xyz;
    float3 H5 = tex2D(decal, tex0 + 2.0 * dy).xyz;
    float3 F4 = tex2D(decal, tex0 + 2.0 * dx).xyz;

    float4 b = mul(float4x3(B, D, H, F), yuv_weighted);
    float4 c = mul(float4x3(C, A, G, I), yuv_weighted);
    float4 e = mul(float4x3(E, E, E, E), yuv_weighted);
    float4 d = b.yzwx;
    float4 f = b.wxyz;
    float4 g = c.zwxy;
    float4 h = b.zwxy;
    float4 i = c.wxyz;

    float4 i4 = mul(float4x3(I4, C1, A0, G5), yuv_weighted);
    float4 i5 = mul(float4x3(I5, C4, A1, G0), yuv_weighted);
    float4 h5 = mul(float4x3(H5, F4, B1, D0), yuv_weighted);
    float4 f4 = h5.yzwx;

    float4 Ao = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bo = float4(1.0, 1.0, -1.0, -1.0);
    float4 Co = float4(1.5, 0.5, -0.5, 0.5);
    float4 Ax = float4(1.0, -1.0, -1.0, 1.0);
    float4 Bx = float4(0.5, 2.0, -0.5, -2.0);
    float4 Cx = float4(1.0, 1.0, -0.5, 0.0);
    float4 Ay = float4(1.0, -1.0, -1.0, 1.0);
    float4 By = float4(2.0, 0.5, -2.0, -0.5);
    float4 Cy = float4(2.0, 0.0, -1.0, 0.5);

    // These inequations define the line below which interpolation occurs.
    fx.x = (Ao.x * fp.y + Bo.x * fp.x > Co.x);
    fx.y = (Ao.y * fp.y + Bo.y * fp.x > Co.y);
    fx.z = (Ao.z * fp.y + Bo.z * fp.x > Co.z);
    fx.w = (Ao.w * fp.y + Bo.w * fp.x > Co.w);

    fx_left.x = (Ax.x * fp.y + Bx.x * fp.x > Cx.x);
    fx_left.y = (Ax.y * fp.y + Bx.y * fp.x > Cx.y);
    fx_left.z = (Ax.z * fp.y + Bx.z * fp.x > Cx.z);
    fx_left.w = (Ax.w * fp.y + Bx.w * fp.x > Cx.w);

    fx_up.x = (Ay.x * fp.y + By.x * fp.x > Cy.x);
    fx_up.y = (Ay.y * fp.y + By.y * fp.x > Cy.y);
    fx_up.z = (Ay.z * fp.y + By.z * fp.x > Cy.z);
    fx_up.w = (Ay.w * fp.y + By.w * fp.x > Cy.w);

    ir_lv1      = ((e != f) && (e != h));
    ir_lv2_left = ((e != g) && (d != g));
    ir_lv2_up   = ((e != c) && (b != c));

    float4 w1 = weighted_distance(e, c, g, i, h5, f4, h, f);
    float4 w2 = weighted_distance(h, d, i5, f, i4, b, e, i);
    float4 df_fg = df(f, g);
    float4 df_hc = df(h, c);
    float4 t1 = (coef * df_fg);
    float4 t2 = df_hc;
    float4 t3 = df_fg;
    float4 t4 = (coef * df_hc);

    edr      = (w1 < w2)  && ir_lv1;
    edr_left = (t1 <= t2) && ir_lv2_left;
    edr_up   = (t4 <= t3) && ir_lv2_up;

    nc = (edr && (fx || edr_left && fx_left || edr_up && fx_up));

    t1 = df(e, f);
    t2 = df(e, h);
    px = t1 <= t2;

    float3 res = nc.x ? px.x ? F : H : 
                 nc.y ? px.y ? B : F : 
                 nc.z ? px.z ? D : B : 
                 nc.w ? px.w ? H : D : E;

    return float4(res.xyz, 1.0);
}

technique T0
{
    pass P0
    {
        VertexShader = compile vs_3_0 main_vertex();
        PixelShader = compile ps_3_0 main_fragment();
    }
}

Ergebnisse

Die Textur, die ich für das 240x160-Rendering verwendet habe:

xBR-Eingang

Die Ausgabe vom Ausführen des Spiels:

xBR-Ausgabe

Quellen

Die .cg-Datei, die ich in XNA-kompatibel konvertiert habe, stammt von hier . Sie erhalten also Credits für das Schreiben.

Prüfung
quelle