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Renderers: Unify post processing filter shaders
This commit is contained in:
parent
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commit
ae8d19d17e
@ -6,15 +6,13 @@ set(SHADER_FILES
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convert_float_to_depth.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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full_screen_triangle.vert
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opengl_copy_bc4.comp
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opengl_copy_bc4.comp
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opengl_present_scaleforce.frag
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opengl_present_bicubic.frag
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opengl_present.frag
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opengl_present.frag
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opengl_present.vert
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opengl_present.vert
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pitch_unswizzle.comp
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pitch_unswizzle.comp
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present_scaleforce.frag
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present_bicubic.frag
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vulkan_blit_color_float.frag
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.frag
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vulkan_blit_depth_stencil.frag
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vulkan_present_bicubic.frag
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vulkan_present_scaleforce.frag
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vulkan_present.frag
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vulkan_present.frag
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vulkan_present.vert
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vulkan_present.vert
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vulkan_quad_indexed.comp
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vulkan_quad_indexed.comp
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@ -1,135 +0,0 @@
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// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
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// MIT License
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//
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// Copyright (c) 2020 BreadFish64
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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precision mediump float;
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layout (location = 0) in vec2 tex_coord;
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layout (location = 0) out vec4 frag_color;
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layout (binding = 1) uniform sampler2D input_texture;
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vec2 tex_size;
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vec2 inv_tex_size;
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vec4 cubic(float v) {
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vec3 n = vec3(1.0, 2.0, 3.0) - v;
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vec3 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) / 6.0;
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}
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// Bicubic interpolation
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vec4 textureBicubic(vec2 tex_coords) {
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tex_coords = tex_coords * tex_size - 0.5;
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vec2 fxy = modf(tex_coords, tex_coords);
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
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offset *= inv_tex_size.xxyy;
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vec4 sample0 = textureLod(input_texture, offset.xz, 0.0);
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vec4 sample1 = textureLod(input_texture, offset.yz, 0.0);
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vec4 sample2 = textureLod(input_texture, offset.xw, 0.0);
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vec4 sample3 = textureLod(input_texture, offset.yw, 0.0);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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mat4x3 center_matrix;
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vec4 center_alpha;
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// Finds the distance between four colors and cc in YCbCr space
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vec4 ColorDist(vec4 A, vec4 B, vec4 C, vec4 D) {
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// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
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const vec3 K = vec3(0.2627, 0.6780, 0.0593);
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const float LUMINANCE_WEIGHT = .6;
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const mat3 YCBCR_MATRIX =
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mat3(K * LUMINANCE_WEIGHT, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5,
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-.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
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mat4x3 colors = mat4x3(A.rgb, B.rgb, C.rgb, D.rgb) - center_matrix;
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mat4x3 YCbCr = YCBCR_MATRIX * colors;
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vec4 color_dist = vec3(1.0) * YCbCr;
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color_dist *= color_dist;
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vec4 alpha = vec4(A.a, B.a, C.a, D.a);
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return sqrt((color_dist + abs(center_alpha - alpha)) * alpha * center_alpha);
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}
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void main() {
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vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1));
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vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1));
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vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1));
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vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0));
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vec4 cc = textureLod(input_texture, tex_coord, 0.0);
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vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0));
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vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1));
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vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1));
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vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1));
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tex_size = vec2(textureSize(input_texture, 0));
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inv_tex_size = 1.0 / tex_size;
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center_matrix = mat4x3(cc.rgb, cc.rgb, cc.rgb, cc.rgb);
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center_alpha = cc.aaaa;
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vec4 offset_tl = ColorDist(tl, tc, tr, cr);
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vec4 offset_br = ColorDist(br, bc, bl, cl);
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// Calculate how different cc is from the texels around it
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float total_dist = dot(offset_tl + offset_br, vec4(1.0));
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// Add together all the distances with direction taken into account
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vec4 tmp = offset_tl - offset_br;
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vec2 total_offset = tmp.wy + tmp.zz + vec2(-tmp.x, tmp.x);
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if (total_dist == 0.0) {
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// Doing bicubic filtering just past the edges where the offset is 0 causes black floaters
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// and it doesn't really matter which filter is used when the colors aren't changing.
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frag_color = vec4(cc.rgb, 1.0f);
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} else {
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// When the image has thin points, they tend to split apart.
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// This is because the texels all around are different
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// and total_offset reaches into clear areas.
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// This works pretty well to keep the offset in bounds for these cases.
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float clamp_val = length(total_offset) / total_dist;
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vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) * inv_tex_size;
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frag_color = vec4(textureBicubic(tex_coord - final_offset).rgb, 1.0f);
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}
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}
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@ -4,11 +4,22 @@
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#version 460 core
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#version 460 core
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (location = 0) out vec4 color;
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layout (binding = 1) uniform sampler2D color_texture;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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vec4 cubic(float v) {
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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@ -1,7 +1,3 @@
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#version 320 es
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// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
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// MIT License
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// MIT License
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//
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//
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// Copyright (c) 2020 BreadFish64
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// Copyright (c) 2020 BreadFish64
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@ -24,13 +20,25 @@
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// SOFTWARE.
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precision mediump float;
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// Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce
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#version 460
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 tex_coord;
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layout (location = 0) in vec2 tex_coord;
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layout (location = 0) out vec4 frag_color;
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layout (location = 0) out vec4 frag_color;
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layout (binding = 1) uniform sampler2D input_texture;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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vec2 tex_size;
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vec2 tex_size;
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vec2 inv_tex_size;
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vec2 inv_tex_size;
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@ -1,56 +0,0 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 460 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 1) uniform sampler2D color_texture;
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) * (1.0 / 6.0);
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}
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vec4 textureBicubic( sampler2D textureSampler, vec2 texCoords ) {
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vec2 texSize = textureSize(textureSampler, 0);
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vec2 invTexSize = 1.0 / texSize;
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texCoords = texCoords * texSize - 0.5;
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vec2 fxy = fract(texCoords);
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texCoords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = texCoords.xxyy + vec2(-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
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offset *= invTexSize.xxyy;
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vec4 sample0 = texture(textureSampler, offset.xz);
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vec4 sample1 = texture(textureSampler, offset.yz);
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vec4 sample2 = texture(textureSampler, offset.xw);
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vec4 sample3 = texture(textureSampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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void main() {
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color = vec4(textureBicubic(color_texture, frag_tex_coord).rgb, 1.0f);
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}
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#include "core/memory.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/perf_stats.h"
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#include "core/telemetry_session.h"
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#include "core/telemetry_session.h"
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#include "video_core/host_shaders/opengl_present_bicubic_frag.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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#include "video_core/host_shaders/present_scaleforce_frag.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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// Create shader programs
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// Create shader programs
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment =
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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CreateProgram(HostShaders::OPENGL_PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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present_scaleforce_fragment =
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present_scaleforce_fragment =
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CreateProgram(HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG, GL_FRAGMENT_SHADER);
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CreateProgram(HostShaders::PRESENT_SCALEFORCE_FRAG, GL_FRAGMENT_SHADER);
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// Generate presentation sampler
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// Generate presentation sampler
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present_sampler.Create();
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present_sampler.Create();
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#include "core/frontend/emu_window.h"
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#include "core/frontend/emu_window.h"
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#include "core/memory.h"
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#include "core/memory.h"
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#include "video_core/gpu.h"
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#include "video_core/gpu.h"
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#include "video_core/host_shaders/vulkan_present_bicubic_frag_spv.h"
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#include "video_core/host_shaders/present_bicubic_frag_spv.h"
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#include "video_core/host_shaders/present_scaleforce_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_scaleforce_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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#include "video_core/renderer_vulkan/renderer_vulkan.h"
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#include "video_core/renderer_vulkan/vk_blit_screen.h"
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#include "video_core/renderer_vulkan/vk_blit_screen.h"
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@ -342,8 +342,8 @@ void VKBlitScreen::RefreshResources(const Tegra::FramebufferConfig& framebuffer)
|
|||||||
void VKBlitScreen::CreateShaders() {
|
void VKBlitScreen::CreateShaders() {
|
||||||
vertex_shader = BuildShader(device, VULKAN_PRESENT_VERT_SPV);
|
vertex_shader = BuildShader(device, VULKAN_PRESENT_VERT_SPV);
|
||||||
bilinear_fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
|
bilinear_fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
|
||||||
bicubic_fragment_shader = BuildShader(device, VULKAN_PRESENT_BICUBIC_FRAG_SPV);
|
bicubic_fragment_shader = BuildShader(device, PRESENT_BICUBIC_FRAG_SPV);
|
||||||
scaleforce_fragment_shader = BuildShader(device, VULKAN_PRESENT_SCALEFORCE_FRAG_SPV);
|
scaleforce_fragment_shader = BuildShader(device, PRESENT_SCALEFORCE_FRAG_SPV);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VKBlitScreen::CreateSemaphores() {
|
void VKBlitScreen::CreateSemaphores() {
|
||||||
|
Loading…
Reference in New Issue
Block a user