Renderers: Unify post processing filter shaders
This commit is contained in:
parent
29710f3250
commit
ae8d19d17e
|
@ -6,15 +6,13 @@ set(SHADER_FILES
|
|||
convert_float_to_depth.frag
|
||||
full_screen_triangle.vert
|
||||
opengl_copy_bc4.comp
|
||||
opengl_present_scaleforce.frag
|
||||
opengl_present_bicubic.frag
|
||||
opengl_present.frag
|
||||
opengl_present.vert
|
||||
pitch_unswizzle.comp
|
||||
present_scaleforce.frag
|
||||
present_bicubic.frag
|
||||
vulkan_blit_color_float.frag
|
||||
vulkan_blit_depth_stencil.frag
|
||||
vulkan_present_bicubic.frag
|
||||
vulkan_present_scaleforce.frag
|
||||
vulkan_present.frag
|
||||
vulkan_present.vert
|
||||
vulkan_quad_indexed.comp
|
||||
|
|
|
@ -1,135 +0,0 @@
|
|||
// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
|
||||
|
||||
// MIT License
|
||||
//
|
||||
// Copyright (c) 2020 BreadFish64
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
precision mediump float;
|
||||
|
||||
layout (location = 0) in vec2 tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 frag_color;
|
||||
|
||||
layout (binding = 1) uniform sampler2D input_texture;
|
||||
|
||||
vec2 tex_size;
|
||||
vec2 inv_tex_size;
|
||||
|
||||
vec4 cubic(float v) {
|
||||
vec3 n = vec3(1.0, 2.0, 3.0) - v;
|
||||
vec3 s = n * n * n;
|
||||
float x = s.x;
|
||||
float y = s.y - 4.0 * s.x;
|
||||
float z = s.z - 4.0 * s.y + 6.0 * s.x;
|
||||
float w = 6.0 - x - y - z;
|
||||
return vec4(x, y, z, w) / 6.0;
|
||||
}
|
||||
|
||||
// Bicubic interpolation
|
||||
vec4 textureBicubic(vec2 tex_coords) {
|
||||
tex_coords = tex_coords * tex_size - 0.5;
|
||||
|
||||
vec2 fxy = modf(tex_coords, tex_coords);
|
||||
|
||||
vec4 xcubic = cubic(fxy.x);
|
||||
vec4 ycubic = cubic(fxy.y);
|
||||
|
||||
vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;
|
||||
|
||||
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
|
||||
vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
|
||||
|
||||
offset *= inv_tex_size.xxyy;
|
||||
|
||||
vec4 sample0 = textureLod(input_texture, offset.xz, 0.0);
|
||||
vec4 sample1 = textureLod(input_texture, offset.yz, 0.0);
|
||||
vec4 sample2 = textureLod(input_texture, offset.xw, 0.0);
|
||||
vec4 sample3 = textureLod(input_texture, offset.yw, 0.0);
|
||||
|
||||
float sx = s.x / (s.x + s.y);
|
||||
float sy = s.z / (s.z + s.w);
|
||||
|
||||
return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
|
||||
}
|
||||
|
||||
mat4x3 center_matrix;
|
||||
vec4 center_alpha;
|
||||
|
||||
// Finds the distance between four colors and cc in YCbCr space
|
||||
vec4 ColorDist(vec4 A, vec4 B, vec4 C, vec4 D) {
|
||||
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
|
||||
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
|
||||
const float LUMINANCE_WEIGHT = .6;
|
||||
const mat3 YCBCR_MATRIX =
|
||||
mat3(K * LUMINANCE_WEIGHT, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5,
|
||||
-.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
|
||||
|
||||
mat4x3 colors = mat4x3(A.rgb, B.rgb, C.rgb, D.rgb) - center_matrix;
|
||||
mat4x3 YCbCr = YCBCR_MATRIX * colors;
|
||||
vec4 color_dist = vec3(1.0) * YCbCr;
|
||||
color_dist *= color_dist;
|
||||
vec4 alpha = vec4(A.a, B.a, C.a, D.a);
|
||||
|
||||
return sqrt((color_dist + abs(center_alpha - alpha)) * alpha * center_alpha);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1));
|
||||
vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1));
|
||||
vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1));
|
||||
vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0));
|
||||
vec4 cc = textureLod(input_texture, tex_coord, 0.0);
|
||||
vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0));
|
||||
vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1));
|
||||
vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1));
|
||||
vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1));
|
||||
|
||||
|
||||
tex_size = vec2(textureSize(input_texture, 0));
|
||||
inv_tex_size = 1.0 / tex_size;
|
||||
center_matrix = mat4x3(cc.rgb, cc.rgb, cc.rgb, cc.rgb);
|
||||
center_alpha = cc.aaaa;
|
||||
|
||||
vec4 offset_tl = ColorDist(tl, tc, tr, cr);
|
||||
vec4 offset_br = ColorDist(br, bc, bl, cl);
|
||||
|
||||
// Calculate how different cc is from the texels around it
|
||||
float total_dist = dot(offset_tl + offset_br, vec4(1.0));
|
||||
|
||||
// Add together all the distances with direction taken into account
|
||||
vec4 tmp = offset_tl - offset_br;
|
||||
vec2 total_offset = tmp.wy + tmp.zz + vec2(-tmp.x, tmp.x);
|
||||
|
||||
if (total_dist == 0.0) {
|
||||
// Doing bicubic filtering just past the edges where the offset is 0 causes black floaters
|
||||
// and it doesn't really matter which filter is used when the colors aren't changing.
|
||||
frag_color = vec4(cc.rgb, 1.0f);
|
||||
} else {
|
||||
// When the image has thin points, they tend to split apart.
|
||||
// This is because the texels all around are different
|
||||
// and total_offset reaches into clear areas.
|
||||
// This works pretty well to keep the offset in bounds for these cases.
|
||||
float clamp_val = length(total_offset) / total_dist;
|
||||
vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) * inv_tex_size;
|
||||
|
||||
frag_color = vec4(textureBicubic(tex_coord - final_offset).rgb, 1.0f);
|
||||
}
|
||||
}
|
|
@ -4,11 +4,22 @@
|
|||
|
||||
#version 460 core
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 1
|
||||
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 0
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (binding = 1) uniform sampler2D color_texture;
|
||||
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
|
||||
|
||||
vec4 cubic(float v) {
|
||||
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
|
|
@ -1,7 +1,3 @@
|
|||
#version 320 es
|
||||
|
||||
// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
|
||||
|
||||
// MIT License
|
||||
//
|
||||
// Copyright (c) 2020 BreadFish64
|
||||
|
@ -24,13 +20,25 @@
|
|||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
precision mediump float;
|
||||
// Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce
|
||||
|
||||
#version 460
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 1
|
||||
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 0
|
||||
|
||||
#endif
|
||||
|
||||
layout (location = 0) in vec2 tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 frag_color;
|
||||
|
||||
layout (binding = 1) uniform sampler2D input_texture;
|
||||
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
|
||||
|
||||
vec2 tex_size;
|
||||
vec2 inv_tex_size;
|
|
@ -1,56 +0,0 @@
|
|||
// Copyright 2019 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
|
||||
layout (location = 0) in vec2 frag_tex_coord;
|
||||
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
layout (binding = 1) uniform sampler2D color_texture;
|
||||
|
||||
vec4 cubic(float v) {
|
||||
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
|
||||
vec4 s = n * n * n;
|
||||
float x = s.x;
|
||||
float y = s.y - 4.0 * s.x;
|
||||
float z = s.z - 4.0 * s.y + 6.0 * s.x;
|
||||
float w = 6.0 - x - y - z;
|
||||
return vec4(x, y, z, w) * (1.0 / 6.0);
|
||||
}
|
||||
|
||||
vec4 textureBicubic( sampler2D textureSampler, vec2 texCoords ) {
|
||||
|
||||
vec2 texSize = textureSize(textureSampler, 0);
|
||||
vec2 invTexSize = 1.0 / texSize;
|
||||
|
||||
texCoords = texCoords * texSize - 0.5;
|
||||
|
||||
vec2 fxy = fract(texCoords);
|
||||
texCoords -= fxy;
|
||||
|
||||
vec4 xcubic = cubic(fxy.x);
|
||||
vec4 ycubic = cubic(fxy.y);
|
||||
|
||||
vec4 c = texCoords.xxyy + vec2(-0.5, +1.5).xyxy;
|
||||
|
||||
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
|
||||
vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
|
||||
|
||||
offset *= invTexSize.xxyy;
|
||||
|
||||
vec4 sample0 = texture(textureSampler, offset.xz);
|
||||
vec4 sample1 = texture(textureSampler, offset.yz);
|
||||
vec4 sample2 = texture(textureSampler, offset.xw);
|
||||
vec4 sample3 = texture(textureSampler, offset.yw);
|
||||
|
||||
float sx = s.x / (s.x + s.y);
|
||||
float sy = s.z / (s.z + s.w);
|
||||
|
||||
return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
|
||||
}
|
||||
|
||||
void main() {
|
||||
color = vec4(textureBicubic(color_texture, frag_tex_coord).rgb, 1.0f);
|
||||
}
|
|
@ -21,10 +21,10 @@
|
|||
#include "core/memory.h"
|
||||
#include "core/perf_stats.h"
|
||||
#include "core/telemetry_session.h"
|
||||
#include "video_core/host_shaders/opengl_present_bicubic_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_vert.h"
|
||||
#include "video_core/host_shaders/present_bicubic_frag.h"
|
||||
#include "video_core/host_shaders/present_scaleforce_frag.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
|
@ -255,10 +255,9 @@ void RendererOpenGL::InitOpenGLObjects() {
|
|||
// Create shader programs
|
||||
present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
|
||||
present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
|
||||
present_bicubic_fragment =
|
||||
CreateProgram(HostShaders::OPENGL_PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
|
||||
present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
|
||||
present_scaleforce_fragment =
|
||||
CreateProgram(HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG, GL_FRAGMENT_SHADER);
|
||||
CreateProgram(HostShaders::PRESENT_SCALEFORCE_FRAG, GL_FRAGMENT_SHADER);
|
||||
|
||||
// Generate presentation sampler
|
||||
present_sampler.Create();
|
||||
|
|
|
@ -17,9 +17,9 @@
|
|||
#include "core/frontend/emu_window.h"
|
||||
#include "core/memory.h"
|
||||
#include "video_core/gpu.h"
|
||||
#include "video_core/host_shaders/vulkan_present_bicubic_frag_spv.h"
|
||||
#include "video_core/host_shaders/present_bicubic_frag_spv.h"
|
||||
#include "video_core/host_shaders/present_scaleforce_frag_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_frag_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_scaleforce_frag_spv.h"
|
||||
#include "video_core/host_shaders/vulkan_present_vert_spv.h"
|
||||
#include "video_core/renderer_vulkan/renderer_vulkan.h"
|
||||
#include "video_core/renderer_vulkan/vk_blit_screen.h"
|
||||
|
@ -342,8 +342,8 @@ void VKBlitScreen::RefreshResources(const Tegra::FramebufferConfig& framebuffer)
|
|||
void VKBlitScreen::CreateShaders() {
|
||||
vertex_shader = BuildShader(device, VULKAN_PRESENT_VERT_SPV);
|
||||
bilinear_fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
|
||||
bicubic_fragment_shader = BuildShader(device, VULKAN_PRESENT_BICUBIC_FRAG_SPV);
|
||||
scaleforce_fragment_shader = BuildShader(device, VULKAN_PRESENT_SCALEFORCE_FRAG_SPV);
|
||||
bicubic_fragment_shader = BuildShader(device, PRESENT_BICUBIC_FRAG_SPV);
|
||||
scaleforce_fragment_shader = BuildShader(device, PRESENT_SCALEFORCE_FRAG_SPV);
|
||||
}
|
||||
|
||||
void VKBlitScreen::CreateSemaphores() {
|
||||
|
|
Loading…
Reference in a new issue