early-access version 4106

This commit is contained in:
pineappleEA
2024-02-01 19:47:57 +01:00
parent afc99d73c7
commit 2e96c99ad6
124 changed files with 17608 additions and 17080 deletions

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@@ -9,7 +9,7 @@ set(FIDELITYFX_FILES
)
set(GLSL_INCLUDES
fidelityfx_fsr.comp
fidelityfx_fsr.frag
${FIDELITYFX_FILES}
)
@@ -56,10 +56,11 @@ set(SHADER_FILES
vulkan_color_clear.frag
vulkan_color_clear.vert
vulkan_depthstencil_clear.frag
vulkan_fidelityfx_fsr_easu_fp16.comp
vulkan_fidelityfx_fsr_easu_fp32.comp
vulkan_fidelityfx_fsr_rcas_fp16.comp
vulkan_fidelityfx_fsr_rcas_fp32.comp
vulkan_fidelityfx_fsr.vert
vulkan_fidelityfx_fsr_easu_fp16.frag
vulkan_fidelityfx_fsr_easu_fp32.frag
vulkan_fidelityfx_fsr_rcas_fp16.frag
vulkan_fidelityfx_fsr_rcas_fp32.frag
vulkan_present.frag
vulkan_present.vert
vulkan_present_scaleforce_fp16.frag

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@@ -0,0 +1,110 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
//!#version 460 core
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types : require
// FidelityFX Super Resolution Sample
//
// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
// 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.
layout( push_constant ) uniform constants {
uvec4 Const0;
uvec4 Const1;
uvec4 Const2;
uvec4 Const3;
};
layout(set=0,binding=0) uniform sampler2D InputTexture;
#define A_GPU 1
#define A_GLSL 1
#ifndef YUZU_USE_FP16
#include "ffx_a.h"
#if USE_EASU
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
#endif
#if USE_RCAS
#define FSR_RCAS_F 1
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#endif
#else
#define A_HALF
#include "ffx_a.h"
#if USE_EASU
#define FSR_EASU_H 1
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
#endif
#if USE_RCAS
#define FSR_RCAS_H 1
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
#endif
#endif
#include "ffx_fsr1.h"
#if USE_RCAS
layout(location = 0) in vec2 frag_texcoord;
#endif
layout (location = 0) out vec4 frag_color;
void CurrFilter(AU2 pos) {
#if USE_EASU
#ifndef YUZU_USE_FP16
AF3 c;
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
frag_color = AF4(c, 1.0);
#else
AH3 c;
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
frag_color = AH4(c, 1.0);
#endif
#endif
#if USE_RCAS
#ifndef YUZU_USE_FP16
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, Const0);
frag_color = AF4(c, 1.0);
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, Const0);
frag_color = AH4(c, 1.0);
#endif
#endif
}
void main() {
#if USE_RCAS
CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
#else
CurrFilter(AU2(gl_FragCoord.xy));
#endif
}

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@@ -7,8 +7,8 @@ out gl_PerVertex {
vec4 gl_Position;
};
const vec2 vertices[4] =
vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
const vec2 vertices[3] =
vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
layout (location = 0) out vec4 posPos;

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@@ -26,21 +26,11 @@
#endif
#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 = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
layout (binding = 0) uniform sampler2D input_texture;
const bool ignore_alpha = true;

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@@ -3,22 +3,12 @@
#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 = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
layout (binding = 0) uniform sampler2D color_texture;
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;

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@@ -7,21 +7,11 @@
#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 = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
layout(binding = 0) uniform sampler2D color_texture;
const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);

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@@ -0,0 +1,13 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
layout(location = 0) out vec2 texcoord;
void main() {
float x = float((gl_VertexIndex & 1) << 2);
float y = float((gl_VertexIndex & 2) << 1);
gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
texcoord = vec2(x, y) / 2.0;
}

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@@ -0,0 +1,10 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define YUZU_USE_FP16
#define USE_EASU 1
#include "fidelityfx_fsr.frag"

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@@ -0,0 +1,9 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define USE_EASU 1
#include "fidelityfx_fsr.frag"

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@@ -0,0 +1,10 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define YUZU_USE_FP16
#define USE_RCAS 1
#include "fidelityfx_fsr.frag"

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@@ -0,0 +1,9 @@
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define USE_RCAS 1
#include "fidelityfx_fsr.frag"

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@@ -7,7 +7,7 @@ layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 1) uniform sampler2D color_texture;
layout (binding = 0) uniform sampler2D color_texture;
void main() {
color = texture(color_texture, frag_tex_coord);

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@@ -3,16 +3,37 @@
#version 460 core
layout (location = 0) in vec2 vert_position;
layout (location = 1) in vec2 vert_tex_coord;
layout (location = 0) out vec2 frag_tex_coord;
layout (set = 0, binding = 0) uniform MatrixBlock {
mat4 modelview_matrix;
struct ScreenRectVertex {
vec2 position;
vec2 tex_coord;
};
void main() {
gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
layout (push_constant) uniform PushConstants {
mat4 modelview_matrix;
ScreenRectVertex vertices[4];
};
// Vulkan spec 15.8.1:
// Any member of a push constant block that is declared as an
// array must only be accessed with dynamically uniform indices.
ScreenRectVertex GetVertex(int index) {
switch (index) {
case 0:
default:
return vertices[0];
case 1:
return vertices[1];
case 2:
return vertices[2];
case 3:
return vertices[3];
}
}
void main() {
ScreenRectVertex vertex = GetVertex(gl_VertexIndex);
gl_Position = modelview_matrix * vec4(vertex.position, 0.0, 1.0);
frag_tex_coord = vertex.tex_coord;
}

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@@ -5,6 +5,7 @@
#extension GL_GOOGLE_include_directive : enable
#define VERSION 1
#define YUZU_USE_FP16
#include "opengl_present_scaleforce.frag"

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@@ -5,4 +5,6 @@
#extension GL_GOOGLE_include_directive : enable
#define VERSION 1
#include "opengl_present_scaleforce.frag"