early-access version 4106
This commit is contained in:
@@ -9,7 +9,7 @@ set(FIDELITYFX_FILES
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)
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set(GLSL_INCLUDES
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fidelityfx_fsr.comp
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fidelityfx_fsr.frag
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${FIDELITYFX_FILES}
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)
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@@ -56,10 +56,11 @@ set(SHADER_FILES
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vulkan_color_clear.frag
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vulkan_color_clear.vert
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vulkan_depthstencil_clear.frag
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vulkan_fidelityfx_fsr_easu_fp16.comp
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vulkan_fidelityfx_fsr_easu_fp32.comp
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vulkan_fidelityfx_fsr_rcas_fp16.comp
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vulkan_fidelityfx_fsr_rcas_fp32.comp
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vulkan_fidelityfx_fsr.vert
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vulkan_fidelityfx_fsr_easu_fp16.frag
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vulkan_fidelityfx_fsr_easu_fp32.frag
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vulkan_fidelityfx_fsr_rcas_fp16.frag
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vulkan_fidelityfx_fsr_rcas_fp32.frag
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vulkan_present.frag
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vulkan_present.vert
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vulkan_present_scaleforce_fp16.frag
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110
src/video_core/host_shaders/fidelityfx_fsr.frag
Executable file
110
src/video_core/host_shaders/fidelityfx_fsr.frag
Executable file
@@ -0,0 +1,110 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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//!#version 460 core
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types : require
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// FidelityFX Super Resolution Sample
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//
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// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
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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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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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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
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// THE SOFTWARE.
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layout( push_constant ) uniform constants {
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uvec4 Const0;
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uvec4 Const1;
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uvec4 Const2;
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uvec4 Const3;
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};
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layout(set=0,binding=0) uniform sampler2D InputTexture;
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#define A_GPU 1
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#define A_GLSL 1
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#ifndef YUZU_USE_FP16
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#include "ffx_a.h"
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#if USE_EASU
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#define FSR_EASU_F 1
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AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
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#endif
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#if USE_RCAS
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#define FSR_RCAS_F 1
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AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#endif
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#else
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#define A_HALF
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#include "ffx_a.h"
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#if USE_EASU
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#define FSR_EASU_H 1
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AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
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AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
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AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
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#endif
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#if USE_RCAS
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#define FSR_RCAS_H 1
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AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
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void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
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#endif
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#endif
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#include "ffx_fsr1.h"
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#if USE_RCAS
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layout(location = 0) in vec2 frag_texcoord;
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#endif
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layout (location = 0) out vec4 frag_color;
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void CurrFilter(AU2 pos) {
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#if USE_EASU
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#ifndef YUZU_USE_FP16
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AF3 c;
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FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
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frag_color = AF4(c, 1.0);
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#else
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AH3 c;
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FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
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frag_color = AH4(c, 1.0);
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#endif
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#endif
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#if USE_RCAS
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#ifndef YUZU_USE_FP16
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AF3 c;
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FsrRcasF(c.r, c.g, c.b, pos, Const0);
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frag_color = AF4(c, 1.0);
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#else
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AH3 c;
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FsrRcasH(c.r, c.g, c.b, pos, Const0);
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frag_color = AH4(c, 1.0);
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#endif
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#endif
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}
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void main() {
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#if USE_RCAS
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CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
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#else
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CurrFilter(AU2(gl_FragCoord.xy));
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#endif
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}
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@@ -7,8 +7,8 @@ out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
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const vec2 vertices[3] =
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vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
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layout (location = 0) out vec4 posPos;
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@@ -26,21 +26,11 @@
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#endif
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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) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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layout (binding = 0) uniform sampler2D input_texture;
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const bool ignore_alpha = true;
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@@ -3,22 +3,12 @@
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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) out vec4 color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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layout (binding = 0) 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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@@ -7,21 +7,11 @@
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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) out vec4 color;
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layout(binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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layout(binding = 0) uniform sampler2D color_texture;
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const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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13
src/video_core/host_shaders/vulkan_fidelityfx_fsr.vert
Executable file
13
src/video_core/host_shaders/vulkan_fidelityfx_fsr.vert
Executable file
@@ -0,0 +1,13 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 450
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layout(location = 0) out vec2 texcoord;
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void main() {
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float x = float((gl_VertexIndex & 1) << 2);
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float y = float((gl_VertexIndex & 2) << 1);
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gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
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texcoord = vec2(x, y) / 2.0;
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}
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10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp16.frag
Executable file
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp16.frag
Executable file
@@ -0,0 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
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#define YUZU_USE_FP16
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#define USE_EASU 1
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#include "fidelityfx_fsr.frag"
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9
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp32.frag
Executable file
9
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp32.frag
Executable file
@@ -0,0 +1,9 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
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#define USE_EASU 1
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#include "fidelityfx_fsr.frag"
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10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp16.frag
Executable file
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp16.frag
Executable file
@@ -0,0 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
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#define YUZU_USE_FP16
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#define USE_RCAS 1
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#include "fidelityfx_fsr.frag"
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9
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp32.frag
Executable file
9
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp32.frag
Executable file
@@ -0,0 +1,9 @@
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// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#version 460 core
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#extension GL_GOOGLE_include_directive : enable
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#define USE_RCAS 1
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#include "fidelityfx_fsr.frag"
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@@ -7,7 +7,7 @@ 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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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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color = texture(color_texture, frag_tex_coord);
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@@ -3,16 +3,37 @@
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#version 460 core
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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layout (set = 0, binding = 0) uniform MatrixBlock {
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mat4 modelview_matrix;
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struct ScreenRectVertex {
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vec2 position;
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vec2 tex_coord;
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};
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void main() {
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gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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layout (push_constant) uniform PushConstants {
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mat4 modelview_matrix;
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ScreenRectVertex vertices[4];
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};
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// Vulkan spec 15.8.1:
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// Any member of a push constant block that is declared as an
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// array must only be accessed with dynamically uniform indices.
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ScreenRectVertex GetVertex(int index) {
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switch (index) {
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case 0:
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default:
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return vertices[0];
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case 1:
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return vertices[1];
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case 2:
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return vertices[2];
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case 3:
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return vertices[3];
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}
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}
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void main() {
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ScreenRectVertex vertex = GetVertex(gl_VertexIndex);
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gl_Position = modelview_matrix * vec4(vertex.position, 0.0, 1.0);
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frag_tex_coord = vertex.tex_coord;
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}
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@@ -5,6 +5,7 @@
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#extension GL_GOOGLE_include_directive : enable
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#define VERSION 1
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#define YUZU_USE_FP16
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#include "opengl_present_scaleforce.frag"
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@@ -5,4 +5,6 @@
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#extension GL_GOOGLE_include_directive : enable
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#define VERSION 1
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#include "opengl_present_scaleforce.frag"
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