early-access version 2156
This commit is contained in:
@@ -1,3 +1,11 @@
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set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
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set(GLSL_INCLUDES
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fidelityfx_fsr.comp
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${FIDELITYFX_INCLUDE_DIR}/ffx_a.h
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${FIDELITYFX_INCLUDE_DIR}/ffx_fsr1.h
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)
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set(SHADER_FILES
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astc_decoder.comp
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block_linear_unswizzle_2d.comp
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@@ -5,14 +13,25 @@ set(SHADER_FILES
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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fxaa.frag
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fxaa.vert
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opengl_copy_bc4.comp
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opengl_present.frag
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opengl_present.vert
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opengl_present_scaleforce.frag
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pitch_unswizzle.comp
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present_bicubic.frag
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present_gaussian.frag
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.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_present.frag
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vulkan_present.vert
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vulkan_present_scaleforce_fp16.frag
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vulkan_present_scaleforce_fp32.frag
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vulkan_quad_indexed.comp
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vulkan_uint8.comp
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)
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@@ -76,7 +95,7 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
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OUTPUT
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${SPIRV_HEADER_FILE}
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COMMAND
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -I"${FIDELITYFX_INCLUDE_DIR}" ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE}
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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)
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@@ -84,9 +103,12 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
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endif()
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endforeach()
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set(SHADER_SOURCES ${SHADER_FILES})
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list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
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add_custom_target(host_shaders
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DEPENDS
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${SHADER_HEADERS}
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SOURCES
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${SHADER_FILES}
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${SHADER_SOURCES}
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)
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|
116
src/video_core/host_shaders/fidelityfx_fsr.comp
Executable file
116
src/video_core/host_shaders/fidelityfx_fsr.comp
Executable file
@@ -0,0 +1,116 @@
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// Copyright 2021 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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#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
|
||||
// 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
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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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layout(set=0,binding=1,rgba16f) uniform image2D OutputTexture;
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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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void CurrFilter(AU2 pos) {
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#if USE_BILINEAR
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AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
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imageStore(OutputTexture, ASU2(pos), textureLod(InputTexture, pp, 0.0));
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#endif
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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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imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
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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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imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
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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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imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
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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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imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
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#endif
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#endif
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}
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layout(local_size_x=64) in;
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void main() {
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// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
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CurrFilter(gxy);
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gxy.x += 8u;
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CurrFilter(gxy);
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gxy.y += 8u;
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CurrFilter(gxy);
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gxy.x -= 8u;
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CurrFilter(gxy);
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}
|
76
src/video_core/host_shaders/fxaa.frag
Executable file
76
src/video_core/host_shaders/fxaa.frag
Executable file
@@ -0,0 +1,76 @@
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||||
// Copyright 2021 yuzu Emulator Project
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||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
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||||
|
||||
// Source code is adapted from
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// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
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#version 460
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||||
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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||||
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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||||
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||||
#define BINDING_COLOR_TEXTURE 0
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||||
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||||
#endif
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||||
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layout (location = 0) in vec4 posPos;
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||||
|
||||
layout (location = 0) out vec4 frag_color;
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||||
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||||
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
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vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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||||
float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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/*---------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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/*---------------------------------------------------------*/
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
/*---------------------------------------------------------*/
|
||||
float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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||||
float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) / textureSize(tex, 0);
|
||||
/*--------------------------------------------------------*/
|
||||
vec3 rgbA = (1.0 / 2.0) * (
|
||||
FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
|
||||
FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
|
||||
vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
|
||||
FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
|
||||
FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
|
||||
float lumaB = dot(rgbB, luma);
|
||||
if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
|
||||
return rgbB;
|
||||
}
|
||||
|
||||
void main() {
|
||||
frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
|
||||
}
|
38
src/video_core/host_shaders/fxaa.vert
Executable file
38
src/video_core/host_shaders/fxaa.vert
Executable file
@@ -0,0 +1,38 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460
|
||||
|
||||
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));
|
||||
|
||||
layout (location = 0) out vec4 posPos;
|
||||
|
||||
#ifdef VULKAN
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 0
|
||||
#define VERTEX_ID gl_VertexIndex
|
||||
|
||||
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
|
||||
|
||||
#define BINDING_COLOR_TEXTURE 0
|
||||
#define VERTEX_ID gl_VertexID
|
||||
|
||||
#endif
|
||||
|
||||
layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
|
||||
|
||||
const float FXAA_SUBPIX_SHIFT = 0;
|
||||
|
||||
void main() {
|
||||
vec2 vertex = vertices[VERTEX_ID];
|
||||
gl_Position = vec4(vertex, 0.0, 1.0);
|
||||
vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
|
||||
posPos.xy = vert_tex_coord;
|
||||
posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
|
||||
}
|
130
src/video_core/host_shaders/opengl_present_scaleforce.frag
Executable file
130
src/video_core/host_shaders/opengl_present_scaleforce.frag
Executable file
@@ -0,0 +1,130 @@
|
||||
// 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.
|
||||
|
||||
// Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce
|
||||
|
||||
//! #version 460
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
#ifdef YUZU_USE_FP16
|
||||
|
||||
#extension GL_AMD_gpu_shader_half_float : enable
|
||||
#extension GL_NV_gpu_shader5 : enable
|
||||
|
||||
#define lfloat float16_t
|
||||
#define lvec2 f16vec2
|
||||
#define lvec3 f16vec3
|
||||
#define lvec4 f16vec4
|
||||
|
||||
#else
|
||||
|
||||
#define lfloat float
|
||||
#define lvec2 vec2
|
||||
#define lvec3 vec3
|
||||
#define lvec4 vec4
|
||||
|
||||
#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;
|
||||
|
||||
const bool ignore_alpha = true;
|
||||
|
||||
lfloat ColorDist1(lvec4 a, lvec4 b) {
|
||||
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
|
||||
const lvec3 K = lvec3(0.2627, 0.6780, 0.0593);
|
||||
const lfloat scaleB = lfloat(0.5) / (lfloat(1.0) - K.b);
|
||||
const lfloat scaleR = lfloat(0.5) / (lfloat(1.0) - K.r);
|
||||
lvec4 diff = a - b;
|
||||
lfloat Y = dot(diff.rgb, K);
|
||||
lfloat Cb = scaleB * (diff.b - Y);
|
||||
lfloat Cr = scaleR * (diff.r - Y);
|
||||
lvec3 YCbCr = lvec3(Y, Cb, Cr);
|
||||
lfloat d = length(YCbCr);
|
||||
if (ignore_alpha) {
|
||||
return d;
|
||||
}
|
||||
return sqrt(a.a * b.a * d * d + diff.a * diff.a);
|
||||
}
|
||||
|
||||
lvec4 ColorDist(lvec4 ref, lvec4 A, lvec4 B, lvec4 C, lvec4 D) {
|
||||
return lvec4(
|
||||
ColorDist1(ref, A),
|
||||
ColorDist1(ref, B),
|
||||
ColorDist1(ref, C),
|
||||
ColorDist1(ref, D)
|
||||
);
|
||||
}
|
||||
|
||||
vec4 Scaleforce(sampler2D tex, vec2 tex_coord) {
|
||||
lvec4 bl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, -1)));
|
||||
lvec4 bc = lvec4(textureOffset(tex, tex_coord, ivec2(0, -1)));
|
||||
lvec4 br = lvec4(textureOffset(tex, tex_coord, ivec2(1, -1)));
|
||||
lvec4 cl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, 0)));
|
||||
lvec4 cc = lvec4(texture(tex, tex_coord));
|
||||
lvec4 cr = lvec4(textureOffset(tex, tex_coord, ivec2(1, 0)));
|
||||
lvec4 tl = lvec4(textureOffset(tex, tex_coord, ivec2(-1, 1)));
|
||||
lvec4 tc = lvec4(textureOffset(tex, tex_coord, ivec2(0, 1)));
|
||||
lvec4 tr = lvec4(textureOffset(tex, tex_coord, ivec2(1, 1)));
|
||||
|
||||
lvec4 offset_tl = ColorDist(cc, tl, tc, tr, cr);
|
||||
lvec4 offset_br = ColorDist(cc, br, bc, bl, cl);
|
||||
|
||||
// Calculate how different cc is from the texels around it
|
||||
const lfloat plus_weight = lfloat(1.5);
|
||||
const lfloat cross_weight = lfloat(1.5);
|
||||
lfloat total_dist = dot(offset_tl + offset_br, lvec4(cross_weight, plus_weight, cross_weight, plus_weight));
|
||||
|
||||
if (total_dist == lfloat(0.0)) {
|
||||
return cc;
|
||||
} else {
|
||||
// Add together all the distances with direction taken into account
|
||||
lvec4 tmp = offset_tl - offset_br;
|
||||
lvec2 total_offset = tmp.wy * plus_weight + (tmp.zz + lvec2(-tmp.x, tmp.x)) * cross_weight;
|
||||
|
||||
// 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.
|
||||
lfloat clamp_val = length(total_offset) / total_dist;
|
||||
vec2 final_offset = vec2(clamp(total_offset, -clamp_val, clamp_val)) / textureSize(tex, 0);
|
||||
|
||||
return texture(tex, tex_coord - final_offset);
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
frag_color = Scaleforce(input_texture, tex_coord);
|
||||
}
|
67
src/video_core/host_shaders/present_bicubic.frag
Executable file
67
src/video_core/host_shaders/present_bicubic.frag
Executable file
@@ -0,0 +1,67 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#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;
|
||||
|
||||
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);
|
||||
}
|
70
src/video_core/host_shaders/present_gaussian.frag
Executable file
70
src/video_core/host_shaders/present_gaussian.frag
Executable file
@@ -0,0 +1,70 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
// Code adapted from the following sources:
|
||||
// - https://learnopengl.com/Advanced-Lighting/Bloom
|
||||
// - https://www.rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
|
||||
#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;
|
||||
|
||||
const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
|
||||
const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
||||
|
||||
vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i = 1; i < 3; i++) {
|
||||
result += texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm)) * weight[i];
|
||||
result += texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm)) * weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i = 1; i < 3; i++) {
|
||||
result += texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm)) * weight[i];
|
||||
result += texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm)) * weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
|
||||
vec4 result = vec4(0.0f);
|
||||
for (int i = 1; i < 3; i++) {
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm)) * weight[i];
|
||||
result +=
|
||||
texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm)) * weight[i];
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
|
||||
vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
|
||||
|
||||
// TODO(Blinkhawk): This code can be optimized through shader group instructions.
|
||||
vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
|
||||
vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
|
||||
vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
|
||||
color = vec4(combination + base, 1.0f);
|
||||
}
|
11
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp16.comp
Executable file
11
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp16.comp
Executable file
@@ -0,0 +1,11 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#define YUZU_USE_FP16
|
||||
#define USE_EASU 1
|
||||
|
||||
#include "fidelityfx_fsr.comp"
|
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp32.comp
Executable file
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_easu_fp32.comp
Executable file
@@ -0,0 +1,10 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#define USE_EASU 1
|
||||
|
||||
#include "fidelityfx_fsr.comp"
|
11
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp16.comp
Executable file
11
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp16.comp
Executable file
@@ -0,0 +1,11 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#define YUZU_USE_FP16
|
||||
#define USE_RCAS 1
|
||||
|
||||
#include "fidelityfx_fsr.comp"
|
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp32.comp
Executable file
10
src/video_core/host_shaders/vulkan_fidelityfx_fsr_rcas_fp32.comp
Executable file
@@ -0,0 +1,10 @@
|
||||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#version 460 core
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#define USE_RCAS 1
|
||||
|
||||
#include "fidelityfx_fsr.comp"
|
7
src/video_core/host_shaders/vulkan_present_scaleforce_fp16.frag
Executable file
7
src/video_core/host_shaders/vulkan_present_scaleforce_fp16.frag
Executable file
@@ -0,0 +1,7 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#define YUZU_USE_FP16
|
||||
|
||||
#include "opengl_present_scaleforce.frag"
|
5
src/video_core/host_shaders/vulkan_present_scaleforce_fp32.frag
Executable file
5
src/video_core/host_shaders/vulkan_present_scaleforce_fp32.frag
Executable file
@@ -0,0 +1,5 @@
|
||||
#version 460
|
||||
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#include "opengl_present_scaleforce.frag"
|
Reference in New Issue
Block a user