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authorFernando Sahmkow <fsahmkow27@gmail.com>2021-08-17 00:12:52 +0200
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-16 22:11:29 +0100
commita6b88e85bfb14c45345f6443b54d15a61e3975d5 (patch)
treee5908c9c61f3da27fc5f0c5e20d2a8e9809594f9 /src/video_core/host_shaders/vulkan_present_scaleforce.frag
parentTexture Cache: fix scaling on upload and stop scaling on base resolution. (diff)
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Diffstat (limited to 'src/video_core/host_shaders/vulkan_present_scaleforce.frag')
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diff --git a/src/video_core/host_shaders/vulkan_present_scaleforce.frag b/src/video_core/host_shaders/vulkan_present_scaleforce.frag
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+++ b/src/video_core/host_shaders/vulkan_present_scaleforce.frag
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+#version 320 es
+
+// 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);
+ }
+}