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authorameerj <52414509+ameerj@users.noreply.github.com>2021-09-10 05:01:39 +0200
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-16 22:11:29 +0100
commitae8d19d17eb5448207ece99ae07507c542c6ddae (patch)
tree2238f455b633142718ea0601687fa01811b5d218 /src/video_core/host_shaders
parentgl_texture_cache: fix scaling on upload (diff)
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Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt6
-rw-r--r--src/video_core/host_shaders/opengl_present_scaleforce.frag135
-rw-r--r--src/video_core/host_shaders/present_bicubic.frag (renamed from src/video_core/host_shaders/opengl_present_bicubic.frag)13
-rw-r--r--src/video_core/host_shaders/present_scaleforce.frag (renamed from src/video_core/host_shaders/vulkan_present_scaleforce.frag)20
-rw-r--r--src/video_core/host_shaders/vulkan_present_bicubic.frag56
5 files changed, 28 insertions, 202 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index 835b37944..664d6ce5d 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -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
diff --git a/src/video_core/host_shaders/opengl_present_scaleforce.frag b/src/video_core/host_shaders/opengl_present_scaleforce.frag
deleted file mode 100644
index 0153f62c0..000000000
--- a/src/video_core/host_shaders/opengl_present_scaleforce.frag
+++ /dev/null
@@ -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);
- }
-}
diff --git a/src/video_core/host_shaders/opengl_present_bicubic.frag b/src/video_core/host_shaders/present_bicubic.frag
index 17772095a..f3e5410e7 100644
--- a/src/video_core/host_shaders/opengl_present_bicubic.frag
+++ b/src/video_core/host_shaders/present_bicubic.frag
@@ -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;
diff --git a/src/video_core/host_shaders/vulkan_present_scaleforce.frag b/src/video_core/host_shaders/present_scaleforce.frag
index 801c8eae9..1829a9be8 100644
--- a/src/video_core/host_shaders/vulkan_present_scaleforce.frag
+++ b/src/video_core/host_shaders/present_scaleforce.frag
@@ -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;
diff --git a/src/video_core/host_shaders/vulkan_present_bicubic.frag b/src/video_core/host_shaders/vulkan_present_bicubic.frag
deleted file mode 100644
index 17772095a..000000000
--- a/src/video_core/host_shaders/vulkan_present_bicubic.frag
+++ /dev/null
@@ -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);
-}