diff options
Diffstat (limited to '')
-rw-r--r-- | src/video_core/host_shaders/opengl_present_scaleforce.frag (renamed from src/video_core/host_shaders/present_scaleforce.frag) | 86 |
1 files changed, 52 insertions, 34 deletions
diff --git a/src/video_core/host_shaders/present_scaleforce.frag b/src/video_core/host_shaders/opengl_present_scaleforce.frag index ebc0d9b90..71ff9e1e3 100644 --- a/src/video_core/host_shaders/present_scaleforce.frag +++ b/src/video_core/host_shaders/opengl_present_scaleforce.frag @@ -22,11 +22,29 @@ // Adapted from https://github.com/BreadFish64/ScaleFish/tree/master/scaleforce -#version 460 +//! #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 @@ -45,25 +63,25 @@ layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; const bool ignore_alpha = true; -float16_t ColorDist1(f16vec4 a, f16vec4 b) { +lfloat ColorDist1(lvec4 a, lvec4 b) { // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion - const f16vec3 K = f16vec3(0.2627, 0.6780, 0.0593); - const float16_t scaleB = float16_t(0.5) / (float16_t(1.0) - K.b); - const float16_t scaleR = float16_t(0.5) / (float16_t(1.0) - K.r); - f16vec4 diff = a - b; - float16_t Y = dot(diff.rgb, K); - float16_t Cb = scaleB * (diff.b - Y); - float16_t Cr = scaleR * (diff.r - Y); - f16vec3 YCbCr = f16vec3(Y, Cb, Cr); - float16_t d = length(YCbCr); + 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); } -f16vec4 ColorDist(f16vec4 ref, f16vec4 A, f16vec4 B, f16vec4 C, f16vec4 D) { - return f16vec4( +lvec4 ColorDist(lvec4 ref, lvec4 A, lvec4 B, lvec4 C, lvec4 D) { + return lvec4( ColorDist1(ref, A), ColorDist1(ref, B), ColorDist1(ref, C), @@ -72,36 +90,36 @@ f16vec4 ColorDist(f16vec4 ref, f16vec4 A, f16vec4 B, f16vec4 C, f16vec4 D) { } vec4 Scaleforce(sampler2D tex, vec2 tex_coord) { - f16vec4 bl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, -1))); - f16vec4 bc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, -1))); - f16vec4 br = f16vec4(textureOffset(tex, tex_coord, ivec2(1, -1))); - f16vec4 cl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 0))); - f16vec4 cc = f16vec4(texture(tex, tex_coord)); - f16vec4 cr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 0))); - f16vec4 tl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 1))); - f16vec4 tc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, 1))); - f16vec4 tr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 1))); - - f16vec4 offset_tl = ColorDist(cc, tl, tc, tr, cr); - f16vec4 offset_br = ColorDist(cc, br, bc, bl, cl); + 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 float16_t plus_weight = float16_t(1.5); - const float16_t cross_weight = float16_t(1.5); - float16_t total_dist = dot(offset_tl + offset_br, f16vec4(cross_weight, plus_weight, cross_weight, plus_weight)); + 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 == float16_t(0.0)) { + if (total_dist == lfloat(0.0)) { return cc; } else { // Add together all the distances with direction taken into account - f16vec4 tmp = offset_tl - offset_br; - f16vec2 total_offset = tmp.wy * plus_weight + (tmp.zz + f16vec2(-tmp.x, tmp.x)) * cross_weight; + 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. - float16_t clamp_val = length(total_offset) / total_dist; - f16vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) / f16vec2(textureSize(tex, 0)); + 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); } @@ -109,4 +127,4 @@ vec4 Scaleforce(sampler2D tex, vec2 tex_coord) { void main() { frag_color = Scaleforce(input_texture, tex_coord); -}
\ No newline at end of file +} |