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-rw-r--r--src/video_core/host_shaders/CMakeLists.txt34
-rw-r--r--src/video_core/host_shaders/blit_color_float.frag (renamed from src/video_core/host_shaders/vulkan_blit_color_float.frag)0
-rw-r--r--src/video_core/host_shaders/full_screen_triangle.vert13
-rw-r--r--src/video_core/host_shaders/opengl_fidelityfx_fsr.frag108
-rw-r--r--src/video_core/host_shaders/opengl_fidelityfx_fsr_easu.frag9
-rw-r--r--src/video_core/host_shaders/opengl_fidelityfx_fsr_rcas.frag9
-rw-r--r--src/video_core/host_shaders/vulkan_color_clear.frag14
-rw-r--r--src/video_core/host_shaders/vulkan_color_clear.vert10
8 files changed, 191 insertions, 6 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index f275b2aa9..52cd5bb81 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -3,14 +3,19 @@
set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
-set(GLSL_INCLUDES
- fidelityfx_fsr.comp
+set(FIDELITYFX_FILES
${FIDELITYFX_INCLUDE_DIR}/ffx_a.h
${FIDELITYFX_INCLUDE_DIR}/ffx_fsr1.h
)
+set(GLSL_INCLUDES
+ fidelityfx_fsr.comp
+ ${FIDELITYFX_FILES}
+)
+
set(SHADER_FILES
astc_decoder.comp
+ blit_color_float.frag
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag
@@ -23,6 +28,9 @@ set(SHADER_FILES
fxaa.vert
opengl_convert_s8d24.comp
opengl_copy_bc4.comp
+ opengl_fidelityfx_fsr.frag
+ opengl_fidelityfx_fsr_easu.frag
+ opengl_fidelityfx_fsr_rcas.frag
opengl_present.frag
opengl_present.vert
opengl_present_scaleforce.frag
@@ -36,8 +44,9 @@ set(SHADER_FILES
smaa_blending_weight_calculation.frag
smaa_neighborhood_blending.vert
smaa_neighborhood_blending.frag
- vulkan_blit_color_float.frag
vulkan_blit_depth_stencil.frag
+ vulkan_color_clear.frag
+ vulkan_color_clear.vert
vulkan_fidelityfx_fsr_easu_fp16.comp
vulkan_fidelityfx_fsr_easu_fp32.comp
vulkan_fidelityfx_fsr_rcas_fp16.comp
@@ -118,6 +127,25 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
endif()
endforeach()
+foreach(FILEPATH IN ITEMS ${FIDELITYFX_FILES})
+ get_filename_component(FILENAME ${FILEPATH} NAME)
+ string(REPLACE "." "_" HEADER_NAME ${FILENAME})
+ set(SOURCE_FILE ${FILEPATH})
+ set(SOURCE_HEADER_FILE ${SHADER_DIR}/${HEADER_NAME}.h)
+ add_custom_command(
+ OUTPUT
+ ${SOURCE_HEADER_FILE}
+ COMMAND
+ ${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
+ MAIN_DEPENDENCY
+ ${SOURCE_FILE}
+ DEPENDS
+ ${INPUT_FILE}
+ # HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
+ )
+ set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
+endforeach()
+
set(SHADER_SOURCES ${SHADER_FILES})
list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
diff --git a/src/video_core/host_shaders/vulkan_blit_color_float.frag b/src/video_core/host_shaders/blit_color_float.frag
index c0c832296..c0c832296 100644
--- a/src/video_core/host_shaders/vulkan_blit_color_float.frag
+++ b/src/video_core/host_shaders/blit_color_float.frag
diff --git a/src/video_core/host_shaders/full_screen_triangle.vert b/src/video_core/host_shaders/full_screen_triangle.vert
index 2c976b19f..d16d98995 100644
--- a/src/video_core/host_shaders/full_screen_triangle.vert
+++ b/src/video_core/host_shaders/full_screen_triangle.vert
@@ -4,13 +4,20 @@
#version 450
#ifdef VULKAN
+#define VERTEX_ID gl_VertexIndex
#define BEGIN_PUSH_CONSTANTS layout(push_constant) uniform PushConstants {
#define END_PUSH_CONSTANTS };
#define UNIFORM(n)
+#define FLIPY 1
#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+#define VERTEX_ID gl_VertexID
#define BEGIN_PUSH_CONSTANTS
#define END_PUSH_CONSTANTS
+#define FLIPY -1
#define UNIFORM(n) layout (location = n) uniform
+out gl_PerVertex {
+ vec4 gl_Position;
+};
#endif
BEGIN_PUSH_CONSTANTS
@@ -21,8 +28,8 @@ END_PUSH_CONSTANTS
layout(location = 0) out vec2 texcoord;
void main() {
- float x = float((gl_VertexIndex & 1) << 2);
- float y = float((gl_VertexIndex & 2) << 1);
- gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
+ float x = float((VERTEX_ID & 1) << 2);
+ float y = float((VERTEX_ID & 2) << 1);
+ gl_Position = vec4(x - 1.0, FLIPY * (y - 1.0), 0.0, 1.0);
texcoord = fma(vec2(x, y) / 2.0, tex_scale, tex_offset);
}
diff --git a/src/video_core/host_shaders/opengl_fidelityfx_fsr.frag b/src/video_core/host_shaders/opengl_fidelityfx_fsr.frag
new file mode 100644
index 000000000..16d22f58e
--- /dev/null
+++ b/src/video_core/host_shaders/opengl_fidelityfx_fsr.frag
@@ -0,0 +1,108 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+//!#version 460 core
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+#extension GL_AMD_gpu_shader_half_float : enable
+#extension GL_NV_gpu_shader5 : enable
+
+// FidelityFX Super Resolution Sample
+//
+// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
+// 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.
+
+layout (location = 0) uniform uvec4 constants[4];
+
+#define A_GPU 1
+#define A_GLSL 1
+
+#ifdef YUZU_USE_FP16
+ #define A_HALF
+#endif
+#include "ffx_a.h"
+
+#ifndef YUZU_USE_FP16
+ layout (binding=0) uniform sampler2D InputTexture;
+ #if USE_EASU
+ #define FSR_EASU_F 1
+ AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
+ AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
+ AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
+ #endif
+ #if USE_RCAS
+ #define FSR_RCAS_F
+ AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
+ void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+ #endif
+#else
+ layout (binding=0) uniform sampler2D InputTexture;
+ #if USE_EASU
+ #define FSR_EASU_H 1
+ AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
+ AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
+ AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
+ #endif
+ #if USE_RCAS
+ #define FSR_RCAS_H
+ AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
+ void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
+ #endif
+#endif
+
+#include "ffx_fsr1.h"
+
+#if USE_RCAS
+ layout(location = 0) in vec2 frag_texcoord;
+#endif
+layout (location = 0) out vec4 frag_color;
+
+void CurrFilter(AU2 pos)
+{
+#if USE_EASU
+ #ifndef YUZU_USE_FP16
+ AF3 c;
+ FsrEasuF(c, pos, constants[0], constants[1], constants[2], constants[3]);
+ frag_color = AF4(c, 1.0);
+ #else
+ AH3 c;
+ FsrEasuH(c, pos, constants[0], constants[1], constants[2], constants[3]);
+ frag_color = AH4(c, 1.0);
+ #endif
+#endif
+#if USE_RCAS
+ #ifndef YUZU_USE_FP16
+ AF3 c;
+ FsrRcasF(c.r, c.g, c.b, pos, constants[0]);
+ frag_color = AF4(c, 1.0);
+ #else
+ AH3 c;
+ FsrRcasH(c.r, c.g, c.b, pos, constants[0]);
+ frag_color = AH4(c, 1.0);
+ #endif
+#endif
+}
+
+void main()
+{
+#if USE_RCAS
+ CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
+#else
+ CurrFilter(AU2(gl_FragCoord.xy));
+#endif
+}
diff --git a/src/video_core/host_shaders/opengl_fidelityfx_fsr_easu.frag b/src/video_core/host_shaders/opengl_fidelityfx_fsr_easu.frag
new file mode 100644
index 000000000..d39f80ac1
--- /dev/null
+++ b/src/video_core/host_shaders/opengl_fidelityfx_fsr_easu.frag
@@ -0,0 +1,9 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 460 core
+#extension GL_GOOGLE_include_directive : enable
+
+#define USE_EASU 1
+
+#include "opengl_fidelityfx_fsr.frag"
diff --git a/src/video_core/host_shaders/opengl_fidelityfx_fsr_rcas.frag b/src/video_core/host_shaders/opengl_fidelityfx_fsr_rcas.frag
new file mode 100644
index 000000000..cfa78ddc7
--- /dev/null
+++ b/src/video_core/host_shaders/opengl_fidelityfx_fsr_rcas.frag
@@ -0,0 +1,9 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 460 core
+#extension GL_GOOGLE_include_directive : enable
+
+#define USE_RCAS 1
+
+#include "opengl_fidelityfx_fsr.frag"
diff --git a/src/video_core/host_shaders/vulkan_color_clear.frag b/src/video_core/host_shaders/vulkan_color_clear.frag
new file mode 100644
index 000000000..617bf01e1
--- /dev/null
+++ b/src/video_core/host_shaders/vulkan_color_clear.frag
@@ -0,0 +1,14 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 460 core
+
+layout (push_constant) uniform PushConstants {
+ vec4 clear_color;
+};
+
+layout(location = 0) out vec4 color;
+
+void main() {
+ color = clear_color;
+}
diff --git a/src/video_core/host_shaders/vulkan_color_clear.vert b/src/video_core/host_shaders/vulkan_color_clear.vert
new file mode 100644
index 000000000..d85883141
--- /dev/null
+++ b/src/video_core/host_shaders/vulkan_color_clear.vert
@@ -0,0 +1,10 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 460 core
+
+void main() {
+ float x = float((gl_VertexIndex & 1) << 2);
+ float y = float((gl_VertexIndex & 2) << 1);
+ gl_Position = vec4(x - 1.0, y - 1.0, 0.0, 1.0);
+}