forked from Mirror/Ryujinx
80b4972139
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
88 lines
No EOL
2.6 KiB
GLSL
88 lines
No EOL
2.6 KiB
GLSL
#version 430 core
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precision mediump float;
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layout (local_size_x = 64) in;
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layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
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layout( location=1 ) uniform sampler2D Source;
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layout( location=2 ) uniform float srcX0;
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layout( location=3 ) uniform float srcX1;
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layout( location=4 ) uniform float srcY0;
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layout( location=5 ) uniform float srcY1;
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layout( location=6 ) uniform float dstX0;
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layout( location=7 ) uniform float dstX1;
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layout( location=8 ) uniform float dstY0;
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layout( location=9 ) uniform float dstY1;
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layout( location=10 ) uniform float scaleX;
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layout( location=11 ) uniform float scaleY;
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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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#define FSR_EASU_F 1
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AU4 con0, con1, con2, con3;
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float srcW, srcH, dstW, dstH;
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vec2 bLeft, tRight;
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AF2 translate(AF2 pos) {
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return AF2(pos.x * scaleX, pos.y * scaleY);
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}
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void setBounds(vec2 bottomLeft, vec2 topRight) {
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bLeft = bottomLeft;
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tRight = topRight;
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}
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AF2 translateDest(AF2 pos) {
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AF2 translatedPos = AF2(pos.x, pos.y);
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translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
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translatedPos.y = dstY0 > dstY1 ? dstY0 + dstY1 - translatedPos.y - 1: translatedPos.y;
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return translatedPos;
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}
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AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(Source, translate(p), 0); return res; }
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AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(Source, translate(p), 1); return res; }
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AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(Source, translate(p), 2); return res; }
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#include "ffx_fsr1.h"
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float insideBox(vec2 v) {
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vec2 s = step(bLeft, v) - step(tRight, v);
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return s.x * s.y;
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}
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void CurrFilter(AU2 pos)
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{
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if((insideBox(vec2(pos.x, pos.y))) == 0) {
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imageStore(imgOutput, ASU2(pos.x, pos.y), AF4(0,0,0,1));
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return;
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}
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AF3 c;
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FsrEasuF(c, AU2(pos.x - bLeft.x, pos.y - bLeft.y), con0, con1, con2, con3);
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imageStore(imgOutput, ASU2(translateDest(pos)), AF4(c, 1));
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}
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void main() {
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srcW = abs(srcX1 - srcX0);
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srcH = abs(srcY1 - srcY0);
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dstW = abs(dstX1 - dstX0);
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dstH = abs(dstY1 - dstY0);
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
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setBounds(vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1),
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vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0));
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// Upscaling
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FsrEasuCon(con0, con1, con2, con3,
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srcW, srcH, // Viewport size (top left aligned) in the input image which is to be scaled.
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srcW, srcH, // The size of the input image.
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dstW, dstH); // The output resolution.
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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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} |