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[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders (#3307)
Signed-off-by: lizzie <lizzie@eden-emu.dev> Co-authored-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: xbzk <xbzk@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3307 Reviewed-by: MaranBr <maranbr@eden-emu.dev> Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
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21 changed files with 483 additions and 27 deletions
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@ -76,6 +76,11 @@ set(SHADER_FILES
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_quad_indexed.comp
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_turbo_mode.comp
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${CMAKE_CURRENT_SOURCE_DIR}/vulkan_uint8.comp
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# Snapdragon Game Super Resolution
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${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader.vert
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${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile.frag
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${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile_edge_direction.frag
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)
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if (PLATFORM_HAIKU)
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@ -90,7 +95,7 @@ if ("${GLSLANGVALIDATOR}" STREQUAL "GLSLANGVALIDATOR-NOTFOUND")
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message(FATAL_ERROR "Required program `glslangValidator` not found.")
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endif()
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set(GLSL_FLAGS "")
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set(GLSL_FLAGS "-DUseUniformBlock=1")
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set(SPIR_V_VERSION "spirv1.3")
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set(QUIET_FLAG "--quiet")
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19
src/video_core/host_shaders/sgsr1_shader.vert
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19
src/video_core/host_shaders/sgsr1_shader.vert
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@ -0,0 +1,19 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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#version 450
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layout(push_constant) uniform constants {
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vec2 scale;
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vec2 size;
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vec2 resize_factor;
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float edge_sharpness;
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};
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layout(location = 0) out highp vec2 texcoord;
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void main() {
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float x = float((gl_VertexIndex & 1) << 2);
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float y = float((gl_VertexIndex & 2) << 1);
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gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f) * vec4(sign(resize_factor), 1.f, 1.f);
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texcoord = vec2(x, y) * abs(resize_factor) * 0.5;
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}
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82
src/video_core/host_shaders/sgsr1_shader_mobile.frag
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src/video_core/host_shaders/sgsr1_shader_mobile.frag
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@ -0,0 +1,82 @@
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// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved.
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// SPDX-License-Identifier: BSD-3-Clause
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#version 460 core
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precision highp float;
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precision highp int;
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// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4
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#define OPERATION_MODE 1
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#define EDGE_THRESHOLD (8.0 / 255.0)
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layout(push_constant) uniform constants {
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vec2 scale;
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vec2 size;
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vec2 resize_factor;
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float edge_sharpness;
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};
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layout(set = 0, binding = 0) uniform sampler2D sampler0;
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layout(location=0) in vec2 texcoord;
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layout(location=0) out vec4 frag_color;
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vec4 weightY(vec4 dx, vec4 dy, vec4 std) {
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vec4 x = ((dx * dx) + (dy * dy)) * 0.55f + std;
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return (x - 1.f) * (x - 4.f) * 3.8125f; // approx. of (x - 1) * (x - 4)^3
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}
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void main() {
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vec4 color = textureLod(sampler0, texcoord.xy, 0.0f);
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// image coord
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vec2 icoord = (texcoord * size + vec2(-0.5f, 0.5f));
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vec2 icoord_pixel = floor(icoord);
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vec2 coord = icoord_pixel * scale;
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vec2 pl = icoord - icoord_pixel;
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// left: 0, right: 1, upDown: 2
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mat3x4 dg = mat3x4(
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textureGather(sampler0, coord, 1),
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textureGather(sampler0, coord + vec2(2.f * scale.x, 0.0f), 1),
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vec4(
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textureGather(sampler0, coord + vec2(scale.x, -scale.y), 1).wz,
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textureGather(sampler0, coord + vec2(scale.x, +scale.y), 1).yx
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)
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);
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float edgeVote = abs(dg[0].z - dg[0].y) + abs(color.y - dg[0].y) + abs(color.y - dg[0].z);
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if (edgeVote > EDGE_THRESHOLD) {
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float mean = (dg[0].y + dg[0].z + dg[1].x + dg[1].w) * 0.25f;
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dg = dg - mean;
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vec4 sum = abs(dg[0]) + abs(dg[1]) + abs(dg[2]);
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float std = 2.181818f / (sum.x + sum.y + sum.z + sum.w);
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mat2x4 w = mat2x4(
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weightY(
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pl.xxxx + vec4(+1.0f, +0.0f, +0.0f, +1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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clamp(abs(dg[0]) * std, 0.0f, 1.0f)
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) + weightY(
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pl.xxxx + vec4(-1.0f, -2.0f, -2.0f, -1.0f),
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pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
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clamp(abs(dg[1]) * std, 0.0f, 1.0f)
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) + weightY(
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pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f),
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pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f),
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clamp(abs(dg[2]) * std, 0.0f, 1.0f)
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),
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dg[0] + dg[1] + dg[2]
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);
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// compute final y with bounds
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vec2 yb = vec2(
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min(min(dg[0].y, dg[0].z), min(dg[1].x, dg[1].w)), // min
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max(max(dg[0].y, dg[0].z), max(dg[1].x, dg[1].w)) // max
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);
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vec2 fvy = vec2(
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w[0].x + w[0].y + w[0].z + w[0].w,
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w[1].x + w[1].y + w[1].z + w[1].w
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);
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float fy = clamp((fvy.y / fvy.x) * edge_sharpness, yb[0], yb[1]);
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// Smooth high contrast input
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float dy = clamp(fy - color.y + mean, -23.0f / 255.0f, 23.0f / 255.0f);
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color = clamp(color + dy, 0.0f, 1.0f);
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}
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color.w = 1.0f; //assume alpha channel is not used
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frag_color.xyzw = color;
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}
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@ -0,0 +1,115 @@
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// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved.
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// SPDX-License-Identifier: BSD-3-Clause
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#version 460 core
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//precision float;
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//precision int;
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// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4
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#define OperationMode 1
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#define EdgeThreshold 8.0/255.0
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layout( push_constant ) uniform constants {
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vec4 ViewportInfo[1];
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vec2 ResizeFactor;
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float EdgeSharpness;
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};
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layout(set = 0, binding = 0) uniform sampler2D ps0;
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layout(location=0) in vec2 in_TEXCOORD0;
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layout(location=0) out vec4 out_Target0;
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float fastLanczos2(float x) {
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float wA = x-4.0;
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float wB = x*wA-wA;
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wA *= wA;
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return wB*wA;
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}
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vec2 weightY(float dx, float dy, float c, vec3 data) {
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float std = data.x;
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vec2 dir = data.yz;
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float edgeDis = ((dx*dir.y)+(dy*dir.x));
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float x = (((dx*dx)+(dy*dy))+((edgeDis*edgeDis)*((clamp(((c*c)*std),0.0,1.0)*0.7)+-1.0)));
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float w = fastLanczos2(x);
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return vec2(w, w * c);
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}
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vec2 edgeDirection(vec4 left, vec4 right) {
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vec2 dir;
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float RxLz = (right.x + (-left.z));
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float RwLy = (right.w + (-left.y));
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vec2 delta;
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delta.x = (RxLz + RwLy);
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delta.y = (RxLz + (-RwLy));
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float lengthInv = inversesqrt((delta.x * delta.x+ 3.075740e-05) + (delta.y * delta.y));
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dir.x = (delta.x * lengthInv);
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dir.y = (delta.y * lengthInv);
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return dir;
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}
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void main() {
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vec4 color;
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if(OperationMode == 1)
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color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
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else
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color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
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if ( OperationMode!=4) {
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vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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vec2 imgCoordPixel = floor(imgCoord);
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vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
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vec2 pl = imgCoord - imgCoordPixel;
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vec4 left = textureGather(ps0, coord, OperationMode);
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float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
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if(edgeVote > EdgeThreshold) {
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coord.x += ViewportInfo[0].x;
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vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode);
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vec4 upDown;
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vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
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upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
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vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx;
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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left = left - vec4(mean);
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right = right - vec4(mean);
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upDown = upDown - vec4(mean);
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color.w =color[OperationMode] - mean;
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float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w)));
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float sumMean = 1.014185e+01/sum;
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float std = (sumMean*sumMean);
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vec3 data = vec3(std, edgeDirection(left, right));
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vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,data);
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aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,data);
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aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,data);
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aWY += weightY(pl.x, pl.y-2.0, upDown.w,data);
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aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,data);
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aWY += weightY(pl.x, pl.y-1.0, left.y,data);
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aWY += weightY(pl.x, pl.y, left.z,data);
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aWY += weightY(pl.x+1.0, pl.y, left.w,data);
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aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,data);
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aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,data);
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aWY += weightY(pl.x-2.0, pl.y, right.z,data);
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aWY += weightY(pl.x-1.0, pl.y, right.w,data);
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float finalY = aWY.y/aWY.x;
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float maxY = max(max(left.y,left.z),max(right.x,right.w));
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float minY = min(min(left.y,left.z),min(right.x,right.w));
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float deltaY = clamp(EdgeSharpness*finalY, minY, maxY) -color.w;
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//smooth high contrast input
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deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0);
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color.x = clamp((color.x+deltaY),0.0,1.0);
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color.y = clamp((color.y+deltaY),0.0,1.0);
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color.z = clamp((color.z+deltaY),0.0,1.0);
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}
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}
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color.w = 1.0; //assume alpha channel is not used
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out_Target0.xyzw = color;
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}
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