Add SGSR edge variant

This commit is contained in:
lizzie 2026-01-24 08:46:36 +00:00
parent e4e51957fb
commit 9f98de68c5
13 changed files with 97 additions and 33 deletions

View file

@ -1,5 +1,5 @@
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..b465126 100644
index 7074999..9e2122e 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -1,4 +1,4 @@
@ -8,7 +8,7 @@ index 7074999..b465126 100644
//============================================================================================================
//
@@ -34,11 +34,10 @@ precision highp int;
@@ -34,17 +34,16 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
@ -23,6 +23,13 @@ index 7074999..b465126 100644
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
#endif
-layout(location=0) in highp vec4 in_TEXCOORD0;
+layout(location=0) in highp vec2 in_TEXCOORD0;
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -63,15 +62,19 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
@ -80,3 +87,67 @@ index 7074999..b465126 100644
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index d2df646..91a8d4d 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -1,4 +1,4 @@
-#version 300 es
+#version 460 core
//============================================================================================================
//
@@ -50,7 +50,7 @@ uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
#endif
-layout(location=0) in highp vec4 in_TEXCOORD0;
+layout(location=0) in highp vec2 in_TEXCOORD0;
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -98,11 +98,15 @@ vec2 edgeDirection(vec4 left, vec4 right)
void main()
{
+ vec2 full_texsize = textureSize(ps0, 0);
+ vec2 recp_texsize = 1.0 / full_texsize;
+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
+
vec4 color;
if(OperationMode == 1)
- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
+ color.xyz = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyz;
else
- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
+ color.xyzw = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyzw;
highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
@@ -116,18 +120,21 @@ void main()
highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
highp vec2 imgCoordPixel = floor(imgCoord);
highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
- vec2 pl = (imgCoord+(-imgCoordPixel));
- vec4 left = textureGather(ps0,coord, OperationMode);
+ vec2 pl = imgCoord - imgCoordPixel;
+ vec4 left = textureGather(ps0, coord * resize_factor, OperationMode);
float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
if(edgeVote > EdgeThreshold)
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, OperationMode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, OperationMode).wz;
+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);