fix shader?

This commit is contained in:
lizzie 2026-05-15 11:04:10 +00:00
parent 1199034fd1
commit a63516df3d
3 changed files with 41 additions and 42 deletions

View file

@ -3,16 +3,17 @@
#version 450
layout( push_constant ) uniform constants {
highp vec4 ViewportInfo[1];
highp vec2 ResizeFactor;
highp float EdgeSharpness;
layout(push_constant) uniform constants {
vec2 scale;
vec2 size;
vec2 resize_factor;
float edge_sharpness;
};
layout(location = 0) out highp vec2 texcoord;
void main() {
float x = float((gl_VertexIndex & 1) << 2);
float y = float((gl_VertexIndex & 2) << 1);
gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f);
texcoord = vec2(x, y) * ResizeFactor * 0.5;
gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f) * vec4(sign(resize_factor), 1.f, 1.f);
texcoord = vec2(x, y) * abs(resize_factor) * 0.5;
}

View file

@ -10,8 +10,9 @@ precision highp int;
#define OPERATION_MODE 1
#define EDGE_THRESHOLD (8.0 / 255.0)
layout( push_constant ) uniform constants {
vec4 viewport[1];
layout(push_constant) uniform constants {
vec2 scale;
vec2 size;
vec2 resize_factor;
float edge_sharpness;
};
@ -27,48 +28,45 @@ vec4 weightY(vec4 dx, vec4 dy, vec4 std) {
void main() {
vec4 color = textureLod(sampler0, texcoord.xy, 0.0f);
// image coord
vec2 icoord = ((texcoord.xy * viewport[0].zw) + vec2(-0.5f, 0.5f));
vec2 icoord = (texcoord * size + vec2(-0.5f, 0.5f));
vec2 icoord_pixel = floor(icoord);
vec2 coord = icoord_pixel * viewport[0].xy;
vec2 coord = icoord_pixel * scale;
vec2 pl = icoord - icoord_pixel;
vec4 left = textureGather(sampler0, coord, 1);
float edgeVote = abs(left.z - left.y) + abs(color[1] - left.y) + abs(color[1] - left.z);
// left: 0, right: 1, upDown: 2
mat3x4 dg = mat3x4(
textureGather(sampler0, coord, 1),
textureGather(sampler0, coord + vec2(2.f * scale.x, 0.0f), 1),
vec4(
textureGather(sampler0, coord + vec2(scale.x, -scale.y), 1).wz,
textureGather(sampler0, coord + vec2(scale.x, +scale.y), 1).yx
)
);
float edgeVote = abs(dg[0].z - dg[0].y) + abs(color.y - dg[0].y) + abs(color.y - dg[0].z);
if (edgeVote > EDGE_THRESHOLD) {
coord.x += viewport[0].x;
vec4 right = textureGather(sampler0, coord + vec2(viewport[0].x, 0.0f), 1);
vec4 upDown = vec4(
textureGather(sampler0, coord + vec2(0.0f, -viewport[0].y), 1).wz,
textureGather(sampler0, coord + vec2(0.0f, +viewport[0].y), 1).yx
);
float mean = (left.y + left.z + right.x + right.w) * 0.25f;
left = left - vec4(mean);
right = right - vec4(mean);
upDown = upDown - vec4(mean);
color.w = color[1] - mean;
vec4 sum = abs(left) + abs(right) + abs(upDown);
float mean = (dg[0].y + dg[0].z + dg[1].x + dg[1].w) * 0.25f;
dg = dg - mean;
vec4 sum = abs(dg[0]) + abs(dg[1]) + abs(dg[2]);
float std = 2.181818f / (sum.x + sum.y + sum.z + sum.w);
mat2x4 w = mat2x4(
weightY(
pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f),
pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f),
clamp(abs(upDown) * std, 0.0f, 1.0f)
) + weightY(
pl.xxxx + vec4(+1.0f, +0.0f, +0.0f, +1.0f),
pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
clamp(abs(left) * std, 0.0f, 1.0f)
clamp(abs(dg[0]) * std, 0.0f, 1.0f)
) + weightY(
pl.xxxx + vec4(-1.0f, -2.0f, -2.0f, -1.0f),
pl.yyyy + vec4(-1.0f, -1.0f, +0.0f, +0.0f),
clamp(abs(right) * std, 0.0f, 1.0f)
clamp(abs(dg[1]) * std, 0.0f, 1.0f)
) + weightY(
pl.xxxx + vec4(+0.0f, -1.0f, -1.0f, +0.0f),
pl.yyyy + vec4(+1.0f, +1.0f, -2.0f, -2.0f),
clamp(abs(dg[2]) * std, 0.0f, 1.0f)
),
upDown + left + right
dg[0] + dg[1] + dg[2]
);
// compute final y with bounds
vec2 yb = vec2(
min(min(left.y, left.z), min(right.x, right.w)), // min
max(max(left.y, left.z), max(right.x, right.w)) // max
min(min(dg[0].y, dg[0].z), min(dg[1].x, dg[1].w)), // min
max(max(dg[0].y, dg[0].z), max(dg[1].x, dg[1].w)) // max
);
vec2 fvy = vec2(
w[0].x + w[0].y + w[0].z + w[0].w,
@ -76,7 +74,7 @@ void main() {
);
float fy = clamp((fvy.y / fvy.x) * edge_sharpness, yb[0], yb[1]);
// Smooth high contrast input
float dy = clamp(fy - color.w, -23.0f / 255.0f, 23.0f / 255.0f);
float dy = clamp(fy - color.y + mean, -23.0f / 255.0f, 23.0f / 255.0f);
color = clamp(color + dy, 0.0f, 1.0f);
}
color.w = 1.0f; //assume alpha channel is not used

View file

@ -101,8 +101,8 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
const f32 input_image_width = f32(input_image_extent.width);
const f32 input_image_height = f32(input_image_extent.height);
const f32 viewport_width = f32(crop_rect.right - crop_rect.left) * input_image_width;
const f32 viewport_height = f32(crop_rect.bottom - crop_rect.top) * input_image_height;
const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_image_width;
const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height;
// expected [0, 2]
const f32 sharpening = f32(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f;
@ -114,10 +114,10 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
// highp float EdgeSharpness;
// };
PushConstants viewport_con{};
viewport_con[0] = std::bit_cast<u32>(1.f / viewport_width);
viewport_con[1] = std::bit_cast<u32>(1.f / viewport_height);
viewport_con[2] = std::bit_cast<u32>(viewport_width);
viewport_con[3] = std::bit_cast<u32>(viewport_height);
viewport_con[0] = std::bit_cast<u32>(std::abs(1.f / viewport_width));
viewport_con[1] = std::bit_cast<u32>(std::abs(1.f / viewport_height));
viewport_con[2] = std::bit_cast<u32>(std::abs(viewport_width));
viewport_con[3] = std::bit_cast<u32>(std::abs(viewport_height));
viewport_con[4] = std::bit_cast<u32>(viewport_width / input_image_width);
viewport_con[5] = std::bit_cast<u32>(viewport_height / input_image_height);
viewport_con[6] = std::bit_cast<u32>(sharpening);