move in tree, remove sgsr dep

This commit is contained in:
lizzie 2026-03-30 07:39:00 +00:00 committed by crueter
parent 0a5395b61c
commit d619b851f7
7 changed files with 267 additions and 240 deletions

View file

@ -79,8 +79,8 @@ set(SHADER_FILES
# Snapdragon Game Super Resolution
${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader.vert
${sgsr_SOURCE_DIR}/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
${sgsr_SOURCE_DIR}/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile.frag
${CMAKE_CURRENT_SOURCE_DIR}/sgsr1_shader_mobile_edge_direction.frag
)
if (PLATFORM_HAIKU)
@ -186,4 +186,3 @@ add_custom_target(host_shaders
SOURCES
${SHADER_SOURCES}
)
#add_dependencies(host_shaders sgsr::sgsr)

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@ -0,0 +1,116 @@
// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
#version 460 core
//precision mediump float;
//precision highp int;
#define highp
#define mediump
// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4
#define OperationMode 1
#define EdgeThreshold 8.0/255.0
// #define EdgeSharpness 2.0
// #define UseUniformBlock
#if defined(UseUniformBlock)
layout( push_constant ) uniform constants {
highp vec4 ViewportInfo[1];
highp vec2 ResizeFactor;
highp float EdgeSharpness;
};
layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
#endif
layout(location=0) in highp vec2 in_TEXCOORD0;
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x) {
float wA = x-4.0;
float wB = x*wA-wA;
wA *= wA;
return wB*wA;
}
vec2 weightY(float dx, float dy,float c, float std) {
float x = ((dx*dx)+(dy* dy))* 0.55 + clamp(abs(c)*std, 0.0, 1.0);
float w = fastLanczos2(x);
return vec2(w, w * c);
}
void main() {
vec4 color;
if(OperationMode == 1)
color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
else
color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
highp float xCenter = abs(in_TEXCOORD0.x + -0.5);
highp float yCenter = abs(in_TEXCOORD0.y + -0.5);
//todo: config the SR region based on needs
//if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( OperationMode!=4) {
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);
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;
highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode);
vec4 upDown;
highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
right = right - vec4(mean);
upDown = upDown - vec4(mean);
color.w =color[OperationMode] - mean;
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)));
float std = 2.181818/sum;
vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,std);
aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,std);
aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,std);
aWY += weightY(pl.x, pl.y-2.0, upDown.w,std);
aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,std);
aWY += weightY(pl.x, pl.y-1.0, left.y,std);
aWY += weightY(pl.x, pl.y, left.z,std);
aWY += weightY(pl.x+1.0, pl.y, left.w,std);
aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,std);
aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,std);
aWY += weightY(pl.x-2.0, pl.y, right.z,std);
aWY += weightY(pl.x-1.0, pl.y, right.w,std);
float finalY = aWY.y/aWY.x;
float maxY = max(max(left.y,left.z),max(right.x,right.w));
float minY = min(min(left.y,left.z),min(right.x,right.w));
finalY = clamp(EdgeSharpness*finalY, minY, maxY);
float deltaY = finalY -color.w;
//smooth high contrast input
deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0);
color.x = clamp((color.x+deltaY),0.0,1.0);
color.y = clamp((color.y+deltaY),0.0,1.0);
color.z = clamp((color.z+deltaY),0.0,1.0);
}
}
color.w = 1.0; //assume alpha channel is not used
out_Target0.xyzw = color;
}

View file

@ -0,0 +1,149 @@
// SPDX-FileCopyrightText: Copyright (c) 2025, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
#version 460 core
//precision mediump float;
//precision highp int;
#define highp
#define mediump
// Operation modes: RGBA -> 1, RGBY -> 3, LERP -> 4
#define OperationMode 1
// If set, will use edge direction to improve visual quality
// Expect a minimal cost increase
#define UseEdgeDirection 1
#define EdgeThreshold 8.0/255.0
// #define EdgeSharpness 2.0
// #define UseUniformBlock
#if defined(UseUniformBlock)
layout( push_constant ) uniform constants {
highp vec4 ViewportInfo[1];
highp vec2 ResizeFactor;
highp float EdgeSharpness;
};
layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
#endif
layout(location=0) in highp vec2 in_TEXCOORD0;
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x) {
float wA = x-4.0;
float wB = x*wA-wA;
wA *= wA;
return wB*wA;
}
#if defined(UseEdgeDirection)
vec2 weightY(float dx, float dy, float c, vec3 data)
#else
vec2 weightY(float dx, float dy, float c, float data)
#endif
{
#if defined(UseEdgeDirection)
float std = data.x;
vec2 dir = data.yz;
float edgeDis = ((dx*dir.y)+(dy*dir.x));
float x = (((dx*dx)+(dy*dy))+((edgeDis*edgeDis)*((clamp(((c*c)*std),0.0,1.0)*0.7)+-1.0)));
#else
float std = data;
float x = ((dx*dx)+(dy* dy))* 0.55 + clamp(abs(c)*std, 0.0, 1.0);
#endif
float w = fastLanczos2(x);
return vec2(w, w * c);
}
vec2 edgeDirection(vec4 left, vec4 right) {
vec2 dir;
float RxLz = (right.x + (-left.z));
float RwLy = (right.w + (-left.y));
vec2 delta;
delta.x = (RxLz + RwLy);
delta.y = (RxLz + (-RwLy));
float lengthInv = inversesqrt((delta.x * delta.x+ 3.075740e-05) + (delta.y * delta.y));
dir.x = (delta.x * lengthInv);
dir.y = (delta.y * lengthInv);
return dir;
}
void main() {
vec4 color;
if(OperationMode == 1)
color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
else
color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
highp float xCenter = abs(in_TEXCOORD0.x + -0.5);
highp float yCenter = abs(in_TEXCOORD0.y + -0.5);
//todo: config the SR region based on needs
//if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( OperationMode!=4) {
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);
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;
highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode);
vec4 upDown;
highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
right = right - vec4(mean);
upDown = upDown - vec4(mean);
color.w =color[OperationMode] - mean;
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)));
float sumMean = 1.014185e+01/sum;
float std = (sumMean*sumMean);
#if defined(UseEdgeDirection)
vec3 data = vec3(std, edgeDirection(left, right));
#else
float data = std;
#endif
vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,data);
aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,data);
aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,data);
aWY += weightY(pl.x, pl.y-2.0, upDown.w,data);
aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,data);
aWY += weightY(pl.x, pl.y-1.0, left.y,data);
aWY += weightY(pl.x, pl.y, left.z,data);
aWY += weightY(pl.x+1.0, pl.y, left.w,data);
aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,data);
aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,data);
aWY += weightY(pl.x-2.0, pl.y, right.z,data);
aWY += weightY(pl.x-1.0, pl.y, right.w,data);
float finalY = aWY.y/aWY.x;
float maxY = max(max(left.y,left.z),max(right.x,right.w));
float minY = min(min(left.y,left.z),min(right.x,right.w));
float deltaY = clamp(EdgeSharpness*finalY, minY, maxY) -color.w;
//smooth high contrast input
deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0);
color.x = clamp((color.x+deltaY),0.0,1.0);
color.y = clamp((color.y+deltaY),0.0,1.0);
color.z = clamp((color.z+deltaY),0.0,1.0);
}
}
color.w = 1.0; //assume alpha channel is not used
out_Target0.xyzw = color;
}