mirror of https://git.suyu.dev/suyu/suyu
VideoCore: Add gaussian filtering.
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@ -67,8 +67,9 @@ enum class ScalingFilter : u32 {
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NearestNeighbor = 0,
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Bilinear = 1,
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Bicubic = 2,
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ScaleForce = 3,
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Fsr = 4,
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Gaussian = 3,
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ScaleForce = 4,
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Fsr = 5,
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};
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struct ResolutionScalingInfo {
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@ -19,6 +19,7 @@ set(SHADER_FILES
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pitch_unswizzle.comp
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present_scaleforce.frag
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present_bicubic.frag
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present_gaussian.frag
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vulkan_blit_color_float.frag
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vulkan_blit_depth_stencil.frag
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vulkan_fidelityfx_fsr_easu.comp
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@ -0,0 +1,74 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 460 core
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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vec4 blurVertical(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(0.0, offset[i]) * norm))
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* weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(0.0, offset[i]) * norm))
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* weight[i];
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}
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return result;
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}
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vec4 blurHorizontal(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(offset[i], 0.0) * norm))
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* weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(offset[i], 0.0) * norm))
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* weight[i];
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}
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return result;
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}
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vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
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vec4 result = vec4(0.0f);
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for (int i=1; i<3; i++) {
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result +=
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texture(textureSampler, vec2(coord) + (vec2(offset[i], offset[i]) * norm))
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* weight[i];
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result +=
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texture(textureSampler, vec2(coord) - (vec2(offset[i], offset[i]) * norm))
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* weight[i];
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}
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return result;
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}
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void main() {
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vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
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vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
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vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
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vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, -tex_offset).rgb;
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vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
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color = vec4(combination + base, 1.0f);
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}
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@ -256,6 +256,8 @@ void RendererOpenGL::InitOpenGLObjects() {
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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present_gaussian_fragment =
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CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
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present_scaleforce_fragment =
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CreateProgram(HostShaders::PRESENT_SCALEFORCE_FRAG, GL_FRAGMENT_SHADER);
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@ -359,6 +361,9 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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case Settings::ScalingFilter::Bicubic:
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fragment_handle = present_bicubic_fragment.handle;
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break;
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case Settings::ScalingFilter::Gaussian:
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fragment_handle = present_gaussian_fragment.handle;
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break;
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case Settings::ScalingFilter::ScaleForce:
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fragment_handle = present_scaleforce_fragment.handle;
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break;
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@ -114,6 +114,7 @@ private:
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OGLProgram present_vertex;
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OGLProgram present_bilinear_fragment;
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OGLProgram present_bicubic_fragment;
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OGLProgram present_gaussian_fragment;
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OGLProgram present_scaleforce_fragment;
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OGLFramebuffer screenshot_framebuffer;
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@ -18,6 +18,7 @@
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#include "core/memory.h"
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#include "video_core/gpu.h"
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#include "video_core/host_shaders/present_bicubic_frag_spv.h"
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#include "video_core/host_shaders/present_gaussian_frag_spv.h"
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#include "video_core/host_shaders/present_scaleforce_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_frag_spv.h"
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#include "video_core/host_shaders/vulkan_present_vert_spv.h"
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@ -297,6 +298,9 @@ VkSemaphore VKBlitScreen::Draw(const Tegra::FramebufferConfig& framebuffer,
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case Settings::ScalingFilter::Bicubic:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *bicubic_pipeline);
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break;
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case Settings::ScalingFilter::Gaussian:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *gaussian_pipeline);
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break;
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case Settings::ScalingFilter::ScaleForce:
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *scaleforce_pipeline);
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break;
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@ -388,6 +392,7 @@ void VKBlitScreen::CreateShaders() {
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vertex_shader = BuildShader(device, VULKAN_PRESENT_VERT_SPV);
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bilinear_fragment_shader = BuildShader(device, VULKAN_PRESENT_FRAG_SPV);
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bicubic_fragment_shader = BuildShader(device, PRESENT_BICUBIC_FRAG_SPV);
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gaussian_fragment_shader = BuildShader(device, PRESENT_GAUSSIAN_FRAG_SPV);
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scaleforce_fragment_shader = BuildShader(device, PRESENT_SCALEFORCE_FRAG_SPV);
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}
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@ -574,6 +579,27 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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},
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}};
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const std::array<VkPipelineShaderStageCreateInfo, 2> gaussian_shader_stages{{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *vertex_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *gaussian_fragment_shader,
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.pName = "main",
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.pSpecializationInfo = nullptr,
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},
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}};
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const std::array<VkPipelineShaderStageCreateInfo, 2> scaleforce_shader_stages{{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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@ -733,6 +759,28 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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.basePipelineIndex = 0,
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};
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const VkGraphicsPipelineCreateInfo gaussian_pipeline_ci{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = static_cast<u32>(gaussian_shader_stages.size()),
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.pStages = gaussian_shader_stages.data(),
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.pVertexInputState = &vertex_input_ci,
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.pInputAssemblyState = &input_assembly_ci,
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.pTessellationState = nullptr,
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.pViewportState = &viewport_state_ci,
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.pRasterizationState = &rasterization_ci,
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.pMultisampleState = &multisampling_ci,
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.pDepthStencilState = nullptr,
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.pColorBlendState = &color_blend_ci,
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.pDynamicState = &dynamic_state_ci,
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.layout = *pipeline_layout,
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.renderPass = *renderpass,
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.subpass = 0,
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.basePipelineHandle = 0,
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.basePipelineIndex = 0,
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};
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const VkGraphicsPipelineCreateInfo scaleforce_pipeline_ci{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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@ -757,6 +805,7 @@ void VKBlitScreen::CreateGraphicsPipeline() {
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bilinear_pipeline = device.GetLogical().CreateGraphicsPipeline(bilinear_pipeline_ci);
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bicubic_pipeline = device.GetLogical().CreateGraphicsPipeline(bicubic_pipeline_ci);
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gaussian_pipeline = device.GetLogical().CreateGraphicsPipeline(gaussian_pipeline_ci);
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scaleforce_pipeline = device.GetLogical().CreateGraphicsPipeline(scaleforce_pipeline_ci);
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}
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@ -111,6 +111,7 @@ private:
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vk::ShaderModule vertex_shader;
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vk::ShaderModule bilinear_fragment_shader;
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vk::ShaderModule bicubic_fragment_shader;
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vk::ShaderModule gaussian_fragment_shader;
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vk::ShaderModule scaleforce_fragment_shader;
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vk::DescriptorPool descriptor_pool;
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vk::DescriptorSetLayout descriptor_set_layout;
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@ -118,6 +119,7 @@ private:
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vk::Pipeline nearest_neightbor_pipeline;
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vk::Pipeline bilinear_pipeline;
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vk::Pipeline bicubic_pipeline;
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vk::Pipeline gaussian_pipeline;
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vk::Pipeline scaleforce_pipeline;
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vk::RenderPass renderpass;
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std::vector<vk::Framebuffer> framebuffers;
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@ -417,6 +417,11 @@
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<string>Bicubic</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>Gaussian</string>
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</property>
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</item>
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<item>
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<property name="text">
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<string>ScaleForce</string>
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