Vulkan: Make scaling shaders compatible + fixes (#1392)

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goeiecool9999 2024-11-16 10:02:43 +01:00 committed by GitHub
parent 6f9f3d52ea
commit 269d5b9aab
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7 changed files with 135 additions and 149 deletions

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@ -2,18 +2,7 @@
#include "Cafe/HW/Latte/Renderer/OpenGL/OpenGLRenderer.h"
const std::string RendererOutputShader::s_copy_shader_source =
R"(#version 420
#ifdef VULKAN
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#else
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
#endif
R"(
void main()
{
colorOut0 = vec4(texture(textureSrc, passUV).rgb,1.0);
@ -22,20 +11,6 @@ void main()
const std::string RendererOutputShader::s_bicubic_shader_source =
R"(
#version 420
#ifdef VULKAN
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(binding = 1) uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
#else
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
layout(location = 0) out vec4 colorOut0;
#endif
vec4 cubic(float x)
{
float x2 = x * x;
@ -48,24 +23,23 @@ vec4 cubic(float x)
return w / 6.0;
}
vec4 bcFilter(vec2 texcoord, vec2 texscale)
vec4 bcFilter(vec2 uv, vec4 texelSize)
{
float fx = fract(texcoord.x);
float fy = fract(texcoord.y);
texcoord.x -= fx;
texcoord.y -= fy;
vec2 pixel = uv*texelSize.zw - 0.5;
vec2 pixelFrac = fract(pixel);
vec2 pixelInt = pixel - pixelFrac;
vec4 xcubic = cubic(fx);
vec4 ycubic = cubic(fy);
vec4 xcubic = cubic(pixelFrac.x);
vec4 ycubic = cubic(pixelFrac.y);
vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
vec4 c = vec4(pixelInt.x - 0.5, pixelInt.x + 1.5, pixelInt.y - 0.5, pixelInt.y + 1.5);
vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale);
vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale);
vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale);
vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale);
vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy);
vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy);
vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy);
vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
@ -76,20 +50,13 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
}
void main(){
colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
colorOut0 = vec4(bcFilter(passUV, texelSize).rgb,1.0);
}
)";
const std::string RendererOutputShader::s_hermite_shader_source =
R"(#version 420
in vec4 gl_FragCoord;
in vec2 passUV;
layout(binding=0) uniform sampler2D textureSrc;
uniform vec2 textureSrcResolution;
uniform vec2 outputResolution;
layout(location = 0) out vec4 colorOut0;
R"(
// https://www.shadertoy.com/view/MllSzX
vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
@ -111,7 +78,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
vec2 frac = fract(pixel);
pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0);
vec4 doubleSize = texelSize*texelSize;
vec4 doubleSize = texelSize*2.0;
vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb;
vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-texelSize.y)).rgb;
@ -142,15 +109,17 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
}
void main(){
vec4 texelSize = vec4( 1.0 / outputResolution.xy, outputResolution.xy);
vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0);
}
)";
RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
{
auto finalFragmentSrc = PrependFragmentPreamble(fragment_source);
m_vertex_shader = g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false);
m_fragment_shader = g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, fragment_source, false, false);
m_fragment_shader = g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false);
m_vertex_shader->PreponeCompilation(true);
m_fragment_shader->PreponeCompilation(true);
@ -163,74 +132,45 @@ RendererOutputShader::RendererOutputShader(const std::string& vertex_source, con
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
m_attributes[0].m_loc_texture_src_resolution = m_vertex_shader->GetUniformLocation("textureSrcResolution");
m_attributes[0].m_loc_input_resolution = m_vertex_shader->GetUniformLocation("inputResolution");
m_attributes[0].m_loc_output_resolution = m_vertex_shader->GetUniformLocation("outputResolution");
m_uniformLocations[0].m_loc_textureSrcResolution = m_vertex_shader->GetUniformLocation("textureSrcResolution");
m_uniformLocations[0].m_loc_nativeResolution = m_vertex_shader->GetUniformLocation("nativeResolution");
m_uniformLocations[0].m_loc_outputResolution = m_vertex_shader->GetUniformLocation("outputResolution");
m_attributes[1].m_loc_texture_src_resolution = m_fragment_shader->GetUniformLocation("textureSrcResolution");
m_attributes[1].m_loc_input_resolution = m_fragment_shader->GetUniformLocation("inputResolution");
m_attributes[1].m_loc_output_resolution = m_fragment_shader->GetUniformLocation("outputResolution");
m_uniformLocations[1].m_loc_textureSrcResolution = m_fragment_shader->GetUniformLocation("textureSrcResolution");
m_uniformLocations[1].m_loc_nativeResolution = m_fragment_shader->GetUniformLocation("nativeResolution");
m_uniformLocations[1].m_loc_outputResolution = m_fragment_shader->GetUniformLocation("outputResolution");
}
else
{
cemuLog_logDebug(LogType::Force, "RendererOutputShader() - todo for Vulkan");
m_attributes[0].m_loc_texture_src_resolution = -1;
m_attributes[0].m_loc_input_resolution = -1;
m_attributes[0].m_loc_output_resolution = -1;
m_attributes[1].m_loc_texture_src_resolution = -1;
m_attributes[1].m_loc_input_resolution = -1;
m_attributes[1].m_loc_output_resolution = -1;
}
}
void RendererOutputShader::SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& input_res, const Vector2i& output_res) const
void RendererOutputShader::SetUniformParameters(const LatteTextureView& texture_view, const Vector2i& output_res) const
{
float res[2];
// vertex shader
if (m_attributes[0].m_loc_texture_src_resolution != -1)
{
res[0] = (float)texture_view.baseTexture->width;
res[1] = (float)texture_view.baseTexture->height;
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_texture_src_resolution, res, 1);
}
sint32 effectiveWidth, effectiveHeight;
texture_view.baseTexture->GetEffectiveSize(effectiveWidth, effectiveHeight, 0);
auto setUniforms = [&](RendererShader* shader, const UniformLocations& locations){
float res[2];
if (locations.m_loc_textureSrcResolution != -1)
{
res[0] = (float)effectiveWidth;
res[1] = (float)effectiveHeight;
shader->SetUniform2fv(locations.m_loc_textureSrcResolution, res, 1);
}
if (m_attributes[0].m_loc_input_resolution != -1)
{
res[0] = (float)input_res.x;
res[1] = (float)input_res.y;
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_input_resolution, res, 1);
}
if (locations.m_loc_nativeResolution != -1)
{
res[0] = (float)texture_view.baseTexture->width;
res[1] = (float)texture_view.baseTexture->height;
shader->SetUniform2fv(locations.m_loc_nativeResolution, res, 1);
}
if (m_attributes[0].m_loc_output_resolution != -1)
{
res[0] = (float)output_res.x;
res[1] = (float)output_res.y;
m_vertex_shader->SetUniform2fv(m_attributes[0].m_loc_output_resolution, res, 1);
}
// fragment shader
if (m_attributes[1].m_loc_texture_src_resolution != -1)
{
res[0] = (float)texture_view.baseTexture->width;
res[1] = (float)texture_view.baseTexture->height;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_texture_src_resolution, res, 1);
}
if (m_attributes[1].m_loc_input_resolution != -1)
{
res[0] = (float)input_res.x;
res[1] = (float)input_res.y;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_input_resolution, res, 1);
}
if (m_attributes[1].m_loc_output_resolution != -1)
{
res[0] = (float)output_res.x;
res[1] = (float)output_res.y;
m_fragment_shader->SetUniform2fv(m_attributes[1].m_loc_output_resolution, res, 1);
}
if (locations.m_loc_outputResolution != -1)
{
res[0] = (float)output_res.x;
res[1] = (float)output_res.y;
shader->SetUniform2fv(locations.m_loc_outputResolution, res, 1);
}
};
setUniforms(m_vertex_shader, m_uniformLocations[0]);
setUniforms(m_fragment_shader, m_uniformLocations[1]);
}
RendererOutputShader* RendererOutputShader::s_copy_shader;
@ -341,6 +281,27 @@ void main(){
)";
return vertex_source.str();
}
std::string RendererOutputShader::PrependFragmentPreamble(const std::string& shaderSrc)
{
return R"(#version 430
#ifdef VULKAN
layout(push_constant) uniform pc {
vec2 textureSrcResolution;
vec2 nativeResolution;
vec2 outputResolution;
};
#else
uniform vec2 textureSrcResolution;
uniform vec2 nativeResolution;
uniform vec2 outputResolution;
#endif
layout(location = 0) in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0;
)" + shaderSrc;
}
void RendererOutputShader::InitializeStatic()
{
std::string vertex_source, vertex_source_ud;
@ -349,28 +310,18 @@ void RendererOutputShader::InitializeStatic()
{
vertex_source = GetOpenGlVertexSource(false);
vertex_source_ud = GetOpenGlVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
}
else
{
vertex_source = GetVulkanVertexSource(false);
vertex_source_ud = GetVulkanVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
/* s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source); TODO
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);*/
}
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
}