dont multiply shit randomly, just premult the texcoord to scale :)
This commit is contained in:
parent
b79ba07476
commit
42d0d582d4
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@ -1,5 +1,5 @@
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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index 7074999..9e2122e 100644
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index 7074999..c23aae4 100644
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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@@ -1,4 +1,4 @@
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@@ -1,4 +1,4 @@
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@ -8,7 +8,7 @@ index 7074999..9e2122e 100644
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//============================================================================================================
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//============================================================================================================
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//
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//
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@@ -34,17 +34,16 @@ precision highp int;
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@@ -34,17 +34,17 @@ precision highp int;
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////////////////////////
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////////////////////////
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#if defined(UseUniformBlock)
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#if defined(UseUniformBlock)
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@ -17,6 +17,7 @@ index 7074999..9e2122e 100644
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- highp vec4 ViewportInfo[1];
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo[1];
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+ highp vec4 ViewportInfo[1];
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+ highp vec2 ResizeFactor;
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};
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};
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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@ -30,7 +31,7 @@ index 7074999..9e2122e 100644
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layout(location=0) out vec4 out_Target0;
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layout(location=0) out vec4 out_Target0;
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float fastLanczos2(float x)
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float fastLanczos2(float x)
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@@ -63,15 +62,19 @@ vec2 weightY(float dx, float dy,float c, float std)
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@@ -63,15 +63,15 @@ vec2 weightY(float dx, float dy,float c, float std)
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void main()
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void main()
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{
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{
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@ -40,22 +41,18 @@ index 7074999..9e2122e 100644
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+ const int mode = OperationMode;
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+ const int mode = OperationMode;
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+ const float edgeThreshold = EdgeThreshold;
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+ const float edgeThreshold = EdgeThreshold;
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+ const float edgeSharpness = EdgeSharpness;
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+ const float edgeSharpness = EdgeSharpness;
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+
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+ vec2 full_texsize = textureSize(ps0, 0);
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+ vec2 recp_texsize = 1.0 / full_texsize;
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+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
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vec4 color;
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vec4 color;
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if(mode == 1)
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if(mode == 1)
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- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
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- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
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+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyz;
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+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
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else
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else
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- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
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- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
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+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyzw;
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+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
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highp float xCenter;
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highp float xCenter;
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xCenter = abs(in_TEXCOORD0.x+-0.5);
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xCenter = abs(in_TEXCOORD0.x+-0.5);
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@@ -82,21 +85,24 @@ void main()
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@@ -82,21 +82,24 @@ void main()
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//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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if ( mode!=4)
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if ( mode!=4)
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{
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{
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@ -67,7 +64,7 @@ index 7074999..9e2122e 100644
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- vec4 left = textureGather(ps0,coord, mode);
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- vec4 left = textureGather(ps0,coord, mode);
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+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
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+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
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+ vec2 pl = imgCoord - imgCoordPixel;
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+ vec2 pl = imgCoord - imgCoordPixel;
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+ vec4 left = textureGather(ps0, coord * resize_factor, mode);
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+ vec4 left = textureGather(ps0, coord, mode);
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float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
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float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
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if(edgeVote > edgeThreshold)
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if(edgeVote > edgeThreshold)
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@ -76,19 +73,19 @@ index 7074999..9e2122e 100644
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, mode);
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+ vec4 right = textureGather(ps0, IR_highp_vec2_0, mode);
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vec4 upDown;
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, mode).wz;
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, mode).wz;
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, mode).yx;
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+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, mode).yx;
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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left = left - vec4(mean);
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left = left - vec4(mean);
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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index d2df646..3e4f5cd 100644
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index d2df646..8b64497 100644
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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@@ -1,4 +1,4 @@
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@@ -1,4 +1,4 @@
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@ -97,7 +94,7 @@ index d2df646..3e4f5cd 100644
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//============================================================================================================
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//============================================================================================================
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//
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//
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@@ -40,17 +40,16 @@ precision highp int;
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@@ -40,17 +40,17 @@ precision highp int;
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////////////////////////
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////////////////////////
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#if defined(UseUniformBlock)
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#if defined(UseUniformBlock)
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@ -106,6 +103,7 @@ index d2df646..3e4f5cd 100644
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- highp vec4 ViewportInfo[1];
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo[1];
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+ highp vec4 ViewportInfo[1];
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+ highp vec2 ResizeFactor;
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};
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};
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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@ -119,32 +117,14 @@ index d2df646..3e4f5cd 100644
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layout(location=0) out vec4 out_Target0;
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layout(location=0) out vec4 out_Target0;
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float fastLanczos2(float x)
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float fastLanczos2(float x)
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@@ -98,11 +97,15 @@ vec2 edgeDirection(vec4 left, vec4 right)
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@@ -116,18 +116,21 @@ void main()
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void main()
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{
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+ vec2 full_texsize = textureSize(ps0, 0);
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+ vec2 recp_texsize = 1.0 / full_texsize;
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+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
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+
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vec4 color;
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if(OperationMode == 1)
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- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
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+ color.xyz = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyz;
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else
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- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
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+ color.xyzw = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyzw;
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highp float xCenter;
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xCenter = abs(in_TEXCOORD0.x+-0.5);
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@@ -116,18 +119,21 @@ void main()
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highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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highp vec2 imgCoordPixel = floor(imgCoord);
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highp vec2 imgCoordPixel = floor(imgCoord);
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highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
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highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
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- vec2 pl = (imgCoord+(-imgCoordPixel));
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- vec2 pl = (imgCoord+(-imgCoordPixel));
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- vec4 left = textureGather(ps0,coord, OperationMode);
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- vec4 left = textureGather(ps0,coord, OperationMode);
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+ vec2 pl = imgCoord - imgCoordPixel;
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+ vec2 pl = imgCoord - imgCoordPixel;
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+ vec4 left = textureGather(ps0, coord * resize_factor, OperationMode);
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+ vec4 left = textureGather(ps0, coord, OperationMode);
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float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
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float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
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if(edgeVote > EdgeThreshold)
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if(edgeVote > EdgeThreshold)
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@ -153,14 +133,14 @@ index d2df646..3e4f5cd 100644
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, OperationMode);
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+ vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode);
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vec4 upDown;
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, OperationMode).wz;
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, OperationMode).yx;
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+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx;
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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left = left - vec4(mean);
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left = left - vec4(mean);
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#version 450
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#version 450
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layout( push_constant ) uniform constants {
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highp vec4 ViewportInfo[1];
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highp vec2 ResizeFactor;
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};
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layout(location = 0) out highp vec2 texcoord;
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layout(location = 0) out highp vec2 texcoord;
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void main() {
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void main() {
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float x = float((gl_VertexIndex & 1) << 2);
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float x = float((gl_VertexIndex & 1) << 2);
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float y = float((gl_VertexIndex & 2) << 1);
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float y = float((gl_VertexIndex & 2) << 1);
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gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f);
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gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f);
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texcoord = vec2(x, y) / 2.0;
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texcoord = vec2(x, y) * ResizeFactor * 0.5;
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}
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}
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namespace Vulkan {
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namespace Vulkan {
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using PushConstants = std::array<u32, 4>;
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using PushConstants = std::array<u32, 4 + 2>;
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SGSR::SGSR(const Device& device, MemoryAllocator& memory_allocator, size_t image_count, VkExtent2D extent, bool edge_dir)
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SGSR::SGSR(const Device& device, MemoryAllocator& memory_allocator, size_t image_count, VkExtent2D extent, bool edge_dir)
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: m_device{device}, m_memory_allocator{memory_allocator}
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: m_device{device}, m_memory_allocator{memory_allocator}
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@ -110,6 +110,8 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
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viewport_con[1] = std::bit_cast<u32>(1.f / viewport_height);
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viewport_con[1] = std::bit_cast<u32>(1.f / viewport_height);
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viewport_con[2] = std::bit_cast<u32>(viewport_width);
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viewport_con[2] = std::bit_cast<u32>(viewport_width);
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viewport_con[3] = std::bit_cast<u32>(viewport_height);
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viewport_con[3] = std::bit_cast<u32>(viewport_height);
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viewport_con[4] = std::bit_cast<u32>(viewport_width / input_image_width);
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viewport_con[5] = std::bit_cast<u32>(viewport_height / input_image_height);
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UploadImages(scheduler);
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UploadImages(scheduler);
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UpdateDescriptorSets(source_image_view, image_index);
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UpdateDescriptorSets(source_image_view, image_index);
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