fix everything
This commit is contained in:
parent
59d06dc3d7
commit
46640aaae0
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@ -0,0 +1,99 @@
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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..2d322fb 100644
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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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@@ -1,4 +1,5 @@
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-#version 300 es
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+#version 310 es
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+#extension GL_EXT_spec_constant_composites:require
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//============================================================================================================
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//
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@@ -34,11 +35,10 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo[1];
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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 = 0) uniform mediump sampler2D ps0;
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#else
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uniform highp vec4 ViewportInfo[1];
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uniform mediump sampler2D ps0;
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@@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std)
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void main()
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{
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- int mode = OperationMode;
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- float edgeThreshold = EdgeThreshold;
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- float edgeSharpness = EdgeSharpness;
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+ const int mode = OperationMode;
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+ const float edgeThreshold = EdgeThreshold;
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+ const float edgeSharpness = EdgeSharpness;
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vec4 color;
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if(mode == 1)
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@@ -93,10 +93,13 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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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 = vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, mode);
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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.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,mode).wz;
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+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0,coord+ 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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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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index d2df646..875cdbf 100644
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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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@@ -1,4 +1,5 @@
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-#version 300 es
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+#version 310 es
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+#extension GL_EXT_spec_constant_composites:require
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//============================================================================================================
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//
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@@ -40,11 +41,10 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo[1];
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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 = 0) uniform mediump sampler2D ps0;
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#else
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uniform highp vec4 ViewportInfo[1];
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uniform mediump sampler2D ps0;
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@@ -124,10 +124,13 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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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 = vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, OperationMode);
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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.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,OperationMode).wz;
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+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0,coord+ 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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left = left - vec4(mean);
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@ -1,61 +0,0 @@
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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..69927af 100644
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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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@@ -1,4 +1,4 @@
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-#version 300 es
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+#version 320 es
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//============================================================================================================
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//
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@@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std)
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void main()
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{
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- int mode = OperationMode;
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- float edgeThreshold = EdgeThreshold;
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- float edgeSharpness = EdgeSharpness;
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+ const int mode = OperationMode;
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+ const float edgeThreshold = EdgeThreshold;
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+ const float edgeSharpness = EdgeSharpness;
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vec4 color;
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if(mode == 1)
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@@ -93,10 +93,10 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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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 + vec2(ViewportInfo[0].x, 0.0), mode);
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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.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
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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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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..1f1daa6 100644
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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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@@ -1,4 +1,4 @@
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-#version 300 es
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+#version 320 es
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//============================================================================================================
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//
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@@ -124,10 +124,10 @@ void main()
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{
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coord.x += ViewportInfo[0].x;
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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 + vec2(ViewportInfo[0].x, 0.0), OperationMode);
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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.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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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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@ -1,97 +0,0 @@
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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 69927af..c942bbc 100644
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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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@@ -34,11 +34,10 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo;
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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 = 0) uniform mediump sampler2D ps0;
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#else
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uniform highp vec4 ViewportInfo[1];
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uniform mediump sampler2D ps0;
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@@ -82,21 +81,21 @@ void main()
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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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{
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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.zw)+vec2(-0.5,0.5));
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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.xy);
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vec2 pl = (imgCoord+(-imgCoordPixel));
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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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if(edgeVote > edgeThreshold)
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{
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- coord.x += ViewportInfo[0].x;
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+ coord.x += ViewportInfo.x;
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- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode);
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+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), mode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
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- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),mode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), mode).yx;
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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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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 1f1daa6..128a348 100644
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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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@@ -40,13 +40,12 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo;
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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 = 0) uniform mediump sampler2D ps0;
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#else
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-uniform highp vec4 ViewportInfo[1];
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+uniform highp vec4 ViewportInfo;
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uniform mediump sampler2D ps0;
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#endif
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@@ -113,21 +112,21 @@ void main()
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//if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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if ( OperationMode!=4)
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{
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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.zw)+vec2(-0.5,0.5));
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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.xy);
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vec2 pl = (imgCoord+(-imgCoordPixel));
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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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if(edgeVote > EdgeThreshold)
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{
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- coord.x += ViewportInfo[0].x;
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+ coord.x += ViewportInfo.x;
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- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode);
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+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), OperationMode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),OperationMode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), OperationMode).yx;
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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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@ -150,7 +150,7 @@ foreach(SOURCE_FILE IN ITEMS ${SHADER_FILES})
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OUTPUT
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OUTPUT
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${SPIRV_HEADER_FILE}
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${SPIRV_HEADER_FILE}
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COMMAND
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COMMAND
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -DUseUniformBlock=1 ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION}
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${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -DUseUniformBlock=1 ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION} --relaxed-errors
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MAIN_DEPENDENCY
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MAIN_DEPENDENCY
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${SOURCE_FILE}
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${SOURCE_FILE}
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)
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)
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@ -214,7 +214,6 @@ list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
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add_custom_target(host_shaders
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add_custom_target(host_shaders
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DEPENDS
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DEPENDS
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${SHADER_HEADERS}
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${SHADER_HEADERS}
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snapdragon_gsr
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SOURCES
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SOURCES
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${SHADER_SOURCES}
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${SHADER_SOURCES}
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)
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)
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Reference in New Issue