@ -1,5 +1,5 @@
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..c23aae4 100644
index 7074999..2db04b3 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -1,4 +1,4 @@
@ -8,7 +8,16 @@ index 7074999..c23aae4 100644
//============================================================================================================
//
@@ -34,17 +34,17 @@ precision highp int;
@@ -25,7 +25,7 @@ precision highp int;
#define EdgeThreshold 8.0/255.0
-#define EdgeSharpness 2.0
+// #define EdgeSharpness 2.0
// #define UseUniformBlock
@@ -34,17 +34,18 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
@ -18,6 +27,7 @@ index 7074999..c23aae4 100644
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
+ highp vec2 ResizeFactor;
+ highp float EdgeSharpness;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
@ -31,20 +41,18 @@ index 7074999..c23aae4 100644
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -63,15 +63,15 @@ vec2 weightY(float dx, float dy,float c, float std)
@@ -63,15 +64,11 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
{
- int mode = OperationMode;
- float edgeThreshold = EdgeThreshold;
- float edgeSharpness = EdgeSharpness;
+ const int mode = OperationMode;
+ const float edgeThreshold = EdgeThreshold;
+ const float edgeSharpness = EdgeSharpness;
-
vec4 color;
if(mode == 1)
- if(mode == 1)
- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
+ if(OperationMode == 1)
+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
else
- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
@ -52,9 +60,14 @@ index 7074999..c23aae4 100644
highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
@@ -82,21 +82,24 @@ void main()
//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( mode!=4)
@@ -79,30 +76,33 @@ void main()
yCenter = abs(in_TEXCOORD0.y+-0.5);
//todo: config the SR region based on needs
- //if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
- if ( mode!=4)
+ //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 imgCoord = ((in_TEXCOORD0.xy * ViewportInfo[0].zw) + vec2(-0.5,0.5));
@ -64,28 +77,46 @@ index 7074999..c23aae4 100644
- vec4 left = textureGather(ps0,coord, mode);
+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
+ vec2 pl = imgCoord - imgCoordPixel;
+ vec4 left = textureGather(ps0, coord, m ode);
+ vec4 left = textureGather(ps0, coord, OperationM ode);
float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
if(edgeVote > edgeThreshold)
- float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
- if(edgeVote > edgeThreshold)
+ 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;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0, IR_highp_vec2_0, m ode);
+ vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationM ode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
+ highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, m ode).wz;
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationM ode).wz;
+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, m ode).yx;
+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationM ode).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[mode] - 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;
@@ -124,7 +124,7 @@ void main()
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);
+ finalY = clamp(EdgeSharpness*finalY, minY, maxY);
float deltaY = finalY -color.w;
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index d2df646..8b64497 100644
index d2df646..5a38589 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -1,4 +1,4 @@
@ -94,7 +125,21 @@ index d2df646..8b64497 100644
//============================================================================================================
//
@@ -40,17 +40,17 @@ precision highp int;
@@ -27,11 +27,11 @@ precision highp int;
* If set, will use edge direction to improve visual quality
* Expect a minimal cost increase
*/
-// #define UseEdgeDirection
+#define UseEdgeDirection 1
#define EdgeThreshold 8.0/255.0
-#define EdgeSharpness 2.0
+// #define EdgeSharpness 2.0
// #define UseUniformBlock
@@ -40,17 +40,18 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
@ -104,6 +149,7 @@ index d2df646..8b64497 100644
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
+ highp vec2 ResizeFactor;
+ highp float EdgeSharpness;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
@ -117,7 +163,7 @@ index d2df646..8b64497 100644
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -116,18 +116 ,21 @@ void main()
@@ -116,18 +117 ,21 @@ void main()
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);