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[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders
[video_core/host_shaders] add Snapdragon GSRv1 fragment shaders
Signed-off-by: lizzie <lizzie@eden-emu.dev>lizzie/sgsr
4 changed files with 108 additions and 1 deletions
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61.patch/snapdragon_gsr/0001-glslang-fix.patch
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3CMakeLists.txt
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9cpmfile.json
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36src/video_core/host_shaders/CMakeLists.txt
@ -0,0 +1,61 @@ |
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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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