diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag 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 @@ -#version 300 es +#version 460 core //============================================================================================================ // @@ -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) -layout (set=0, binding = 0) uniform UniformBlock -{ - highp vec4 ViewportInfo[1]; +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; #else uniform highp vec4 ViewportInfo[1]; uniform mediump sampler2D ps0; #endif -layout(location=0) in highp vec4 in_TEXCOORD0; +layout(location=0) in highp vec2 in_TEXCOORD0; layout(location=0) out vec4 out_Target0; float fastLanczos2(float x) @@ -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; - vec4 color; - 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; + color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw; highp float xCenter; xCenter = abs(in_TEXCOORD0.x+-0.5); @@ -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)); highp vec2 imgCoordPixel = floor(imgCoord); - highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); - vec2 pl = (imgCoord+(-imgCoordPixel)); - vec4 left = textureGather(ps0,coord, mode); + highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy; + vec2 pl = imgCoord - imgCoordPixel; + vec4 left = textureGather(ps0, coord, OperationMode); - 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, OperationMode); 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, OperationMode).wz; + highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); + upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).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..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 @@ -#version 300 es +#version 460 core //============================================================================================================ // @@ -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) -layout (set=0, binding = 0) uniform UniformBlock -{ - highp vec4 ViewportInfo[1]; +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; #else uniform highp vec4 ViewportInfo[1]; uniform mediump sampler2D ps0; #endif -layout(location=0) in highp vec4 in_TEXCOORD0; +layout(location=0) in highp vec2 in_TEXCOORD0; layout(location=0) out vec4 out_Target0; float fastLanczos2(float x) @@ -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); - vec2 pl = (imgCoord+(-imgCoordPixel)); - vec4 left = textureGather(ps0,coord, OperationMode); + vec2 pl = imgCoord - imgCoordPixel; + vec4 left = textureGather(ps0, coord, OperationMode); 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), OperationMode); + highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); + vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); vec4 upDown; - upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz; - upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx; + highp vec2 IR_highp_vec2_1 = coord + vec2(0.0, -ViewportInfo[0].y); + upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; + highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); + upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; float mean = (left.y+left.z+right.x+right.w)*0.25; left = left - vec4(mean);