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97 lines
4.2 KiB
97 lines
4.2 KiB
diff --git a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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index 69927af..c942bbc 100644
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--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/d926/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/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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index 1f1daa6..128a348 100644
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--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/d926/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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