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192 lines
7.2 KiB
192 lines
7.2 KiB
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..2db04b3 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 460 core
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//============================================================================================================
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//
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@@ -25,7 +25,7 @@ precision highp int;
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#define EdgeThreshold 8.0/255.0
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-#define EdgeSharpness 2.0
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+// #define EdgeSharpness 2.0
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// #define UseUniformBlock
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@@ -34,17 +34,18 @@ 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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+ highp vec2 ResizeFactor;
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+ highp float EdgeSharpness;
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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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#endif
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-layout(location=0) in highp vec4 in_TEXCOORD0;
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+layout(location=0) in highp vec2 in_TEXCOORD0;
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layout(location=0) out vec4 out_Target0;
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float fastLanczos2(float x)
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@@ -63,15 +64,11 @@ 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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-
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vec4 color;
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- if(mode == 1)
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- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
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+ if(OperationMode == 1)
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+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
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else
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- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
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+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
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highp float xCenter;
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xCenter = abs(in_TEXCOORD0.x+-0.5);
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@@ -79,30 +76,33 @@ void main()
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yCenter = abs(in_TEXCOORD0.y+-0.5);
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//todo: config the SR region based on needs
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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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+ //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[0].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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- vec2 pl = (imgCoord+(-imgCoordPixel));
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- vec4 left = textureGather(ps0,coord, mode);
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+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].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[mode] - left.y) + abs(color[mode] - left.z) ;
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- if(edgeVote > edgeThreshold)
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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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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0, 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),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 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0, 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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right = right - vec4(mean);
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upDown = upDown - vec4(mean);
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- color.w =color[mode] - mean;
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+ color.w =color[OperationMode] - mean;
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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)));
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float std = 2.181818/sum;
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@@ -124,7 +124,7 @@ void main()
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float maxY = max(max(left.y,left.z),max(right.x,right.w));
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float minY = min(min(left.y,left.z),min(right.x,right.w));
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- finalY = clamp(edgeSharpness*finalY, minY, maxY);
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+ finalY = clamp(EdgeSharpness*finalY, minY, maxY);
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float deltaY = finalY -color.w;
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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..5a38589 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 460 core
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//============================================================================================================
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//
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@@ -27,11 +27,11 @@ precision highp int;
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* If set, will use edge direction to improve visual quality
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* Expect a minimal cost increase
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*/
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-// #define UseEdgeDirection
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+#define UseEdgeDirection 1
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#define EdgeThreshold 8.0/255.0
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-#define EdgeSharpness 2.0
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+// #define EdgeSharpness 2.0
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// #define UseUniformBlock
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@@ -40,17 +40,18 @@ 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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+ highp vec2 ResizeFactor;
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+ highp float EdgeSharpness;
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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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#endif
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-layout(location=0) in highp vec4 in_TEXCOORD0;
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+layout(location=0) in highp vec2 in_TEXCOORD0;
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layout(location=0) out vec4 out_Target0;
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float fastLanczos2(float x)
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@@ -116,18 +117,21 @@ void main()
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highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].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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- vec2 pl = (imgCoord+(-imgCoordPixel));
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- vec4 left = textureGather(ps0,coord, OperationMode);
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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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- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
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+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
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+ vec4 right = textureGather(ps0, 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 = coord + vec2(0.0, -ViewportInfo[0].y);
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+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz;
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+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
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+ upDown.zw = textureGather(ps0, 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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