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https://github.com/Lime3DS/Lime3DS
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video_core: add ScaleForce to texture filters (#5210)
* video_core: add ScaleForce to texture filters * fix erroneous namespace end comment Co-Authored-By: Valentin Vanelslande <vvanelslandedev@gmail.com> * move copyright header to shader file Co-authored-by: Valentin Vanelslande <vvanelslandedev@gmail.com>
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5 changed files with 193 additions and 0 deletions
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@ -58,6 +58,8 @@ add_library(video_core STATIC
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renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h
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renderer_opengl/texture_filters/bicubic/bicubic.cpp
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renderer_opengl/texture_filters/bicubic/bicubic.h
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renderer_opengl/texture_filters/scale_force/scale_force.cpp
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renderer_opengl/texture_filters/scale_force/scale_force.h
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renderer_opengl/texture_filters/texture_filter_base.h
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renderer_opengl/texture_filters/texture_filterer.cpp
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renderer_opengl/texture_filters/texture_filterer.h
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@ -103,6 +105,7 @@ set(SHADER_FILES
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renderer_opengl/texture_filters/anime4k/y_gradient.frag
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renderer_opengl/texture_filters/anime4k/y_gradient.vert
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renderer_opengl/texture_filters/bicubic/bicubic.frag
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renderer_opengl/texture_filters/scale_force/scale_force.frag
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renderer_opengl/texture_filters/tex_coord.vert
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renderer_opengl/texture_filters/xbrz/xbrz_freescale.frag
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renderer_opengl/texture_filters/xbrz/xbrz_freescale.vert
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@ -0,0 +1,47 @@
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// Copyright 2020 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
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#include "video_core/renderer_opengl/texture_filters/scale_force/scale_force.h"
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#include "shaders/scale_force.frag"
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#include "shaders/tex_coord.vert"
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namespace OpenGL {
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ScaleForce::ScaleForce(u16 scale_factor) : TextureFilterBase(scale_factor) {
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program.Create(tex_coord_vert.data(), scale_force_frag.data());
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vao.Create();
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src_sampler.Create();
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state.draw.shader_program = program.handle;
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state.draw.vertex_array = vao.handle;
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state.draw.shader_program = program.handle;
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state.texture_units[0].sampler = src_sampler.handle;
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glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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void ScaleForce::Filter(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint dst_tex,
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const Common::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
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GLuint draw_fb_handle) {
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const OpenGLState cur_state = OpenGLState::GetCurState();
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state.texture_units[0].texture_2d = src_tex;
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state.draw.draw_framebuffer = draw_fb_handle;
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state.viewport = {static_cast<GLint>(dst_rect.left), static_cast<GLint>(dst_rect.bottom),
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static_cast<GLsizei>(dst_rect.GetWidth()),
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static_cast<GLsizei>(dst_rect.GetHeight())};
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state.Apply();
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, dst_tex, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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cur_state.Apply();
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}
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} // namespace OpenGL
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@ -0,0 +1,112 @@
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//? #version 320 es
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// from https://github.com/BreadFish64/ScaleFish/tree/master/scale_force
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// shader adapted to GLSL 320 es and debugging outputs stripped
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// MIT License
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//
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// Copyright (c) 2020 BreadFish64
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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precision mediump float;
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in highp vec2 tex_coord;
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out mediump vec4 frag_color;
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uniform sampler2D input_texture;
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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vec4 s = n * n * n;
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float x = s.x;
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float y = s.y - 4.0 * s.x;
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float z = s.z - 4.0 * s.y + 6.0 * s.x;
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float w = 6.0 - x - y - z;
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return vec4(x, y, z, w) / 6.0;
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}
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vec4 textureBicubic(sampler2D sampler, vec2 tex_coords) {
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vec2 tex_size = vec2(textureSize(sampler, 0));
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vec2 inv_tex_size = 1.0 / tex_size;
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tex_coords = tex_coords * tex_size - 0.5;
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vec2 fxy = fract(tex_coords);
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tex_coords -= fxy;
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vec4 xcubic = cubic(fxy.x);
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vec4 ycubic = cubic(fxy.y);
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vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy;
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vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
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vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
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offset *= inv_tex_size.xxyy;
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vec4 sample0 = texture(sampler, offset.xz);
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vec4 sample1 = texture(sampler, offset.yz);
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vec4 sample2 = texture(sampler, offset.xw);
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vec4 sample3 = texture(sampler, offset.yw);
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float sx = s.x / (s.x + s.y);
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float sy = s.z / (s.z + s.w);
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return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
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}
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float ColorDist(vec4 a, vec4 b) {
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// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
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const vec3 K = vec3(0.2627, 0.6780, 0.0593);
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const float luminance_weight = .6;
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const mat3 MATRIX = mat3(K * luminance_weight, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b),
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.5, .5, -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
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vec4 diff = a - b;
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vec3 YCbCr = diff.rgb * MATRIX;
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float d = length(YCbCr) * length(vec3(1.0)) / length(vec3(luminance_weight, 1.0, 1.0));
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return sqrt(a.a * b.a * d * d + diff.a * diff.a);
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}
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const int radius = 2;
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void main() {
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vec2 input_size = vec2(textureSize(input_texture, 0));
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vec4 center_texel = texture(input_texture, tex_coord);
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vec2 final_offset = vec2(0.0);
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float total_diff = 0.0;
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for (int y = -radius; y <= radius; ++y) {
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for (int x = -radius; x <= radius; ++x) {
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if (0 == (x | y))
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continue;
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vec2 offset = vec2(x, y);
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float weight = pow(length(offset), -length(offset));
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vec4 texel = texture(input_texture, tex_coord + offset / input_size);
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float diff = ColorDist(texel, center_texel) * weight;
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total_diff += diff;
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final_offset += diff * offset;
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}
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}
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float clamp_val = length(final_offset) / total_diff;
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final_offset = clamp(final_offset, -clamp_val, clamp_val);
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frag_color = textureBicubic(input_texture, tex_coord - final_offset / input_size);
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}
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@ -0,0 +1,29 @@
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// Copyright 2020 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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#include "video_core/renderer_opengl/gl_state.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filter_base.h"
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namespace OpenGL {
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class ScaleForce : public TextureFilterBase {
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public:
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static constexpr std::string_view NAME = "ScaleForce";
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explicit ScaleForce(u16 scale_factor);
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void Filter(GLuint src_tex, const Common::Rectangle<u32>& src_rect, GLuint dst_tex,
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const Common::Rectangle<u32>& dst_rect, GLuint read_fb_handle,
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GLuint draw_fb_handle) override;
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private:
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OpenGLState state{};
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OGLProgram program{};
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OGLVertexArray vao{};
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OGLSampler src_sampler{};
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};
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} // namespace OpenGL
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@ -8,6 +8,7 @@
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#include "common/logging/log.h"
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#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
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#include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h"
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#include "video_core/renderer_opengl/texture_filters/scale_force/scale_force.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filter_base.h"
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#include "video_core/renderer_opengl/texture_filters/texture_filterer.h"
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#include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h"
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@ -27,6 +28,7 @@ static const std::unordered_map<std::string_view, TextureFilterContructor> filte
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{TextureFilterer::NONE, [](u16) { return nullptr; }},
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FilterMapPair<Anime4kUltrafast>(),
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FilterMapPair<Bicubic>(),
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FilterMapPair<ScaleForce>(),
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FilterMapPair<XbrzFreescale>(),
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};
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