2023-08-31 13:37:17 +00:00
|
|
|
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
|
|
|
|
// SPDX-License-Identifier: GPL-3.0
|
|
|
|
|
|
|
|
#include "gpu_shadergen.h"
|
|
|
|
|
2023-09-20 10:47:42 +00:00
|
|
|
GPUShaderGen::GPUShaderGen(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch)
|
2024-06-14 04:37:33 +00:00
|
|
|
: ShaderGen(render_api, GetShaderLanguageForAPI(render_api), supports_dual_source_blend, supports_framebuffer_fetch)
|
2023-08-31 13:37:17 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
GPUShaderGen::~GPUShaderGen() = default;
|
|
|
|
|
|
|
|
void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss)
|
|
|
|
{
|
2023-09-02 09:22:29 +00:00
|
|
|
DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
|
|
|
|
|
|
|
|
ss << R"(
|
|
|
|
float2 ClampUV(float2 uv) {
|
|
|
|
return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
|
|
|
|
})";
|
2023-08-31 13:37:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateDisplayVertexShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
WriteDisplayUniformBuffer(ss);
|
|
|
|
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
float2 pos = float2(float((v_id << 1) & 2u), float(v_id & 2u));
|
|
|
|
v_tex0 = u_src_rect.xy + pos * u_src_rect.zw;
|
|
|
|
v_pos = float4(pos * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
|
|
|
|
#if API_VULKAN
|
|
|
|
v_pos.y = -v_pos.y;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
2023-09-02 09:22:29 +00:00
|
|
|
std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
|
2023-08-31 13:37:17 +00:00
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
WriteDisplayUniformBuffer(ss);
|
|
|
|
DeclareTexture(ss, "samp0", 0);
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
|
2023-09-02 09:22:29 +00:00
|
|
|
if (clamp_uv)
|
|
|
|
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
|
|
|
|
else
|
|
|
|
ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
|
2023-08-31 13:37:17 +00:00
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
WriteDisplayUniformBuffer(ss);
|
|
|
|
DeclareTexture(ss, "samp0", 0, false);
|
|
|
|
|
2023-09-20 10:47:42 +00:00
|
|
|
// Based on
|
|
|
|
// https://github.com/rsn8887/Sharp-Bilinear-Shaders/blob/master/Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
|
2023-08-31 13:37:17 +00:00
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1, false, false, false, false);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
float2 scale = u_params.xy;
|
|
|
|
float2 region_range = u_params.zw;
|
|
|
|
|
|
|
|
float2 texel = v_tex0 * u_src_size.xy;
|
|
|
|
float2 texel_floored = floor(texel);
|
|
|
|
float2 s = frac(texel);
|
|
|
|
|
|
|
|
float2 center_dist = s - 0.5;
|
|
|
|
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
|
|
|
|
float2 mod_texel = texel_floored + f;
|
|
|
|
|
2023-09-02 09:22:29 +00:00
|
|
|
o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
|
2023-08-31 13:37:17 +00:00
|
|
|
})";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
2024-03-15 16:02:03 +00:00
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateInterleavedFieldExtractFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
DeclareUniformBuffer(ss, {"uint2 u_src_offset", "uint u_line_skip"}, true);
|
|
|
|
DeclareTexture(ss, "samp0", 0, false);
|
|
|
|
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
uint2 tcoord = u_src_offset + uint2(uint(v_pos.x), uint(v_pos.y) << u_line_skip);
|
|
|
|
o_col0 = LOAD_TEXTURE(samp0, int2(tcoord), 0);
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateDeinterlaceWeaveFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
DeclareUniformBuffer(ss, {"uint2 u_src_offset", "uint u_render_field", "uint u_line_skip"}, true);
|
|
|
|
DeclareTexture(ss, "samp0", 0, false);
|
|
|
|
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
uint2 fcoord = uint2(v_pos.xy);
|
|
|
|
if ((fcoord.y & 1) != u_render_field)
|
|
|
|
discard;
|
|
|
|
|
|
|
|
uint2 tcoord = u_src_offset + uint2(fcoord.x, (fcoord.y / 2u) << u_line_skip);
|
|
|
|
o_col0 = LOAD_TEXTURE(samp0, int2(tcoord), 0);
|
|
|
|
})";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateDeinterlaceBlendFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
DeclareTexture(ss, "samp0", 0, false);
|
|
|
|
DeclareTexture(ss, "samp1", 1, false);
|
|
|
|
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
uint2 uv = uint2(v_pos.xy);
|
|
|
|
float4 c0 = LOAD_TEXTURE(samp0, int2(uv), 0);
|
|
|
|
float4 c1 = LOAD_TEXTURE(samp1, int2(uv), 0);
|
|
|
|
o_col0 = (c0 + c1) * 0.5f;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateFastMADReconstructFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
DeclareUniformBuffer(ss, {"uint u_current_field", "uint u_height"}, true);
|
|
|
|
DeclareTexture(ss, "samp0", 0, false);
|
|
|
|
DeclareTexture(ss, "samp1", 1, false);
|
|
|
|
DeclareTexture(ss, "samp2", 2, false);
|
|
|
|
DeclareTexture(ss, "samp3", 3, false);
|
|
|
|
|
|
|
|
ss << R"(
|
|
|
|
CONSTANT float3 SENSITIVITY = float3(0.08f, 0.08f, 0.08f);
|
|
|
|
)";
|
|
|
|
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
int2 uv = int2(int(v_pos.x), int(v_pos.y) >> 1);
|
|
|
|
float3 cur = LOAD_TEXTURE(samp0, uv, 0).rgb;
|
|
|
|
|
|
|
|
float3 hn = LOAD_TEXTURE(samp0, uv + int2(0, -1), 0).rgb;
|
|
|
|
float3 cn = LOAD_TEXTURE(samp1, uv, 0).rgb;
|
|
|
|
float3 ln = LOAD_TEXTURE(samp0, uv + int2(0, 1), 0).rgb;
|
|
|
|
|
|
|
|
float3 ho = LOAD_TEXTURE(samp2, uv + int2(0, -1), 0).rgb;
|
|
|
|
float3 co = LOAD_TEXTURE(samp3, uv, 0).rgb;
|
|
|
|
float3 lo = LOAD_TEXTURE(samp2, uv + int2(0, 1), 0).rgb;
|
|
|
|
|
|
|
|
float3 mh = abs(hn.rgb - ho.rgb) - SENSITIVITY;
|
|
|
|
float3 mc = abs(cn.rgb - co.rgb) - SENSITIVITY;
|
|
|
|
float3 ml = abs(ln.rgb - lo.rgb) - SENSITIVITY;
|
|
|
|
float3 mmaxv = max(mh, max(mc, ml));
|
|
|
|
float mmax = max(mmaxv.r, max(mmaxv.g, mmaxv.b));
|
|
|
|
|
|
|
|
// Is pixel F [n][ x , y ] present in the Current Field f [n] ?
|
|
|
|
uint row = uint(v_pos.y);
|
|
|
|
if ((row & 1u) == u_current_field)
|
|
|
|
{
|
|
|
|
// Directly uses the pixel from the Current Field
|
|
|
|
o_col0.rgb = cur;
|
|
|
|
}
|
2024-04-01 14:27:28 +00:00
|
|
|
else if (row > 0u && row < u_height && mmax > 0.0f)
|
2024-03-15 16:02:03 +00:00
|
|
|
{
|
|
|
|
// Reconstructs the missing pixel as the average of the same pixel from the line above and the
|
|
|
|
// line below it in the Current Field.
|
|
|
|
o_col0.rgb = (hn + ln) / 2.0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Reconstructs the missing pixel as the same pixel from the Previous Field.
|
|
|
|
o_col0.rgb = cn;
|
|
|
|
}
|
|
|
|
o_col0.a = 1.0f;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string GPUShaderGen::GenerateChromaSmoothingFragmentShader()
|
|
|
|
{
|
|
|
|
std::stringstream ss;
|
|
|
|
WriteHeader(ss);
|
|
|
|
DeclareUniformBuffer(ss, {"uint2 u_sample_offset", "uint2 u_clamp_size"}, true);
|
|
|
|
DeclareTexture(ss, "samp0", 0);
|
|
|
|
|
|
|
|
ss << R"(
|
|
|
|
float3 RGBToYUV(float3 rgb)
|
|
|
|
{
|
|
|
|
return float3(dot(rgb.rgb, float3(0.299f, 0.587f, 0.114f)),
|
|
|
|
dot(rgb.rgb, float3(-0.14713f, -0.28886f, 0.436f)),
|
|
|
|
dot(rgb.rgb, float3(0.615f, -0.51499f, -0.10001f)));
|
|
|
|
}
|
|
|
|
|
|
|
|
float3 YUVToRGB(float3 yuv)
|
|
|
|
{
|
|
|
|
return float3(dot(yuv, float3(1.0f, 0.0f, 1.13983f)),
|
|
|
|
dot(yuv, float3(1.0f, -0.39465f, -0.58060f)),
|
|
|
|
dot(yuv, float3(1.0f, 2.03211f, 0.0f)));
|
|
|
|
}
|
|
|
|
|
|
|
|
float3 SampleVRAMAverage2x2(uint2 icoords)
|
|
|
|
{
|
2024-03-16 14:07:18 +00:00
|
|
|
float3 value = LOAD_TEXTURE(samp0, int2(icoords), 0).rgb;
|
|
|
|
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(0, 1)), 0).rgb;
|
|
|
|
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(1, 0)), 0).rgb;
|
|
|
|
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(1, 1)), 0).rgb;
|
2024-03-15 16:02:03 +00:00
|
|
|
return value * 0.25;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
|
|
|
|
ss << R"(
|
|
|
|
{
|
|
|
|
uint2 icoords = uint2(v_pos.xy) + u_sample_offset;
|
|
|
|
int2 base = int2(icoords) - 1;
|
|
|
|
uint2 low = uint2(max(base & ~1, int2(0, 0)));
|
|
|
|
uint2 high = min(low + 2u, u_clamp_size);
|
|
|
|
float2 coeff = vec2(base & 1) * 0.5 + 0.25;
|
|
|
|
|
2024-03-16 14:07:18 +00:00
|
|
|
float3 p = LOAD_TEXTURE(samp0, int2(icoords), 0).rgb;
|
2024-03-15 16:02:03 +00:00
|
|
|
float3 p00 = SampleVRAMAverage2x2(low);
|
|
|
|
float3 p01 = SampleVRAMAverage2x2(uint2(low.x, high.y));
|
|
|
|
float3 p10 = SampleVRAMAverage2x2(uint2(high.x, low.y));
|
|
|
|
float3 p11 = SampleVRAMAverage2x2(high);
|
|
|
|
|
|
|
|
float3 s = lerp(lerp(p00, p10, coeff.x),
|
|
|
|
lerp(p01, p11, coeff.x),
|
|
|
|
coeff.y);
|
|
|
|
|
|
|
|
float y = RGBToYUV(p).x;
|
|
|
|
float2 uv = RGBToYUV(s).yz;
|
|
|
|
o_col0 = float4(YUVToRGB(float3(y, uv)), 1.0);
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
return ss.str();
|
|
|
|
}
|