#version 450 /* Copyright (c) 2020 Themaister * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #extension GL_EXT_samplerless_texture_functions : require #include "small_types.h" #include "vi_status.h" #include "vi_debug.h" #include "noise.h" layout(set = 0, binding = 0) uniform mediump utexture2DArray uDivotOutput; layout(set = 0, binding = 1) uniform itextureBuffer uHorizontalInfo; layout(set = 1, binding = 0) uniform mediump utextureBuffer uGammaTable; layout(location = 0) out vec4 FragColor; layout(push_constant, std430) uniform Registers { ivec2 frag_coord_offset; int v_start; int y_add; int frame_count; int serrate_shift; int serrate_mask; int serrate_select; int info_y_shift; } registers; uvec3 vi_lerp(uvec3 a, uvec3 b, uint l) { return (a + (((b - a) * l + 16u) >> 5u)) & 0xffu; } uvec3 integer_gamma(uvec3 color) { uvec3 res; if (GAMMA_DITHER) { color = (color << 6) + noise_get_full_gamma_dither() + 256u; res = uvec3( texelFetch(uGammaTable, int(color.r)).r, texelFetch(uGammaTable, int(color.g)).r, texelFetch(uGammaTable, int(color.b)).r); } else { res = uvec3( texelFetch(uGammaTable, int(color.r)).r, texelFetch(uGammaTable, int(color.g)).r, texelFetch(uGammaTable, int(color.b)).r); } return res; } layout(constant_id = 2) const bool FETCH_BUG = false; void main() { // Handles crop where we start scanning out at an offset. ivec2 coord = ivec2(gl_FragCoord.xy) + registers.frag_coord_offset; int info_index = coord.y >> registers.info_y_shift; ivec4 horiz_info0 = texelFetch(uHorizontalInfo, 2 * info_index + 0); ivec4 horiz_info1 = texelFetch(uHorizontalInfo, 2 * info_index + 1); int h_start = horiz_info0.x; int h_start_clamp = horiz_info0.y; int h_end_clamp = horiz_info0.z; int x_start = horiz_info0.w; int x_add = horiz_info1.x; int y_start = horiz_info1.y; int y_add = horiz_info1.z; int y_base = horiz_info1.w; // Rebase Y relative to YStart. coord.y -= registers.v_start; // Scissor against HStart/End, also handles serrate where we skip every other line. if (coord.x < h_start_clamp || coord.x >= h_end_clamp || ((coord.y & registers.serrate_mask) != registers.serrate_select)) discard; // Shift the X coord to be relative to sampling, this can change per scanline. coord.x -= h_start; // Rebase Y in terms of progressive scan. coord.y >>= registers.serrate_shift; if (GAMMA_DITHER) reseed_noise(coord.x, coord.y, registers.frame_count); int x = coord.x * x_add + x_start; int y = (coord.y - y_base) * y_add + y_start; ivec2 base_coord = ivec2(x, y) >> 10; uvec3 c00 = texelFetch(uDivotOutput, ivec3(base_coord, 0), 0).rgb; int bug_offset = 0; if (FETCH_BUG) { // This is super awkward. // Basically there seems to be some kind of issue where if we interpolate in Y, // we're going to get buggy output. // If we hit this case, the next line we filter against will come from the "buggy" array slice. // Why this makes sense, I have no idea. // // XXX: This assumes constant YAdd. // No idea how this is supposed to work if YAdd can vary per scanline. int prev_y = (y - registers.y_add) >> 10; int next_y = (y + registers.y_add) >> 10; if (coord.y != 0 && base_coord.y == prev_y && base_coord.y != next_y) bug_offset = 1; } if (SCALE_AA) { int x_frac = (x >> 5) & 31; int y_frac = (y >> 5) & 31; uvec3 c10 = texelFetchOffset(uDivotOutput, ivec3(base_coord, 0), 0, ivec2(1, 0)).rgb; uvec3 c01 = texelFetchOffset(uDivotOutput, ivec3(base_coord, bug_offset), 0, ivec2(0, 1)).rgb; uvec3 c11 = texelFetchOffset(uDivotOutput, ivec3(base_coord, bug_offset), 0, ivec2(1)).rgb; c00 = vi_lerp(c00, c01, y_frac); c10 = vi_lerp(c10, c11, y_frac); c00 = vi_lerp(c00, c10, x_frac); } if (GAMMA_ENABLE) c00 = integer_gamma(c00); else if (GAMMA_DITHER) c00 = min(c00 + noise_get_partial_gamma_dither(), uvec3(0xff)); FragColor = vec4(vec3(c00) / 255.0, 1.0); }