n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/vi_scale.frag
2023-08-06 14:03:29 +09:00

154 lines
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5.2 KiB
GLSL

#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);
}