From 916b882ea8870e695d50e8ca8c8e4c35fb1895d5 Mon Sep 17 00:00:00 2001 From: Marshall Mohror Date: Wed, 20 Oct 2021 13:35:59 -0500 Subject: [PATCH] Update scaleforce to use FP16 --- .../host_shaders/present_scaleforce.frag | 159 +++++++----------- 1 file changed, 63 insertions(+), 96 deletions(-) diff --git a/src/video_core/host_shaders/present_scaleforce.frag b/src/video_core/host_shaders/present_scaleforce.frag index 1829a9be8c..ebc0d9b90b 100644 --- a/src/video_core/host_shaders/present_scaleforce.frag +++ b/src/video_core/host_shaders/present_scaleforce.frag @@ -24,6 +24,9 @@ #version 460 +#extension GL_AMD_gpu_shader_half_float : enable +#extension GL_NV_gpu_shader5 : enable + #ifdef VULKAN #define BINDING_COLOR_TEXTURE 1 @@ -40,106 +43,70 @@ layout (location = 0) out vec4 frag_color; layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; -vec2 tex_size; -vec2 inv_tex_size; +const bool ignore_alpha = true; -vec4 cubic(float v) { - vec3 n = vec3(1.0, 2.0, 3.0) - v; - vec3 s = n * n * n; - float x = s.x; - float y = s.y - 4.0 * s.x; - float z = s.z - 4.0 * s.y + 6.0 * s.x; - float w = 6.0 - x - y - z; - return vec4(x, y, z, w) / 6.0; -} - -// Bicubic interpolation -vec4 textureBicubic(vec2 tex_coords) { - tex_coords = tex_coords * tex_size - 0.5; - - vec2 fxy = modf(tex_coords, tex_coords); - - vec4 xcubic = cubic(fxy.x); - vec4 ycubic = cubic(fxy.y); - - vec4 c = tex_coords.xxyy + vec2(-0.5, +1.5).xyxy; - - vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); - vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s; - - offset *= inv_tex_size.xxyy; - - vec4 sample0 = textureLod(input_texture, offset.xz, 0.0); - vec4 sample1 = textureLod(input_texture, offset.yz, 0.0); - vec4 sample2 = textureLod(input_texture, offset.xw, 0.0); - vec4 sample3 = textureLod(input_texture, offset.yw, 0.0); - - float sx = s.x / (s.x + s.y); - float sy = s.z / (s.z + s.w); - - return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy); -} - -mat4x3 center_matrix; -vec4 center_alpha; - -// Finds the distance between four colors and cc in YCbCr space -vec4 ColorDist(vec4 A, vec4 B, vec4 C, vec4 D) { +float16_t ColorDist1(f16vec4 a, f16vec4 b) { // https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion - const vec3 K = vec3(0.2627, 0.6780, 0.0593); - const float LUMINANCE_WEIGHT = .6; - const mat3 YCBCR_MATRIX = - mat3(K * LUMINANCE_WEIGHT, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5, - -.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r)); + const f16vec3 K = f16vec3(0.2627, 0.6780, 0.0593); + const float16_t scaleB = float16_t(0.5) / (float16_t(1.0) - K.b); + const float16_t scaleR = float16_t(0.5) / (float16_t(1.0) - K.r); + f16vec4 diff = a - b; + float16_t Y = dot(diff.rgb, K); + float16_t Cb = scaleB * (diff.b - Y); + float16_t Cr = scaleR * (diff.r - Y); + f16vec3 YCbCr = f16vec3(Y, Cb, Cr); + float16_t d = length(YCbCr); + if (ignore_alpha) { + return d; + } + return sqrt(a.a * b.a * d * d + diff.a * diff.a); +} - mat4x3 colors = mat4x3(A.rgb, B.rgb, C.rgb, D.rgb) - center_matrix; - mat4x3 YCbCr = YCBCR_MATRIX * colors; - vec4 color_dist = vec3(1.0) * YCbCr; - color_dist *= color_dist; - vec4 alpha = vec4(A.a, B.a, C.a, D.a); +f16vec4 ColorDist(f16vec4 ref, f16vec4 A, f16vec4 B, f16vec4 C, f16vec4 D) { + return f16vec4( + ColorDist1(ref, A), + ColorDist1(ref, B), + ColorDist1(ref, C), + ColorDist1(ref, D) + ); +} - return sqrt((color_dist + abs(center_alpha - alpha)) * alpha * center_alpha); +vec4 Scaleforce(sampler2D tex, vec2 tex_coord) { + f16vec4 bl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, -1))); + f16vec4 bc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, -1))); + f16vec4 br = f16vec4(textureOffset(tex, tex_coord, ivec2(1, -1))); + f16vec4 cl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 0))); + f16vec4 cc = f16vec4(texture(tex, tex_coord)); + f16vec4 cr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 0))); + f16vec4 tl = f16vec4(textureOffset(tex, tex_coord, ivec2(-1, 1))); + f16vec4 tc = f16vec4(textureOffset(tex, tex_coord, ivec2(0, 1))); + f16vec4 tr = f16vec4(textureOffset(tex, tex_coord, ivec2(1, 1))); + + f16vec4 offset_tl = ColorDist(cc, tl, tc, tr, cr); + f16vec4 offset_br = ColorDist(cc, br, bc, bl, cl); + + // Calculate how different cc is from the texels around it + const float16_t plus_weight = float16_t(1.5); + const float16_t cross_weight = float16_t(1.5); + float16_t total_dist = dot(offset_tl + offset_br, f16vec4(cross_weight, plus_weight, cross_weight, plus_weight)); + + if (total_dist == float16_t(0.0)) { + return cc; + } else { + // Add together all the distances with direction taken into account + f16vec4 tmp = offset_tl - offset_br; + f16vec2 total_offset = tmp.wy * plus_weight + (tmp.zz + f16vec2(-tmp.x, tmp.x)) * cross_weight; + + // When the image has thin points, they tend to split apart. + // This is because the texels all around are different and total_offset reaches into clear areas. + // This works pretty well to keep the offset in bounds for these cases. + float16_t clamp_val = length(total_offset) / total_dist; + f16vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) / f16vec2(textureSize(tex, 0)); + + return texture(tex, tex_coord - final_offset); + } } void main() { - vec4 bl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, -1)); - vec4 bc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, -1)); - vec4 br = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, -1)); - vec4 cl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 0)); - vec4 cc = textureLod(input_texture, tex_coord, 0.0); - vec4 cr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 0)); - vec4 tl = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(-1, 1)); - vec4 tc = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(0, 1)); - vec4 tr = textureLodOffset(input_texture, tex_coord, 0.0, ivec2(1, 1)); - - - tex_size = vec2(textureSize(input_texture, 0)); - inv_tex_size = 1.0 / tex_size; - center_matrix = mat4x3(cc.rgb, cc.rgb, cc.rgb, cc.rgb); - center_alpha = cc.aaaa; - - vec4 offset_tl = ColorDist(tl, tc, tr, cr); - vec4 offset_br = ColorDist(br, bc, bl, cl); - - // Calculate how different cc is from the texels around it - float total_dist = dot(offset_tl + offset_br, vec4(1.0)); - - // Add together all the distances with direction taken into account - vec4 tmp = offset_tl - offset_br; - vec2 total_offset = tmp.wy + tmp.zz + vec2(-tmp.x, tmp.x); - - if (total_dist == 0.0) { - // Doing bicubic filtering just past the edges where the offset is 0 causes black floaters - // and it doesn't really matter which filter is used when the colors aren't changing. - frag_color = vec4(cc.rgb, 1.0f); - } else { - // When the image has thin points, they tend to split apart. - // This is because the texels all around are different - // and total_offset reaches into clear areas. - // This works pretty well to keep the offset in bounds for these cases. - float clamp_val = length(total_offset) / total_dist; - vec2 final_offset = clamp(total_offset, -clamp_val, clamp_val) * inv_tex_size; - - frag_color = vec4(textureBicubic(tex_coord - final_offset).rgb, 1.0f); - } -} + frag_color = Scaleforce(input_texture, tex_coord); +} \ No newline at end of file