Merge pull request #565 from Hyllian/master

Add bicubic-5-taps and hermite shaders
This commit is contained in:
hizzlekizzle 2024-04-02 18:11:32 -05:00 committed by GitHub
commit 2a7c19b6b4
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 180 additions and 0 deletions

View file

@ -0,0 +1,6 @@
shaders = 1
shader0 = shaders/bicubic-5-taps.slang
wrap_mode0 = clamp_to_edge
scale_type0 = viewport
filter_linear0 = true

View file

@ -0,0 +1,6 @@
shaders = 1
shader0 = shaders/hermite.slang
wrap_mode0 = clamp_to_edge
scale_type0 = viewport
filter_linear0 = true

View file

@ -0,0 +1,113 @@
#version 450
/*
Bicubic 5-taps (Fast) - ported by Hyllian - 2024
Samples a texture with B-Spline filtering, using only 4 texture fetches instead of 16.
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
Source: https://www.shadertoy.com/view/styXDh
http://www.profhua.com/Sub/Article/BicubicFiltering/BicubicFiltering.html
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
float B, C;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma parameter B "Bicubic Coeff B" 0.33 0.0 1.0 0.01
#pragma parameter C "Bicubic Coeff C" 0.33 0.0 1.0 0.01
#define B params.B
#define C params.C
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 texSize = params.SourceSize.xy;
vec2 invTexSize = 1.0 / texSize;
vec2 iTc = vTexCoord * texSize;
vec2 tc = floor(iTc - vec2(0.5)) + vec2(0.5);
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the B-Spline function to get our filter weights.
vec2 f = iTc - tc;
vec2 f2 = f * f;
vec2 f3 = f2 * f;
vec2 lf = vec2(1.) + f;
vec2 lf2 = lf * lf;
vec2 lf3 = lf2 * lf;
vec2 rf = vec2(2.) - f;
vec2 rf2 = rf * rf;
vec2 rf3 = rf2 * rf;
vec2 w0 = ((-B-6.*C)*lf3+(6.*B+30.*C)*lf2+(-12.*B-48.*C)*lf+(8.*B+24.*C))/6.0;
vec2 w1 = ((12.-9.*B-6.*C)*f3+(-18.+12.*B+6.*C)*f2+(6.-2.*B))/6.0;
vec2 w3 = ((-B-6.*C)*rf3+(6.*B+30.*C)*rf2+(-12.*B-48.*C)*rf+(8.*B+24.*C))/6.0;
vec2 w2 = vec2(1.) - w0 - w1 - w3;
vec2 Weight[3];
vec2 Sample[3];
Weight[0] = w0;
Weight[1] = w1 + w2;
Weight[2] = w3;
Sample[0] = tc - vec2(1.);
Sample[1] = tc + w2 / Weight[1];
Sample[2] = tc + vec2(2.);
Sample[0] *= invTexSize;
Sample[1] *= invTexSize;
Sample[2] *= invTexSize;
float sampleWeight[5];
sampleWeight[0] = Weight[1].x * Weight[0].y;
sampleWeight[1] = Weight[0].x * Weight[1].y;
sampleWeight[2] = Weight[1].x * Weight[1].y;
sampleWeight[3] = Weight[2].x * Weight[1].y;
sampleWeight[4] = Weight[1].x * Weight[2].y;
vec3 Ct = texture(Source, vec2(Sample[1].x, Sample[0].y)).rgb * sampleWeight[0];
vec3 Cl = texture(Source, vec2(Sample[0].x, Sample[1].y)).rgb * sampleWeight[1];
vec3 Cc = texture(Source, vec2(Sample[1].x, Sample[1].y)).rgb * sampleWeight[2];
vec3 Cr = texture(Source, vec2(Sample[2].x, Sample[1].y)).rgb * sampleWeight[3];
vec3 Cb = texture(Source, vec2(Sample[1].x, Sample[2].y)).rgb * sampleWeight[4];
float WeightMultiplier = 1./(sampleWeight[0]+sampleWeight[1]+sampleWeight[2]+sampleWeight[3]+sampleWeight[4]);
FragColor = vec4((Ct+Cl+Cc+Cr+Cb)*WeightMultiplier, 1.0);
}

View file

@ -0,0 +1,55 @@
#version 450
/*
Hermite cubic shader - it's the cubic performed by smoothstep function
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec2 p = vTexCoord.xy;
p = p * params.SourceSize.xy + vec2(0.5, 0.5);
vec2 i = floor(p);
vec2 f = p - i;
// Smoothstep - amazingly, smoothstep() is slower than calculating directly the expression!
// f = smoothstep(0.0, 1.0, f);
f = f * f * ( -2.0 * f + 3.0);
p = i + f;
p = (p - vec2(0.5, 0.5)) * params.SourceSize.zw;
// final sum and weight normalization
FragColor = vec4(texture(Source, p).rgb, 1.0);
}