nvnflinger/gpu: implement blending

This commit is contained in:
Liam
2024-01-22 12:40:50 -05:00
parent 06fd7f2012
commit 962c82540c
37 changed files with 383 additions and 141 deletions

View File

@ -37,6 +37,7 @@ layout(set=0,binding=0) uniform sampler2D InputTexture;
#define A_GPU 1
#define A_GLSL 1
#define FSR_RCAS_PASSTHROUGH_ALPHA 1
#ifndef YUZU_USE_FP16
#include "ffx_a.h"
@ -71,9 +72,7 @@ layout(set=0,binding=0) uniform sampler2D InputTexture;
#include "ffx_fsr1.h"
#if USE_RCAS
layout(location = 0) in vec2 frag_texcoord;
#endif
layout (location = 0) in vec2 frag_texcoord;
layout (location = 0) out vec4 frag_color;
void CurrFilter(AU2 pos) {
@ -81,22 +80,22 @@ void CurrFilter(AU2 pos) {
#ifndef YUZU_USE_FP16
AF3 c;
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
frag_color = AF4(c, 1.0);
frag_color = AF4(c, texture(InputTexture, frag_texcoord).a);
#else
AH3 c;
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
frag_color = AH4(c, 1.0);
frag_color = AH4(c, texture(InputTexture, frag_texcoord).a);
#endif
#endif
#if USE_RCAS
#ifndef YUZU_USE_FP16
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, Const0);
frag_color = AF4(c, 1.0);
AF4 c;
FsrRcasF(c.r, c.g, c.b, c.a, pos, Const0);
frag_color = c;
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, Const0);
frag_color = AH4(c, 1.0);
AH4 c;
FsrRcasH(c.r, c.g, c.b, c.a, pos, Const0);
frag_color = c;
#endif
#endif
}

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@ -71,5 +71,5 @@ vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
}
void main() {
frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
frag_color = vec4(FxaaPixelShader(posPos, input_texture), texture(input_texture, posPos.xy).a);
}

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@ -31,6 +31,7 @@ layout (location = 0) uniform uvec4 constants[4];
#define A_GPU 1
#define A_GLSL 1
#define FSR_RCAS_PASSTHROUGH_ALPHA 1
#ifdef YUZU_USE_FP16
#define A_HALF
@ -67,9 +68,7 @@ layout (location = 0) uniform uvec4 constants[4];
#include "ffx_fsr1.h"
#if USE_RCAS
layout(location = 0) in vec2 frag_texcoord;
#endif
layout (location = 0) in vec2 frag_texcoord;
layout (location = 0) out vec4 frag_color;
void CurrFilter(AU2 pos)
@ -78,22 +77,22 @@ void CurrFilter(AU2 pos)
#ifndef YUZU_USE_FP16
AF3 c;
FsrEasuF(c, pos, constants[0], constants[1], constants[2], constants[3]);
frag_color = AF4(c, 1.0);
frag_color = AF4(c, texture(InputTexture, frag_texcoord).a);
#else
AH3 c;
FsrEasuH(c, pos, constants[0], constants[1], constants[2], constants[3]);
frag_color = AH4(c, 1.0);
frag_color = AH4(c, texture(InputTexture, frag_texcoord).a);
#endif
#endif
#if USE_RCAS
#ifndef YUZU_USE_FP16
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, constants[0]);
frag_color = AF4(c, 1.0);
AF4 c;
FsrRcasF(c.r, c.g, c.b, c.a, pos, constants[0]);
frag_color = c;
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, constants[0]);
frag_color = AH4(c, 1.0);
FsrRcasH(c.r, c.g, c.b, c.a, pos, constants[0]);
frag_color = c;
#endif
#endif
}

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@ -9,5 +9,5 @@ layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
void main() {
color = vec4(texture(color_texture, frag_tex_coord).rgb, 1.0f);
color = vec4(texture(color_texture, frag_tex_coord));
}

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@ -52,5 +52,5 @@ vec4 textureBicubic( sampler2D textureSampler, vec2 texCoords ) {
}
void main() {
color = vec4(textureBicubic(color_texture, frag_tex_coord).rgb, 1.0f);
color = textureBicubic(color_texture, frag_tex_coord);
}

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@ -46,14 +46,14 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
}
void main() {
vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
vec4 base = texture(color_texture, vec2(frag_tex_coord)) * weight[0];
vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
// TODO(Blinkhawk): This code can be optimized through shader group instructions.
vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
color = vec4(combination + base, 1.0f);
vec4 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset);
vec4 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset);
vec4 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset);
vec4 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0));
vec4 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
color = combination + base;
}

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@ -6,5 +6,6 @@
#define YUZU_USE_FP16
#define USE_EASU 1
#define VERSION 1
#include "fidelityfx_fsr.frag"

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@ -5,5 +5,6 @@
#extension GL_GOOGLE_include_directive : enable
#define USE_EASU 1
#define VERSION 1
#include "fidelityfx_fsr.frag"

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@ -6,5 +6,6 @@
#define YUZU_USE_FP16
#define USE_RCAS 1
#define VERSION 1
#include "fidelityfx_fsr.frag"

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@ -5,5 +5,6 @@
#extension GL_GOOGLE_include_directive : enable
#define USE_RCAS 1
#define VERSION 1
#include "fidelityfx_fsr.frag"

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@ -5,7 +5,7 @@
#extension GL_GOOGLE_include_directive : enable
#define VERSION 1
#define VERSION 2
#define YUZU_USE_FP16
#include "opengl_present_scaleforce.frag"

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@ -5,6 +5,6 @@
#extension GL_GOOGLE_include_directive : enable
#define VERSION 1
#define VERSION 2
#include "opengl_present_scaleforce.frag"