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https://github.com/yuzu-emu/yuzu-android.git
synced 2025-06-21 05:08:16 -05:00
renderer_vulkan: implement layer stack composition
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@ -26,21 +26,11 @@
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#endif
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 tex_coord;
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layout (location = 0) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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layout (binding = 0) uniform sampler2D input_texture;
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const bool ignore_alpha = true;
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@ -3,22 +3,12 @@
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#version 460 core
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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layout (binding = 0) uniform sampler2D color_texture;
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vec4 cubic(float v) {
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vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
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@ -7,21 +7,11 @@
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#version 460 core
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = BINDING_COLOR_TEXTURE) uniform sampler2D color_texture;
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layout(binding = 0) uniform sampler2D color_texture;
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const float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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const float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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@ -7,7 +7,7 @@ layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 1) uniform sampler2D color_texture;
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layout (binding = 0) uniform sampler2D color_texture;
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void main() {
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color = texture(color_texture, frag_tex_coord);
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@ -3,16 +3,37 @@
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#version 460 core
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layout (location = 0) in vec2 vert_position;
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layout (location = 1) in vec2 vert_tex_coord;
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layout (location = 0) out vec2 frag_tex_coord;
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layout (set = 0, binding = 0) uniform MatrixBlock {
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mat4 modelview_matrix;
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struct ScreenRectVertex {
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vec2 position;
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vec2 tex_coord;
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};
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void main() {
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gl_Position = modelview_matrix * vec4(vert_position, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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layout (push_constant) uniform PushConstants {
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mat4 modelview_matrix;
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ScreenRectVertex vertices[4];
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};
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// Vulkan spec 15.8.1:
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// Any member of a push constant block that is declared as an
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// array must only be accessed with dynamically uniform indices.
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ScreenRectVertex GetVertex(int index) {
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switch (index) {
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case 0:
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default:
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return vertices[0];
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case 1:
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return vertices[1];
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case 2:
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return vertices[2];
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case 3:
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return vertices[3];
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}
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}
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void main() {
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ScreenRectVertex vertex = GetVertex(gl_VertexIndex);
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gl_Position = modelview_matrix * vec4(vertex.position, 0.0, 1.0);
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frag_tex_coord = vertex.tex_coord;
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}
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@ -5,6 +5,7 @@
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#extension GL_GOOGLE_include_directive : enable
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#define VERSION 1
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#define YUZU_USE_FP16
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#include "opengl_present_scaleforce.frag"
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@ -5,4 +5,6 @@
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#extension GL_GOOGLE_include_directive : enable
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#define VERSION 1
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#include "opengl_present_scaleforce.frag"
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