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Xenia-Canary/src/xenia/ui/shaders/guest_output_bilinear.xesli
2022-06-16 21:39:16 +03:00

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xesl.xesli"
#if XE_GUEST_OUTPUT_DITHER
#include "dither_8bpc.xesli"
#endif // XE_GUEST_OUTPUT_DITHER
xesl_pushConstants_begin(b0, space0)
// 16 used by the vertex shader (GLSL push constant offsets are across
// stages).
xesl_block_offset_member(16, c0.x, xesl_int2, xe_bilinear_output_offset)
xesl_block_offset_member(24, c0.z, xesl_float2, xe_bilinear_output_size_inv)
xesl_pushConstants_end
xesl_entry_outputs_begin
xesl_entry_output_target(xesl_float4, xe_bilinear_color, 0)
xesl_entry_outputs_end_stageInputs_begin
xesl_entry_stageInputs_end_bindings_begin_pixel
xesl_pushConstants_binding(buffer(0))
xesl_entry_binding_next
xesl_texture(xesl_texture2D, xe_bilinear_source, set=0, binding=0, t0, space0,
texture(0))
xesl_entry_binding_next
xesl_samplerState(xe_bilinear_sampler, set=0, binding=1, s0, space0,
sampler(0))
xesl_entry_bindings_end_inputs_begin
xesl_entry_input_fragCoord
xesl_entry_inputs_end_code_begin
xesl_uint2 pixel_coord =
xesl_uint2(xesl_int2(xesl_FragCoord.xy) -
xesl_pushConstant(xe_bilinear_output_offset));
xesl_float4 bilinear_color;
// + 0.5 so the origin is at the pixel center, and at 1:1 the original pixel
// is taken.
// Interpolating the four colors in the perceptual space because doing it in
// linear space causes, in particular, bright text on a dark background to
// become too thick, and aliasing of bright parts on top of dark areas to be
// too apparent (4D5307E6 HUD, for example, mainly the edges of the
// multiplayer score bars).
bilinear_color.rgb =
xesl_textureSampleLod2D_sep(
xe_bilinear_source, xe_bilinear_sampler,
(xesl_float2(pixel_coord) + 0.5) *
xesl_pushConstant(xe_bilinear_output_size_inv),
0.0).rgb;
#if XE_GUEST_OUTPUT_DITHER
// Clamping because on Vulkan, the surface may specify any format, including
// floating-point.
bilinear_color.rgb =
xesl_saturate(bilinear_color.rgb + XeDitherOffset8bpc(pixel_coord));
#endif // XE_GUEST_OUTPUT_DITHER
bilinear_color.a = 1.0;
xesl_Output(xe_bilinear_color) = bilinear_color;
xesl_entry_code_end