Files
Xenia-Canary/src/xenia/ui/shaders/guest_output_ffx_cas_resample.glsli
Triang3l fe3f0f26e4 [UI] Image post-processing and full presentation/window rework
[GPU] Add FXAA post-processing
[UI] Add FidelityFX FSR and CAS post-processing
[UI] Add blue noise dithering from 10bpc to 8bpc
[GPU] Apply the DC PWL gamma ramp closer to the spec, supporting fully white color
[UI] Allow the GPU CP thread to present on the host directly, bypassing the UI thread OS paint event
[UI] Allow variable refresh rate (or tearing)
[UI] Present the newest frame (restart) on DXGI
[UI] Replace GraphicsContext with a far more advanced Presenter with more coherent surface connection and UI overlay state management
[UI] Connect presentation to windows via the Surface class, not native window handles
[Vulkan] Switch to simpler Vulkan setup with no instance/device separation due to interdependencies and to pass fewer objects around
[Vulkan] Lower the minimum required Vulkan version to 1.0
[UI/GPU] Various cleanup, mainly ComPtr usage
[UI] Support per-monitor DPI awareness v2 on Windows
[UI] DPI-scale Dear ImGui
[UI] Replace the remaining non-detachable window delegates with unified window event and input listeners
[UI] Allow listeners to safely destroy or close the window, and to register/unregister listeners without use-after-free and the ABA problem
[UI] Explicit Z ordering of input listeners and UI overlays, top-down for input, bottom-up for drawing
[UI] Add explicit window lifecycle phases
[UI] Replace Window virtual functions with explicit desired state, its application, actual state, its feedback
[UI] GTK: Apply the initial size to the drawing area
[UI] Limit internal UI frame rate to that of the monitor
[UI] Hide the cursor using a timer instead of polling due to no repeated UI thread paints with GPU CP thread presentation, and only within the window
2022-01-29 13:22:03 +03:00

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// At least #version 420.
#if XE_GUEST_OUTPUT_DITHER
#include "dither_8bpc.xesli"
#endif // XE_GUEST_OUTPUT_DITHER
layout(push_constant) uniform XeCasResampleConstants {
// 16 occupied by the vertex shader.
layout(offset = 16) ivec2 xe_cas_output_offset;
// CasSetup const0.xy.
layout(offset = 24) vec2 xe_cas_input_output_size_ratio;
// CasSetup const1.x.
layout(offset = 32) float xe_cas_sharpness_post_setup;
};
layout(set = 0, binding = 0) uniform sampler2D xe_texture;
layout(location = 0) out vec4 xe_frag_color;
#define A_GPU 1
#define A_GLSL 1
#include "../../../../third_party/FidelityFX-CAS/ffx-cas/ffx_a.h"
vec3 CasLoad(ivec2 p) {
return texelFetch(xe_texture, p, 0).rgb;
}
void CasInput(inout float r, inout float g, inout float b) {
// Linear conversion approximation as recommended in the CAS presentation.
r *= r;
g *= g;
b *= b;
}
#include "../../../../third_party/FidelityFX-CAS/ffx-cas/ffx_cas.h"
void main() {
uvec2 pixel_coord = uvec2(ivec2(gl_FragCoord.xy) - xe_cas_output_offset);
// CasSetup with smaller push constant usage.
uvec4 cas_const_0 =
uvec4(floatBitsToUint(xe_cas_input_output_size_ratio),
floatBitsToUint(0.5 * xe_cas_input_output_size_ratio - 0.5));
uvec4 cas_const_1 =
uvec4(floatBitsToUint(xe_cas_sharpness_post_setup),
packHalf2x16(vec2(xe_cas_sharpness_post_setup, 0.0)),
floatBitsToUint(8.0 * xe_cas_input_output_size_ratio.x), 0u);
CasFilter(xe_frag_color.r, xe_frag_color.g, xe_frag_color.b, pixel_coord,
cas_const_0, cas_const_1, false);
// Linear conversion approximation as recommended in the CAS presentation.
xe_frag_color.rgb = sqrt(xe_frag_color.rgb);
#if XE_GUEST_OUTPUT_DITHER
// Clamping because on Vulkan, the surface may specify any format, including
// floating-point.
xe_frag_color.rgb =
clamp(xe_frag_color.rgb + XeDitherOffset8bpc(pixel_coord),
vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
#endif // XE_GUEST_OUTPUT_DITHER
// Force alpha to 1 to make sure the surface won't be translucent.
xe_frag_color.a = 1.0;
}