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https://git.eden-emu.dev/eden-emu/eden
synced 2026-02-04 02:51:18 +01:00
fuck this
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@@ -1,7 +1,7 @@
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diff --git a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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index 69927af..c942bbc 100644
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--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
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@@ -34,11 +34,10 @@ precision highp int;
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////////////////////////
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@@ -45,10 +45,10 @@ index 69927af..c942bbc 100644
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float mean = (left.y+left.z+right.x+right.w)*0.25;
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left = left - vec4(mean);
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diff --git a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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index 1f1daa6..128a348 100644
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--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
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@@ -40,13 +40,12 @@ precision highp int;
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////////////////////////
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@@ -123,7 +123,6 @@
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},
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"snapdragon_gsr": {
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"repo": "SnapdragonStudios/snapdragon-gsr",
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"package": "snapdragon_gsr",
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"hash": "3940df715189813ffeffa540f48673e999754d53a1dcadc16aab846ef03d57e395e2c8d8e89772bc162835e1686ff6bdb8cae108c1f84404e9e66d993107b76e",
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"sha": "d926f074bcb9d714e179f1ce0fcb9ee2eeb5074e",
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"patches": [
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@@ -42,6 +42,9 @@ Various graphical filters exist - each of them aimed at a specific target/image
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- **MMPX**: Nearest-neighbour filter aimed at providing higher pixel-art quality.
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- **Pros**: Offers decent pixel-art upscaling.
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- **Cons**: Only works for pixel-art.
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- **SGSR**: Uses Snapdragon Studios Game Super Resolution to enhance image quality (similar to FSR, but for Adreno devices).
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- **Pros**: Optimized for Adreno devices.
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- **Cons**: Doesn't play nicely with non-Adreno devices.
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### Anisotropy values
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@@ -116,10 +116,10 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
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// highp vec4
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PushConstants viewport_con{};
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*reinterpret_cast<f32*>(viewport_con.data() + 0) = viewport_x;
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*reinterpret_cast<f32*>(viewport_con.data() + 1) = viewport_y;
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*reinterpret_cast<f32*>(viewport_con.data() + 2) = viewport_width;
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*reinterpret_cast<f32*>(viewport_con.data() + 3) = viewport_height;
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viewport_con[0] = std::bit_cast<u32>(viewport_x);
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viewport_con[1] = std::bit_cast<u32>(viewport_y);
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viewport_con[2] = std::bit_cast<u32>(viewport_width);
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viewport_con[3] = std::bit_cast<u32>(viewport_height);
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UploadImages(scheduler);
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UpdateDescriptorSets(source_image_view, image_index);
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@@ -135,17 +135,17 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
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cmdbuf.Draw(3, 1, 0, 0);
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cmdbuf.EndRenderPass();
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TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL);
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TransitionImageLayout(cmdbuf, stage1_image, VK_IMAGE_LAYOUT_GENERAL);
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BeginRenderPass(cmdbuf, renderpass, stage1_framebuffer, extent);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage1_pipeline);
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage1_descriptor_set, {});
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cmdbuf.PushConstants(pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con);
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cmdbuf.Draw(3, 1, 0, 0);
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cmdbuf.EndRenderPass();
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TransitionImageLayout(cmdbuf, stage1_image, VK_IMAGE_LAYOUT_GENERAL);
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// TransitionImageLayout(cmdbuf, stage1_image, VK_IMAGE_LAYOUT_GENERAL);
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// BeginRenderPass(cmdbuf, renderpass, stage1_framebuffer, extent);
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// cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage1_pipeline);
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// cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage1_descriptor_set, {});
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// cmdbuf.PushConstants(pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con);
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// cmdbuf.Draw(3, 1, 0, 0);
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// cmdbuf.EndRenderPass();
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// TransitionImageLayout(cmdbuf, stage1_image, VK_IMAGE_LAYOUT_GENERAL);
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});
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return *images.image_views[1];
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//return *images.image_views[1];
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return *images.image_views[0];
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}
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} // namespace Vulkan
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