fix everything

This commit is contained in:
lizzie
2026-01-14 04:10:47 +00:00
committed by Caio Oliveira
parent 3a2025d874
commit 7b5ff4115d
5 changed files with 101 additions and 162 deletions

View File

@@ -0,0 +1,99 @@
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..2d322fb 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -1,4 +1,5 @@
-#version 300 es
+#version 310 es
+#extension GL_EXT_spec_constant_composites:require
//============================================================================================================
//
@@ -34,11 +35,10 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
-layout (set=0, binding = 0) uniform UniformBlock
-{
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
@@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
{
- int mode = OperationMode;
- float edgeThreshold = EdgeThreshold;
- float edgeSharpness = EdgeSharpness;
+ const int mode = OperationMode;
+ const float edgeThreshold = EdgeThreshold;
+ const float edgeSharpness = EdgeSharpness;
vec4 color;
if(mode == 1)
@@ -93,10 +93,13 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
+ highp vec2 IR_highp_vec2_0 = vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, mode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,mode).wz;
+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0,coord+ IR_highp_vec2_2, mode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index d2df646..875cdbf 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -1,4 +1,5 @@
-#version 300 es
+#version 310 es
+#extension GL_EXT_spec_constant_composites:require
//============================================================================================================
//
@@ -40,11 +41,10 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
-layout (set=0, binding = 0) uniform UniformBlock
-{
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
@@ -124,10 +124,13 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ highp vec2 IR_highp_vec2_0 = vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0,coord + IR_highp_vec2_0, OperationMode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
+ highp vec2 IR_highp_vec2_1 = vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0,coord + IR_highp_vec2_1,OperationMode).wz;
+ highp vec2 IR_highp_vec2_2 = vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0,coord+ IR_highp_vec2_2, OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);

View File

@@ -1,61 +0,0 @@
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 7074999..69927af 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -1,4 +1,4 @@
-#version 300 es
+#version 320 es
//============================================================================================================
//
@@ -63,9 +63,9 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
{
- int mode = OperationMode;
- float edgeThreshold = EdgeThreshold;
- float edgeSharpness = EdgeSharpness;
+ const int mode = OperationMode;
+ const float edgeThreshold = EdgeThreshold;
+ const float edgeSharpness = EdgeSharpness;
vec4 color;
if(mode == 1)
@@ -93,10 +93,10 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),mode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), mode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index d2df646..1f1daa6 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -1,4 +1,4 @@
-#version 300 es
+#version 320 es
//============================================================================================================
//
@@ -124,10 +124,10 @@ void main()
{
coord.x += ViewportInfo[0].x;
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + highp vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
- upDown.zw = textureGather(ps0,coord+ highp vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);

View File

@@ -1,97 +0,0 @@
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 69927af..c942bbc 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
@@ -34,11 +34,10 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
-layout (set=0, binding = 0) uniform UniformBlock
-{
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D ps0;
@@ -82,21 +81,21 @@ void main()
//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( mode!=4)
{
- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
+ highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo.zw)+vec2(-0.5,0.5));
highp vec2 imgCoordPixel = floor(imgCoord);
- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
+ highp vec2 coord = (imgCoordPixel*ViewportInfo.xy);
vec2 pl = (imgCoord+(-imgCoordPixel));
vec4 left = textureGather(ps0,coord, mode);
float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
if(edgeVote > edgeThreshold)
{
- coord.x += ViewportInfo[0].x;
+ coord.x += ViewportInfo.x;
- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), mode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),mode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), mode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index 1f1daa6..128a348 100644
--- a/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
@@ -40,13 +40,12 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
-layout (set=0, binding = 0) uniform UniformBlock
-{
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
#else
-uniform highp vec4 ViewportInfo[1];
+uniform highp vec4 ViewportInfo;
uniform mediump sampler2D ps0;
#endif
@@ -113,21 +112,21 @@ void main()
//if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( OperationMode!=4)
{
- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
+ highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo.zw)+vec2(-0.5,0.5));
highp vec2 imgCoordPixel = floor(imgCoord);
- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
+ highp vec2 coord = (imgCoordPixel*ViewportInfo.xy);
vec2 pl = (imgCoord+(-imgCoordPixel));
vec4 left = textureGather(ps0,coord, OperationMode);
float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
if(edgeVote > EdgeThreshold)
{
- coord.x += ViewportInfo[0].x;
+ coord.x += ViewportInfo.x;
- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), OperationMode);
vec4 upDown;
- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),OperationMode).wz;
+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), OperationMode).yx;
float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);

View File

@@ -126,8 +126,7 @@
"hash": "3940df715189813ffeffa540f48673e999754d53a1dcadc16aab846ef03d57e395e2c8d8e89772bc162835e1686ff6bdb8cae108c1f84404e9e66d993107b76e",
"sha": "d926f074bcb9d714e179f1ce0fcb9ee2eeb5074e",
"patches": [
"0001-glslang-fix.patch",
"0002-push-constants-retrofit.patch"
"0001-fix-glsl.patch"
]
}
}

View File

@@ -133,7 +133,7 @@ foreach(SOURCE_FILE IN ITEMS ${SHADER_FILES})
OUTPUT
${SPIRV_HEADER_FILE}
COMMAND
${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -DUseUniformBlock=1 ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION}
${GLSLANGVALIDATOR} -V ${QUIET_FLAG} -DUseUniformBlock=1 ${GLSL_FLAGS} --variable-name ${SPIRV_VARIABLE_NAME} -o ${SPIRV_HEADER_FILE} ${SOURCE_FILE} --target-env ${SPIR_V_VERSION} --relaxed-errors
MAIN_DEPENDENCY
${SOURCE_FILE}
)
@@ -197,7 +197,6 @@ list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})
add_custom_target(host_shaders
DEPENDS
${SHADER_HEADERS}
snapdragon_gsr
SOURCES
${SHADER_SOURCES}
)