diff --git a/.patch/sgsr/0001-fix-glsl.patch b/.patch/sgsr/0001-fix-glsl.patch index 7f50bc210b..48f5a123f2 100644 --- a/.patch/sgsr/0001-fix-glsl.patch +++ b/.patch/sgsr/0001-fix-glsl.patch @@ -1,5 +1,5 @@ diff --git a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag -index 7074999..c23aae4 100644 +index 7074999..2db04b3 100644 --- a/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag +++ b/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag @@ -1,4 +1,4 @@ @@ -8,7 +8,16 @@ index 7074999..c23aae4 100644 //============================================================================================================ // -@@ -34,17 +34,17 @@ precision highp int; +@@ -25,7 +25,7 @@ precision highp int; + + #define EdgeThreshold 8.0/255.0 + +-#define EdgeSharpness 2.0 ++// #define EdgeSharpness 2.0 + + // #define UseUniformBlock + +@@ -34,17 +34,18 @@ precision highp int; //////////////////////// #if defined(UseUniformBlock) @@ -18,6 +27,7 @@ index 7074999..c23aae4 100644 +layout( push_constant ) uniform constants { + highp vec4 ViewportInfo[1]; + highp vec2 ResizeFactor; ++ highp float EdgeSharpness; }; -layout(set = 0, binding = 1) uniform mediump sampler2D ps0; +layout(set = 0, binding = 0) uniform mediump sampler2D ps0; @@ -31,20 +41,18 @@ index 7074999..c23aae4 100644 layout(location=0) out vec4 out_Target0; float fastLanczos2(float x) -@@ -63,15 +63,15 @@ vec2 weightY(float dx, float dy,float c, float std) +@@ -63,15 +64,11 @@ 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) +- if(mode == 1) - color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz; ++ if(OperationMode == 1) + color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz; else - color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw; @@ -52,9 +60,14 @@ index 7074999..c23aae4 100644 highp float xCenter; xCenter = abs(in_TEXCOORD0.x+-0.5); -@@ -82,21 +82,24 @@ void main() - //if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) - if ( mode!=4) +@@ -79,30 +76,33 @@ void main() + yCenter = abs(in_TEXCOORD0.y+-0.5); + + //todo: config the SR region based on needs +- //if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4) +- if ( mode!=4) ++ //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[0].zw) + vec2(-0.5,0.5)); @@ -64,28 +77,46 @@ index 7074999..c23aae4 100644 - vec4 left = textureGather(ps0,coord, mode); + highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy; + vec2 pl = imgCoord - imgCoordPixel; -+ vec4 left = textureGather(ps0, coord, mode); ++ vec4 left = textureGather(ps0, coord, OperationMode); - float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ; - if(edgeVote > edgeThreshold) +- float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ; +- if(edgeVote > edgeThreshold) ++ 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; - vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), mode); + highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0); -+ vec4 right = textureGather(ps0, IR_highp_vec2_0, mode); ++ vec4 right = textureGather(ps0, IR_highp_vec2_0, OperationMode); 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 = coord + vec2(0.0, -ViewportInfo[0].y); -+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, mode).wz; ++ upDown.xy = textureGather(ps0, IR_highp_vec2_1, OperationMode).wz; + highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y); -+ upDown.zw = textureGather(ps0, IR_highp_vec2_2, mode).yx; ++ upDown.zw = textureGather(ps0, IR_highp_vec2_2, OperationMode).yx; float mean = (left.y+left.z+right.x+right.w)*0.25; left = left - vec4(mean); + right = right - vec4(mean); + upDown = upDown - vec4(mean); +- color.w =color[mode] - mean; ++ color.w =color[OperationMode] - mean; + + float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w))); + float std = 2.181818/sum; +@@ -124,7 +124,7 @@ void main() + + float maxY = max(max(left.y,left.z),max(right.x,right.w)); + float minY = min(min(left.y,left.z),min(right.x,right.w)); +- finalY = clamp(edgeSharpness*finalY, minY, maxY); ++ finalY = clamp(EdgeSharpness*finalY, minY, maxY); + + float deltaY = finalY -color.w; + 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..8b64497 100644 +index d2df646..5a38589 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 @@ @@ -94,7 +125,21 @@ index d2df646..8b64497 100644 //============================================================================================================ // -@@ -40,17 +40,17 @@ precision highp int; +@@ -27,11 +27,11 @@ precision highp int; + * If set, will use edge direction to improve visual quality + * Expect a minimal cost increase + */ +-// #define UseEdgeDirection ++#define UseEdgeDirection 1 + + #define EdgeThreshold 8.0/255.0 + +-#define EdgeSharpness 2.0 ++// #define EdgeSharpness 2.0 + + // #define UseUniformBlock + +@@ -40,17 +40,18 @@ precision highp int; //////////////////////// #if defined(UseUniformBlock) @@ -104,6 +149,7 @@ index d2df646..8b64497 100644 +layout( push_constant ) uniform constants { + highp vec4 ViewportInfo[1]; + highp vec2 ResizeFactor; ++ highp float EdgeSharpness; }; -layout(set = 0, binding = 1) uniform mediump sampler2D ps0; +layout(set = 0, binding = 0) uniform mediump sampler2D ps0; @@ -117,7 +163,7 @@ index d2df646..8b64497 100644 layout(location=0) out vec4 out_Target0; float fastLanczos2(float x) -@@ -116,18 +116,21 @@ void main() +@@ -116,18 +117,21 @@ void main() highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5)); highp vec2 imgCoordPixel = floor(imgCoord); highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy); diff --git a/src/android/app/src/main/res/values/strings.xml b/src/android/app/src/main/res/values/strings.xml index 497883e9cf..ea133b8aaf 100644 --- a/src/android/app/src/main/res/values/strings.xml +++ b/src/android/app/src/main/res/values/strings.xml @@ -463,8 +463,8 @@ Resolution (Handheld/Docked) VSync mode Window adapting filter - FSR sharpness - Determines how sharpened the image will look while using FSR\'s dynamic contrast + FSR/SGSR sharpness + Determines how sharpened the image will look while using FSR or SGSR filters Anti-aliasing method Optimize SPIRV output Optimizes compiled shaders to improve GPU efficiency, but may introduce longer loading times and initial slowdowns. diff --git a/src/qt_common/config/shared_translation.cpp b/src/qt_common/config/shared_translation.cpp index a3510397b3..f689184b48 100644 --- a/src/qt_common/config/shared_translation.cpp +++ b/src/qt_common/config/shared_translation.cpp @@ -172,8 +172,8 @@ std::unique_ptr InitializeTranslations(QObject* parent) INSERT(Settings, scaling_filter, tr("Window Adapting Filter:"), QString()); INSERT(Settings, fsr_sharpening_slider, - tr("FSR Sharpness:"), - tr("Determines how sharpened the image will look using FSR's dynamic contrast.")); + tr("FSR/SGSR Sharpness:"), + tr("Determines how sharpened the image will look using FSR or SGSR filters.")); INSERT(Settings, anti_aliasing, tr("Anti-Aliasing Method:"), diff --git a/src/video_core/host_shaders/sgsr1_shader.vert b/src/video_core/host_shaders/sgsr1_shader.vert index 1a07242fd6..820beb26de 100644 --- a/src/video_core/host_shaders/sgsr1_shader.vert +++ b/src/video_core/host_shaders/sgsr1_shader.vert @@ -6,6 +6,7 @@ layout( push_constant ) uniform constants { highp vec4 ViewportInfo[1]; highp vec2 ResizeFactor; + highp float EdgeSharpness; }; layout(location = 0) out highp vec2 texcoord; diff --git a/src/video_core/renderer_vulkan/present/sgsr.cpp b/src/video_core/renderer_vulkan/present/sgsr.cpp index 9442d81630..72d28f5e5c 100644 --- a/src/video_core/renderer_vulkan/present/sgsr.cpp +++ b/src/video_core/renderer_vulkan/present/sgsr.cpp @@ -17,7 +17,7 @@ namespace Vulkan { -using PushConstants = std::array; +using PushConstants = std::array; SGSR::SGSR(const Device& device, MemoryAllocator& memory_allocator, size_t image_count, VkExtent2D extent, bool edge_dir) : m_device{device}, m_memory_allocator{memory_allocator} @@ -102,9 +102,16 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_ const f32 input_image_height = f32(input_image_extent.height); const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_image_width; const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height; + // expected [0, 2] + const f32 sharpening = f32(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f; // p = (tex * viewport) / input = [0,n] (normalized texcoords) // p * input = [0,1024], [0,768] + // layout( push_constant ) uniform constants { + // highp vec4 ViewportInfo[1]; + // highp vec2 ResizeFactor; + // highp float EdgeSharpness; + // }; PushConstants viewport_con{}; viewport_con[0] = std::bit_cast(1.f / viewport_width); viewport_con[1] = std::bit_cast(1.f / viewport_height); @@ -112,6 +119,7 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_ viewport_con[3] = std::bit_cast(viewport_height); viewport_con[4] = std::bit_cast(viewport_width / input_image_width); viewport_con[5] = std::bit_cast(viewport_height / input_image_height); + viewport_con[6] = std::bit_cast(sharpening); UploadImages(scheduler); UpdateDescriptorSets(source_image_view, image_index); diff --git a/src/yuzu/configuration/configure_graphics.cpp b/src/yuzu/configuration/configure_graphics.cpp index 8663594678..ed28ae71f1 100644 --- a/src/yuzu/configuration/configure_graphics.cpp +++ b/src/yuzu/configuration/configure_graphics.cpp @@ -1,4 +1,4 @@ -// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project +// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later // SPDX-FileCopyrightText: 2016 Citra Emulator Project @@ -266,7 +266,7 @@ void ConfigureGraphics::Setup(const ConfigurationShared::Builder& builder) { // FSR needs a reversed slider and a 0.5 multiplier return builder.BuildWidget( setting, apply_funcs, ConfigurationShared::RequestType::ReverseSlider, true, - 0.5f, nullptr, tr("%", "FSR sharpening percentage (e.g. 50%)")); + 0.5f, nullptr, tr("%", "FSR/SGSR sharpening percentage (e.g. 50%)")); } else { return builder.BuildWidget(setting, apply_funcs); }