fix for push constants

This commit is contained in:
lizzie
2026-01-14 03:11:16 +00:00
committed by Caio Oliveira
parent e425c7c9af
commit e56617bf61
4 changed files with 116 additions and 13 deletions

View File

@@ -0,0 +1,97 @@
diff --git a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
index 69927af..c942bbc 100644
--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile.frag
+++ b/d926/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/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag b/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
index 1f1daa6..128a348 100644
--- a/d926/sgsr/v1/include/glsl/sgsr1_shader_mobile_edge_direction.frag
+++ b/d926/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

@@ -127,7 +127,8 @@
"hash": "3940df715189813ffeffa540f48673e999754d53a1dcadc16aab846ef03d57e395e2c8d8e89772bc162835e1686ff6bdb8cae108c1f84404e9e66d993107b76e",
"sha": "d926f074bcb9d714e179f1ce0fcb9ee2eeb5074e",
"patches": [
"0001-glslang-fix.patch"
"0001-glslang-fix.patch",
"0002-push-constants-retrofit.patch"
]
}
}

View File

@@ -120,6 +120,9 @@ void Layer::ConfigureDraw(PresentPushConstants* out_push_constants,
if (fsr) {
source_image_view = fsr->Draw(scheduler, image_index, source_image, source_image_view, render_extent, crop_rect);
crop_rect = {0, 0, 1, 1};
} else if (sgsr) {
source_image_view = sgsr->Draw(scheduler, image_index, source_image, source_image_view, render_extent, crop_rect);
crop_rect = {0, 0, 1, 1};
}
SetMatrixData(*out_push_constants, layout);

View File

@@ -94,22 +94,25 @@ void SGSR::UploadImages(Scheduler& scheduler) {
VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_image, VkImageView source_image_view, VkExtent2D input_image_extent, const Common::Rectangle<f32>& crop_rect) {
Images& images = m_dynamic_images[image_index];
VkImage stage0_image = *images.images[0];
VkImage stage1_image = *images.images[1];
VkDescriptorSet stage0_descriptor_set = images.descriptor_sets[0];
VkDescriptorSet stage1_descriptor_set = images.descriptor_sets[1];
VkFramebuffer stage0_framebuffer = *images.framebuffers[0];
VkFramebuffer stage1_framebuffer = *images.framebuffers[1];
auto const stage0_image = *images.images[0];
auto const stage1_image = *images.images[1];
auto const stage0_descriptor_set = images.descriptor_sets[0];
auto const stage1_descriptor_set = images.descriptor_sets[1];
auto const stage0_framebuffer = *images.framebuffers[0];
auto const stage1_framebuffer = *images.framebuffers[1];
auto const stage0_pipeline = *m_stage_pipeline[0];
auto const stage1_pipeline = *m_stage_pipeline[1];
VkPipelineLayout pipeline_layout = *m_pipeline_layout;
VkRenderPass renderpass = *m_renderpass;
VkExtent2D extent = m_extent;
const f32 input_image_width = f32(input_image_extent.width);
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_x = crop_rect.left * input_image_width;
const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height;
const f32 viewport_y = crop_rect.top * input_image_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;
// highp vec4
PushConstants viewport_con{};
@@ -122,20 +125,19 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
UpdateDescriptorSets(source_image_view, image_index);
scheduler.RequestOutsideRenderPassOperationContext();
scheduler.Record([=, this](vk::CommandBuffer cmdbuf) {
scheduler.Record([=](vk::CommandBuffer cmdbuf) {
TransitionImageLayout(cmdbuf, source_image, VK_IMAGE_LAYOUT_GENERAL);
TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL);
BeginRenderPass(cmdbuf, renderpass, stage0_framebuffer, extent);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *m_stage_pipeline[0]);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage0_pipeline);
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage0_descriptor_set, {});
cmdbuf.PushConstants(pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con);
cmdbuf.Draw(3, 1, 0, 0);
cmdbuf.EndRenderPass();
//
TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL);
TransitionImageLayout(cmdbuf, stage1_image, VK_IMAGE_LAYOUT_GENERAL);
BeginRenderPass(cmdbuf, renderpass, stage1_framebuffer, extent);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *m_stage_pipeline[1]);
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage1_pipeline);
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage1_descriptor_set, {});
cmdbuf.PushConstants(pipeline_layout, VK_SHADER_STAGE_FRAGMENT_BIT, viewport_con);
cmdbuf.Draw(3, 1, 0, 0);