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https://git.eden-emu.dev/eden-emu/eden
synced 2026-02-04 02:51:18 +01:00
fix for push constants
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97
.patch/snapdragon_gsr/0002-push-constants-retrofit.patch
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97
.patch/snapdragon_gsr/0002-push-constants-retrofit.patch
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@@ -0,0 +1,97 @@
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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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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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@@ -34,11 +34,10 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo;
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};
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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#else
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uniform highp vec4 ViewportInfo[1];
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uniform mediump sampler2D ps0;
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@@ -82,21 +81,21 @@ void main()
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//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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if ( mode!=4)
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{
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- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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+ highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo.zw)+vec2(-0.5,0.5));
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highp vec2 imgCoordPixel = floor(imgCoord);
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- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
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+ highp vec2 coord = (imgCoordPixel*ViewportInfo.xy);
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vec2 pl = (imgCoord+(-imgCoordPixel));
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vec4 left = textureGather(ps0,coord, mode);
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float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
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if(edgeVote > edgeThreshold)
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{
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- coord.x += ViewportInfo[0].x;
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+ coord.x += ViewportInfo.x;
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- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), mode);
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+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), mode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
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- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),mode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), mode).yx;
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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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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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@@ -40,13 +40,12 @@ precision highp int;
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////////////////////////
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#if defined(UseUniformBlock)
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-layout (set=0, binding = 0) uniform UniformBlock
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-{
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- highp vec4 ViewportInfo[1];
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+layout( push_constant ) uniform constants {
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+ highp vec4 ViewportInfo;
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};
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-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
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+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
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#else
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-uniform highp vec4 ViewportInfo[1];
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+uniform highp vec4 ViewportInfo;
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uniform mediump sampler2D ps0;
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#endif
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@@ -113,21 +112,21 @@ void main()
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//if ( OperationMode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
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if ( OperationMode!=4)
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{
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- highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
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+ highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo.zw)+vec2(-0.5,0.5));
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highp vec2 imgCoordPixel = floor(imgCoord);
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- highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
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+ highp vec2 coord = (imgCoordPixel*ViewportInfo.xy);
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vec2 pl = (imgCoord+(-imgCoordPixel));
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vec4 left = textureGather(ps0,coord, OperationMode);
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float edgeVote = abs(left.z - left.y) + abs(color[OperationMode] - left.y) + abs(color[OperationMode] - left.z) ;
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if(edgeVote > EdgeThreshold)
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{
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- coord.x += ViewportInfo[0].x;
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+ coord.x += ViewportInfo.x;
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- vec4 right = textureGather(ps0,coord + vec2(ViewportInfo[0].x, 0.0), OperationMode);
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+ vec4 right = textureGather(ps0,coord + vec2(ViewportInfo.x, 0.0), OperationMode);
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vec4 upDown;
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- upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo[0].y),OperationMode).wz;
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- upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo[0].y), OperationMode).yx;
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+ upDown.xy = textureGather(ps0,coord + vec2(0.0, -ViewportInfo.y),OperationMode).wz;
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+ upDown.zw = textureGather(ps0,coord+ vec2(0.0, ViewportInfo.y), OperationMode).yx;
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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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@@ -127,7 +127,8 @@
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"hash": "3940df715189813ffeffa540f48673e999754d53a1dcadc16aab846ef03d57e395e2c8d8e89772bc162835e1686ff6bdb8cae108c1f84404e9e66d993107b76e",
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"sha": "d926f074bcb9d714e179f1ce0fcb9ee2eeb5074e",
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"patches": [
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"0001-glslang-fix.patch"
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"0001-glslang-fix.patch",
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"0002-push-constants-retrofit.patch"
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]
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}
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}
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@@ -120,6 +120,9 @@ void Layer::ConfigureDraw(PresentPushConstants* out_push_constants,
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if (fsr) {
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source_image_view = fsr->Draw(scheduler, image_index, source_image, source_image_view, render_extent, crop_rect);
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crop_rect = {0, 0, 1, 1};
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} else if (sgsr) {
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source_image_view = sgsr->Draw(scheduler, image_index, source_image, source_image_view, render_extent, crop_rect);
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crop_rect = {0, 0, 1, 1};
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}
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SetMatrixData(*out_push_constants, layout);
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@@ -94,22 +94,25 @@ void SGSR::UploadImages(Scheduler& scheduler) {
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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) {
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Images& images = m_dynamic_images[image_index];
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VkImage stage0_image = *images.images[0];
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VkImage stage1_image = *images.images[1];
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VkDescriptorSet stage0_descriptor_set = images.descriptor_sets[0];
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VkDescriptorSet stage1_descriptor_set = images.descriptor_sets[1];
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VkFramebuffer stage0_framebuffer = *images.framebuffers[0];
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VkFramebuffer stage1_framebuffer = *images.framebuffers[1];
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auto const stage0_image = *images.images[0];
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auto const stage1_image = *images.images[1];
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auto const stage0_descriptor_set = images.descriptor_sets[0];
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auto const stage1_descriptor_set = images.descriptor_sets[1];
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auto const stage0_framebuffer = *images.framebuffers[0];
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auto const stage1_framebuffer = *images.framebuffers[1];
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auto const stage0_pipeline = *m_stage_pipeline[0];
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auto const stage1_pipeline = *m_stage_pipeline[1];
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VkPipelineLayout pipeline_layout = *m_pipeline_layout;
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VkRenderPass renderpass = *m_renderpass;
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VkExtent2D extent = m_extent;
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const f32 input_image_width = f32(input_image_extent.width);
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const f32 input_image_height = f32(input_image_extent.height);
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const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_image_width;
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const f32 viewport_x = crop_rect.left * input_image_width;
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const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height;
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const f32 viewport_y = crop_rect.top * input_image_height;
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const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_image_width;
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const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_image_height;
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// highp vec4
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PushConstants viewport_con{};
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@@ -122,20 +125,19 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
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UpdateDescriptorSets(source_image_view, image_index);
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scheduler.RequestOutsideRenderPassOperationContext();
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scheduler.Record([=, this](vk::CommandBuffer cmdbuf) {
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scheduler.Record([=](vk::CommandBuffer cmdbuf) {
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TransitionImageLayout(cmdbuf, source_image, VK_IMAGE_LAYOUT_GENERAL);
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TransitionImageLayout(cmdbuf, stage0_image, VK_IMAGE_LAYOUT_GENERAL);
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BeginRenderPass(cmdbuf, renderpass, stage0_framebuffer, extent);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, *m_stage_pipeline[0]);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, stage0_pipeline);
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, stage0_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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//
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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, *m_stage_pipeline[1]);
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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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