dont multiply shit randomly, just premult the texcoord to scale :)

This commit is contained in:
lizzie
2026-01-24 11:35:51 +00:00
committed by Caio Oliveira
parent 2b7375ae43
commit ea481a2db8
3 changed files with 27 additions and 41 deletions

View File

@@ -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..9e2122e 100644
index 7074999..c23aae4 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 +8,7 @@ index 7074999..9e2122e 100644
//============================================================================================================
//
@@ -34,17 +34,16 @@ precision highp int;
@@ -34,17 +34,17 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
@@ -17,6 +17,7 @@ index 7074999..9e2122e 100644
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
+ highp vec2 ResizeFactor;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
@@ -30,7 +31,7 @@ index 7074999..9e2122e 100644
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -63,15 +62,19 @@ vec2 weightY(float dx, float dy,float c, float std)
@@ -63,15 +63,15 @@ vec2 weightY(float dx, float dy,float c, float std)
void main()
{
@@ -40,22 +41,18 @@ index 7074999..9e2122e 100644
+ const int mode = OperationMode;
+ const float edgeThreshold = EdgeThreshold;
+ const float edgeSharpness = EdgeSharpness;
+
+ vec2 full_texsize = textureSize(ps0, 0);
+ vec2 recp_texsize = 1.0 / full_texsize;
+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
vec4 color;
if(mode == 1)
- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyz;
+ color.xyz = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyz;
else
- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy * resize_factor, 0.0).xyzw;
+ color.xyzw = textureLod(ps0, in_TEXCOORD0.xy, 0.0).xyzw;
highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
@@ -82,21 +85,24 @@ void main()
@@ -82,21 +82,24 @@ void main()
//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( mode!=4)
{
@@ -67,7 +64,7 @@ index 7074999..9e2122e 100644
- vec4 left = textureGather(ps0,coord, mode);
+ highp vec2 coord = imgCoordPixel * ViewportInfo[0].xy;
+ vec2 pl = imgCoord - imgCoordPixel;
+ vec4 left = textureGather(ps0, coord * resize_factor, mode);
+ 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)
@@ -76,19 +73,19 @@ index 7074999..9e2122e 100644
- 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 * resize_factor, mode);
+ vec4 right = textureGather(ps0, 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 = coord + vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, mode).wz;
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1, mode).wz;
+ highp vec2 IR_highp_vec2_2 = coord + vec2(0.0, ViewportInfo[0].y);
+ upDown.zw = textureGather(ps0, IR_highp_vec2_2 * resize_factor, mode).yx;
+ upDown.zw = textureGather(ps0, 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..3e4f5cd 100644
index d2df646..8b64497 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 @@
@@ -97,7 +94,7 @@ index d2df646..3e4f5cd 100644
//============================================================================================================
//
@@ -40,17 +40,16 @@ precision highp int;
@@ -40,17 +40,17 @@ precision highp int;
////////////////////////
#if defined(UseUniformBlock)
@@ -106,6 +103,7 @@ index d2df646..3e4f5cd 100644
- highp vec4 ViewportInfo[1];
+layout( push_constant ) uniform constants {
+ highp vec4 ViewportInfo[1];
+ highp vec2 ResizeFactor;
};
-layout(set = 0, binding = 1) uniform mediump sampler2D ps0;
+layout(set = 0, binding = 0) uniform mediump sampler2D ps0;
@@ -119,32 +117,14 @@ index d2df646..3e4f5cd 100644
layout(location=0) out vec4 out_Target0;
float fastLanczos2(float x)
@@ -98,11 +97,15 @@ vec2 edgeDirection(vec4 left, vec4 right)
void main()
{
+ vec2 full_texsize = textureSize(ps0, 0);
+ vec2 recp_texsize = 1.0 / full_texsize;
+ vec2 resize_factor = ViewportInfo[0].zw / full_texsize;
+
vec4 color;
if(OperationMode == 1)
- color.xyz = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyz;
+ color.xyz = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyz;
else
- color.xyzw = textureLod(ps0,in_TEXCOORD0.xy,0.0).xyzw;
+ color.xyzw = textureLod(ps0,in_TEXCOORD0.xy * resize_factor,0.0).xyzw;
highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
@@ -116,18 +119,21 @@ void main()
@@ -116,18 +116,21 @@ 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);
- vec2 pl = (imgCoord+(-imgCoordPixel));
- vec4 left = textureGather(ps0,coord, OperationMode);
+ vec2 pl = imgCoord - imgCoordPixel;
+ vec4 left = textureGather(ps0, coord * resize_factor, OperationMode);
+ 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)
@@ -153,14 +133,14 @@ index d2df646..3e4f5cd 100644
- vec4 right = textureGather(ps0,coord + highp vec2(ViewportInfo[0].x, 0.0), OperationMode);
+ highp vec2 IR_highp_vec2_0 = coord + vec2(ViewportInfo[0].x, 0.0);
+ vec4 right = textureGather(ps0, IR_highp_vec2_0 * resize_factor, OperationMode);
+ vec4 right = textureGather(ps0, 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 = coord + vec2(0.0, -ViewportInfo[0].y);
+ upDown.xy = textureGather(ps0, IR_highp_vec2_1 * resize_factor, OperationMode).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 * resize_factor, OperationMode).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);

View File

@@ -3,11 +3,15 @@
#version 450
layout( push_constant ) uniform constants {
highp vec4 ViewportInfo[1];
highp vec2 ResizeFactor;
};
layout(location = 0) out highp vec2 texcoord;
void main() {
float x = float((gl_VertexIndex & 1) << 2);
float y = float((gl_VertexIndex & 2) << 1);
gl_Position = vec4(x - 1.0f, y - 1.0f, 0.0, 1.0f);
texcoord = vec2(x, y) / 2.0;
texcoord = vec2(x, y) * ResizeFactor * 0.5;
}

View File

@@ -17,7 +17,7 @@
namespace Vulkan {
using PushConstants = std::array<u32, 4>;
using PushConstants = std::array<u32, 4 + 2>;
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}
@@ -110,6 +110,8 @@ VkImageView SGSR::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
viewport_con[1] = std::bit_cast<u32>(1.f / viewport_height);
viewport_con[2] = std::bit_cast<u32>(viewport_width);
viewport_con[3] = std::bit_cast<u32>(viewport_height);
viewport_con[4] = std::bit_cast<u32>(viewport_width / input_image_width);
viewport_con[5] = std::bit_cast<u32>(viewport_height / input_image_height);
UploadImages(scheduler);
UpdateDescriptorSets(source_image_view, image_index);