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duckstation/src/core/gpu_shadergen.cpp

311 lines
8.5 KiB
C++

// SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#include "gpu_shadergen.h"
GPUShaderGen::GPUShaderGen(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch)
: ShaderGen(render_api, GetShaderLanguageForAPI(render_api), supports_dual_source_blend, supports_framebuffer_fetch)
{
}
GPUShaderGen::~GPUShaderGen() = default;
void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss) const
{
DeclareUniformBuffer(ss, {"float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
ss << R"(
float2 ClampUV(float2 uv) {
return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
})";
}
std::string GPUShaderGen::GenerateDisplayVertexShader() const
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareVertexEntryPoint(ss, {"float2 a_pos", "float2 a_tex0"}, 0, 1, {}, false, "", false, false, false);
ss << R"(
{
v_pos = float4(a_pos, 0.0f, 1.0f);
v_tex0 = a_tex0;
// NDC space Y flip in Vulkan.
#if API_VULKAN
v_pos.y = -v_pos.y;
#endif
}
)";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv, bool nearest) const
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << "{\n";
if (clamp_uv)
ss << " float2 uv = ClampUV(v_tex0);\n";
else
ss << " float2 uv = v_tex0;\n";
// Work around nearest sampling precision issues on AMD graphics cards by adding 1/128 to UVs.
if (nearest)
ss << " o_col0 = float4(LOAD_TEXTURE(samp0, int2((uv * u_src_size.xy) + (1.0 / 128.0)), 0).rgb, 1.0f);\n";
else
ss << " o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n";
ss << "}\n";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0, false);
// Based on
// https://github.com/rsn8887/Sharp-Bilinear-Shaders/blob/master/Copy_To_RetroPie/shaders/sharp-bilinear-simple.glsl
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float2 scale = u_params.xy;
float2 region_range = u_params.zw;
float2 texel = v_tex0 * u_src_size.xy;
float2 texel_floored = floor(texel);
float2 s = frac(texel);
float2 center_dist = s - 0.5;
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + f;
o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
})";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateDisplayLanczosFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0, false);
ss << R"(
CONSTANT int KERNEL_SIZE = 3;
CONSTANT float PI = 3.14159265359;
float lanczos(float x)
{
x = abs(x);
float px = PI * x;
float v = (float(KERNEL_SIZE) * sin(px) * sin(px / float(KERNEL_SIZE))) / (px * px);
v = (x < 0.0001) ? 1.0 : v;
v = (x > float(KERNEL_SIZE)) ? 0.0 : v;
return v;
}
)";
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
float2 pixel = v_tex0 * u_params.xy;
float2 src_pixel = pixel * u_params.zw;
float2 src = floor(src_pixel - 0.5) + 0.5;
float3 color = float3(0.0, 0.0, 0.0);
float total_weight = 0.0;
for (int i = -KERNEL_SIZE; i <= KERNEL_SIZE; i++)
{
for (int j = -KERNEL_SIZE; j <= KERNEL_SIZE; j++)
{
float2 offset = float2(int2(i, j));
float2 sample_pos = (src + offset) * u_src_size.zw;
float2 dxdy = src_pixel - (src + offset);
float weight = lanczos(dxdy.x) * lanczos(dxdy.y);
color += SAMPLE_TEXTURE_LEVEL(samp0, ClampUV(sample_pos), 0.0).rgb * weight;
total_weight += weight;
}
}
o_col0 = float4(color / total_weight, 1.0);
})";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateDeinterlaceWeaveFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"uint2 u_src_offset", "uint u_render_field"}, true);
DeclareTexture(ss, "samp0", 0, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
uint2 fcoord = uint2(v_pos.xy);
if ((fcoord.y & 1u) != u_render_field)
discard;
uint2 tcoord = u_src_offset + uint2(fcoord.x, (fcoord.y / 2u));
o_col0 = LOAD_TEXTURE(samp0, int2(tcoord), 0);
})";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateDeinterlaceBlendFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0, false);
DeclareTexture(ss, "samp1", 1, false);
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
uint2 uv = uint2(v_pos.xy);
float4 c0 = LOAD_TEXTURE(samp0, int2(uv), 0);
float4 c1 = LOAD_TEXTURE(samp1, int2(uv), 0);
o_col0 = (c0 + c1) * 0.5f;
}
)";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateFastMADReconstructFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"uint u_current_field", "uint u_height"}, true);
DeclareTexture(ss, "samp0", 0, false);
DeclareTexture(ss, "samp1", 1, false);
DeclareTexture(ss, "samp2", 2, false);
DeclareTexture(ss, "samp3", 3, false);
ss << R"(
CONSTANT float3 SENSITIVITY = float3(0.08f, 0.08f, 0.08f);
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
int2 uv = int2(int(v_pos.x), int(v_pos.y) >> 1);
float3 cur = LOAD_TEXTURE(samp0, uv, 0).rgb;
float3 hn = LOAD_TEXTURE(samp0, uv + int2(0, -1), 0).rgb;
float3 cn = LOAD_TEXTURE(samp1, uv, 0).rgb;
float3 ln = LOAD_TEXTURE(samp0, uv + int2(0, 1), 0).rgb;
float3 ho = LOAD_TEXTURE(samp2, uv + int2(0, -1), 0).rgb;
float3 co = LOAD_TEXTURE(samp3, uv, 0).rgb;
float3 lo = LOAD_TEXTURE(samp2, uv + int2(0, 1), 0).rgb;
float3 mh = abs(hn.rgb - ho.rgb) - SENSITIVITY;
float3 mc = abs(cn.rgb - co.rgb) - SENSITIVITY;
float3 ml = abs(ln.rgb - lo.rgb) - SENSITIVITY;
float3 mmaxv = max(mh, max(mc, ml));
float mmax = max(mmaxv.r, max(mmaxv.g, mmaxv.b));
// Is pixel F [n][ x , y ] present in the Current Field f [n] ?
uint row = uint(v_pos.y);
if ((row & 1u) == u_current_field)
{
// Directly uses the pixel from the Current Field
o_col0.rgb = cur;
}
else if (row > 0u && row < u_height && mmax > 0.0f)
{
// Reconstructs the missing pixel as the average of the same pixel from the line above and the
// line below it in the Current Field.
o_col0.rgb = (hn + ln) / 2.0;
}
else
{
// Reconstructs the missing pixel as the same pixel from the Previous Field.
o_col0.rgb = cn;
}
o_col0.a = 1.0f;
}
)";
return std::move(ss).str();
}
std::string GPUShaderGen::GenerateChromaSmoothingFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, {"uint2 u_sample_offset", "uint2 u_clamp_size"}, true);
DeclareTexture(ss, "samp0", 0);
ss << R"(
float3 RGBToYUV(float3 rgb)
{
return float3(dot(rgb.rgb, float3(0.299f, 0.587f, 0.114f)),
dot(rgb.rgb, float3(-0.14713f, -0.28886f, 0.436f)),
dot(rgb.rgb, float3(0.615f, -0.51499f, -0.10001f)));
}
float3 YUVToRGB(float3 yuv)
{
return float3(dot(yuv, float3(1.0f, 0.0f, 1.13983f)),
dot(yuv, float3(1.0f, -0.39465f, -0.58060f)),
dot(yuv, float3(1.0f, 2.03211f, 0.0f)));
}
float3 SampleVRAMAverage2x2(uint2 icoords)
{
float3 value = LOAD_TEXTURE(samp0, int2(icoords), 0).rgb;
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(0, 1)), 0).rgb;
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(1, 0)), 0).rgb;
value += LOAD_TEXTURE(samp0, int2(icoords + uint2(1, 1)), 0).rgb;
return value * 0.25;
}
)";
DeclareFragmentEntryPoint(ss, 0, 1, {}, true);
ss << R"(
{
uint2 icoords = uint2(v_pos.xy) + u_sample_offset;
int2 base = int2(icoords) - 1;
uint2 low = uint2(max(base & ~1, int2(0, 0)));
uint2 high = min(low + 2u, u_clamp_size);
float2 coeff = vec2(base & 1) * 0.5 + 0.25;
float3 p = LOAD_TEXTURE(samp0, int2(icoords), 0).rgb;
float3 p00 = SampleVRAMAverage2x2(low);
float3 p01 = SampleVRAMAverage2x2(uint2(low.x, high.y));
float3 p10 = SampleVRAMAverage2x2(uint2(high.x, low.y));
float3 p11 = SampleVRAMAverage2x2(high);
float3 s = lerp(lerp(p00, p10, coeff.x),
lerp(p01, p11, coeff.x),
coeff.y);
float y = RGBToYUV(p).x;
float2 uv = RGBToYUV(s).yz;
o_col0 = float4(YUVToRGB(float3(y, uv)), 1.0);
}
)";
return std::move(ss).str();
}