video_core/opengl: Add FSR upscaling filter to the OpenGL renderer

This commit is contained in:
Wollnashorn 2023-01-01 19:22:46 +01:00
parent 380dcde154
commit c4a49eb1dd
14 changed files with 547 additions and 172 deletions

View file

@ -3,12 +3,16 @@
set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
set(GLSL_INCLUDES
fidelityfx_fsr.comp
set(FIDELITYFX_FILES
${FIDELITYFX_INCLUDE_DIR}/ffx_a.h
${FIDELITYFX_INCLUDE_DIR}/ffx_fsr1.h
)
set(GLSL_INCLUDES
fidelityfx_fsr.comp
${FIDELITYFX_FILES}
)
set(SHADER_FILES
astc_decoder.comp
blit_color_float.frag
@ -24,6 +28,9 @@ set(SHADER_FILES
fxaa.vert
opengl_convert_s8d24.comp
opengl_copy_bc4.comp
opengl_fidelityfx_fsr.frag
opengl_fidelityfx_fsr_easu.frag
opengl_fidelityfx_fsr_rcas.frag
opengl_present.frag
opengl_present.vert
opengl_present_scaleforce.frag
@ -118,6 +125,25 @@ foreach(FILENAME IN ITEMS ${SHADER_FILES})
endif()
endforeach()
foreach(FILEPATH IN ITEMS ${FIDELITYFX_FILES})
get_filename_component(FILENAME ${FILEPATH} NAME)
string(REPLACE "." "_" HEADER_NAME ${FILENAME})
set(SOURCE_FILE ${FILEPATH})
set(SOURCE_HEADER_FILE ${SHADER_DIR}/${HEADER_NAME}.h)
add_custom_command(
OUTPUT
${SOURCE_HEADER_FILE}
COMMAND
${CMAKE_COMMAND} -P ${HEADER_GENERATOR} ${SOURCE_FILE} ${SOURCE_HEADER_FILE} ${INPUT_FILE}
MAIN_DEPENDENCY
${SOURCE_FILE}
DEPENDS
${INPUT_FILE}
# HEADER_GENERATOR should be included here but msbuild seems to assume it's always modified
)
set(SHADER_HEADERS ${SHADER_HEADERS} ${SOURCE_HEADER_FILE})
endforeach()
set(SHADER_SOURCES ${SHADER_FILES})
list(APPEND SHADER_SOURCES ${GLSL_INCLUDES})

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@ -0,0 +1,108 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
//!#version 460 core
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_AMD_gpu_shader_half_float : enable
#extension GL_NV_gpu_shader5 : enable
// FidelityFX Super Resolution Sample
//
// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
layout (location = 0) uniform uvec4 constants[4];
#define A_GPU 1
#define A_GLSL 1
#ifdef YUZU_USE_FP16
#define A_HALF
#endif
#include "ffx_a.h"
#ifndef YUZU_USE_FP16
layout (binding=0) uniform sampler2D InputTexture;
#if USE_EASU
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
#endif
#if USE_RCAS
#define FSR_RCAS_F
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
#endif
#else
layout (binding=0) uniform sampler2D InputTexture;
#if USE_EASU
#define FSR_EASU_H 1
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
#endif
#if USE_RCAS
#define FSR_RCAS_H
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
#endif
#endif
#include "ffx_fsr1.h"
#if USE_RCAS
layout(location = 0) in vec2 frag_texcoord;
#endif
layout (location = 0) out vec4 frag_color;
void CurrFilter(AU2 pos)
{
#if USE_EASU
#ifndef YUZU_USE_FP16
AF3 c;
FsrEasuF(c, pos, constants[0], constants[1], constants[2], constants[3]);
frag_color = AF4(c, 1.0);
#else
AH3 c;
FsrEasuH(c, pos, constants[0], constants[1], constants[2], constants[3]);
frag_color = AH4(c, 1.0);
#endif
#endif
#if USE_RCAS
#ifndef YUZU_USE_FP16
AF3 c;
FsrRcasF(c.r, c.g, c.b, pos, constants[0]);
frag_color = AF4(c, 1.0);
#else
AH3 c;
FsrRcasH(c.r, c.g, c.b, pos, constants[0]);
frag_color = AH4(c, 1.0);
#endif
#endif
}
void main()
{
#if USE_RCAS
CurrFilter(AU2(frag_texcoord * vec2(textureSize(InputTexture, 0))));
#else
CurrFilter(AU2(gl_FragCoord.xy));
#endif
}

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@ -0,0 +1,9 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define USE_EASU 1
#include "opengl_fidelityfx_fsr.frag"

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@ -0,0 +1,9 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
#extension GL_GOOGLE_include_directive : enable
#define USE_RCAS 1
#include "opengl_fidelityfx_fsr.frag"