mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-09 20:24:14 +00:00
[client] egl: rework post process filters and add AMD FXR
This commit is contained in:
@@ -40,13 +40,15 @@
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#include "basic.vert.h"
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#include "ffx_cas.frag.h"
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#include "ffx_fsr1_easu.frag.h"
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#include "ffx_fsr1_rcas.frag.h"
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struct DesktopShader
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{
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EGL_Shader * shader;
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GLint uTransform;
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GLint uDesktopSize;
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GLint uTextureScale;
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GLint uTextureSize;
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GLint uScaleAlgo;
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GLint uNVGain;
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GLint uCBMode;
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@@ -65,6 +67,7 @@ struct EGL_Desktop
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// internals
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int width, height;
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LG_RendererRotate rotate;
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bool upscale;
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// scale algorithm
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int scaleAlgo;
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@@ -79,10 +82,15 @@ struct EGL_Desktop
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bool useDMA;
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LG_RendererFormat format;
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EGL_Shader * ffxFSR1[2];
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bool ffxFSR1Enable;
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PostProcessHandle ffxFSR1Handle[2];
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EGL_Uniform ffxFSR1Uniform;
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EGL_Shader * ffxCAS;
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bool ffxCASEnable;
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PostProcessHandle ffxCASHandle;
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EGL_Uniform ffxUniform;
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EGL_Uniform ffxCASUniform;
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};
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// forwards
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@@ -104,20 +112,27 @@ static bool egl_initDesktopShader(
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return false;
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}
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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
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shader->uTextureScale = egl_shaderGetUniform(shader->shader, "textureScale");
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
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shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
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shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
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shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
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shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
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shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
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return true;
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}
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static void setupFilters(EGL_Desktop * desktop)
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{
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desktop->ffxFSR1Handle[0] =
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egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[0],
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desktop->ffxFSR1Enable);
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desktop->ffxFSR1Handle[1] =
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egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[1],
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desktop->ffxFSR1Enable);
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desktop->ffxCASHandle =
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egl_textureAddFilter(desktop->texture, desktop->ffxCAS, 1.0f,
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egl_textureAddFilter(desktop->texture, desktop->ffxCAS,
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desktop->ffxCASEnable);
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}
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@@ -173,18 +188,38 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
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desktop->scaleAlgo = option_get_int("egl", "scale" );
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desktop->useDMA = useDMA;
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// AMD FidelidyFX FSR
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egl_shaderInit(&desktop->ffxFSR1[0]);
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egl_shaderCompile(desktop->ffxFSR1[0],
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_fsr1_easu_frag, b_shader_ffx_fsr1_easu_frag_size);
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egl_shaderInit(&desktop->ffxFSR1[1]);
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egl_shaderCompile(desktop->ffxFSR1[1],
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_fsr1_rcas_frag, b_shader_ffx_fsr1_rcas_frag_size);
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desktop->ffxFSR1Enable = option_get_bool("eglFilter", "ffxFSR");
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desktop->ffxFSR1Uniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxFSR1Uniform.location =
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egl_shaderGetUniform(desktop->ffxFSR1[1], "uSharpness");
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desktop->ffxFSR1Uniform.f[0] =
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option_get_float("eglFilter", "ffxFSRSharpness");
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egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
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// AMD FidelidyFX CAS
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egl_shaderInit(&desktop->ffxCAS);
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egl_shaderCompile(desktop->ffxCAS,
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
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desktop->ffxCASEnable = option_get_bool("eglFilter", "ffxCAS");
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desktop->ffxUniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxUniform.location =
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desktop->ffxCASUniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxCASUniform.location =
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egl_shaderGetUniform(desktop->ffxCAS, "uSharpness");
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desktop->ffxUniform.f[0] =
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desktop->ffxCASUniform.f[0] =
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option_get_float("eglFilter", "ffxCASSharpness");
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
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setupFilters(desktop);
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@@ -222,6 +257,9 @@ void egl_desktopFree(EGL_Desktop ** desktop)
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egl_shaderFree (&(*desktop)->shader.shader);
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egl_desktopRectsFree(&(*desktop)->mesh );
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countedBufferRelease(&(*desktop)->matrix );
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egl_shaderFree(&(*desktop)->ffxFSR1[0]);
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egl_shaderFree(&(*desktop)->ffxFSR1[1]);
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egl_shaderFree(&(*desktop)->ffxCAS);
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free(*desktop);
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@@ -266,25 +304,64 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
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igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
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igPopItemWidth();
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bool invalidateCAS = false;
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bool invalidateTex = false;
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// AMD FidelityFX FSR
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bool fsr1 = desktop->ffxFSR1Enable;
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igCheckbox("AMD FidelityFX FSR", &fsr1);
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if (fsr1 != desktop->ffxFSR1Enable)
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{
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desktop->ffxFSR1Enable = fsr1;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
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fsr1 && desktop->upscale);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
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fsr1 && desktop->upscale);
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invalidateTex = true;
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}
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float fsr1Sharpness = desktop->ffxFSR1Uniform.f[0];
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igText("Sharpness:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
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igGetStyle()->WindowPadding.x);
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igSliderFloat("##fsr1Sharpness", &fsr1Sharpness, 0.0f, 1.0f, NULL, 0);
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igPopItemWidth();
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if (fsr1Sharpness != desktop->ffxFSR1Uniform.f[0])
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{
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// enable FSR1 if the sharpness was changed
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if (!fsr1)
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{
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fsr1 = true;
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desktop->ffxFSR1Enable = fsr1;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
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fsr1 && desktop->upscale);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
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fsr1 && desktop->upscale);
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}
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desktop->ffxFSR1Uniform.f[0] = fsr1Sharpness;
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egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
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invalidateTex = true;
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}
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// AMD FiedlityFX CAS
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bool cas = desktop->ffxCASEnable;
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igCheckbox("AMD FidelityFX CAS", &cas);
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if (cas != desktop->ffxCASEnable)
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{
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desktop->ffxCASEnable = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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invalidateCAS = true;
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invalidateTex = true;
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}
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float sharpness = desktop->ffxUniform.f[0];
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float casSharpness = desktop->ffxCASUniform.f[0];
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igText("Sharpness:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
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igGetStyle()->WindowPadding.x);
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igSliderFloat("##casSharpness", &sharpness, 0.0f, 1.0f, NULL, 0);
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igSliderFloat("##casSharpness", &casSharpness, 0.0f, 1.0f, NULL, 0);
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igPopItemWidth();
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if (sharpness != desktop->ffxUniform.f[0])
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if (casSharpness != desktop->ffxCASUniform.f[0])
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{
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// enable CAS if the sharpness was changed
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if (!cas)
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@@ -293,12 +370,12 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
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desktop->ffxCASEnable = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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}
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desktop->ffxUniform.f[0] = sharpness;
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
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invalidateCAS = true;
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desktop->ffxCASUniform.f[0] = casSharpness;
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
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invalidateTex = true;
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}
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if (invalidateCAS)
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if (invalidateTex)
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{
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egl_textureInvalidate(desktop->texture);
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app_invalidateWindow(true);
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@@ -379,6 +456,29 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
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return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
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}
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void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
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{
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if (width > desktop->width && height > desktop->height)
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{
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desktop->upscale = true;
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if (desktop->ffxFSR1Enable)
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{
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0], true);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1], true);
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}
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egl_textureSetFilterRes(desktop->ffxFSR1Handle[0], width, height);
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egl_textureSetFilterRes(desktop->ffxFSR1Handle[1], width, height);
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egl_textureSetFilterRes(desktop->ffxCASHandle , width, height);
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}
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else
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{
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desktop->upscale = false;
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egl_textureEnableFilter(desktop->ffxFSR1Handle[0], false);
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egl_textureEnableFilter(desktop->ffxFSR1Handle[1], false);
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egl_textureSetFilterRes(desktop->ffxCASHandle, 0, 0);
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}
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}
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bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
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const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
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LG_RendererRotate rotate, const struct DamageRects * rects)
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@@ -412,12 +512,14 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
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scaleAlgo = desktop->scaleAlgo;
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}
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struct Rect finalSize;
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egl_textureBind(desktop->texture);
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egl_textureGetFinalSize(desktop->texture, &finalSize);
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egl_desktopRectsMatrix((float *)desktop->matrix->data,
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desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
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egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
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egl_textureBind(desktop->texture);
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const struct DesktopShader * shader = &desktop->shader;
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EGL_Uniform uniforms[] =
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{
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@@ -432,9 +534,9 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
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.f = { desktop->width, desktop->height },
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},
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{
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.type = EGL_UNIFORM_TYPE_1F,
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.location = shader->uTextureScale,
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.f = { egl_textureGetScale(desktop->texture) },
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.type = EGL_UNIFORM_TYPE_2I,
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.location = shader->uTextureSize,
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.i = { finalSize.x, finalSize.y },
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},
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{
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.type = EGL_UNIFORM_TYPE_M3x2FV,
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