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https://github.com/gnif/LookingGlass.git
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[client] egl: precompute FSR filter constants on CPU
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fe823b6172
commit
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@ -21,9 +21,12 @@
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#include "filter.h"
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#include "framebuffer.h"
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#include "common/array.h"
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#include "common/countedbuffer.h"
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#include "common/debug.h"
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#include "common/option.h"
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#include "cimgui.h"
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#include "ffx.h"
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#include "basic.vert.h"
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#include "ffx_fsr1_easu.frag.h"
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@ -36,7 +39,7 @@ typedef struct EGL_FilterFFXFSR1
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EGL_Shader * easu, * rcas;
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bool enable, active;
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float sharpness;
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EGL_Uniform easuUniform, rcasUniform;
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EGL_Uniform easuUniform[2], rcasUniform;
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enum EGL_PixelFormat pixFmt;
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unsigned int width, height;
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@ -73,6 +76,11 @@ static void egl_filterFFXFSR1EarlyInit(void)
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option_register(options);
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}
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static void rcasUpdateUniform(EGL_FilterFFXFSR1 * this)
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{
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ffxFsrRcasConst(this->rcasUniform.ui, 2.0f - this->sharpness * 2.0f);
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}
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static bool egl_filterFFXFSR1Init(EGL_Filter ** filter)
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{
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EGL_FilterFFXFSR1 * this = calloc(1, sizeof(*this));
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@ -115,15 +123,18 @@ static bool egl_filterFFXFSR1Init(EGL_Filter ** filter)
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this->enable = option_get_bool("eglFilter", "ffxFSR");
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this->easuUniform.type = EGL_UNIFORM_TYPE_2UI;
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this->easuUniform.location =
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this->easuUniform[0].type = EGL_UNIFORM_TYPE_4UIV;
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this->easuUniform[0].location =
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egl_shaderGetUniform(this->easu, "uConsts");
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this->easuUniform[0].v = countedBufferNew(16 * sizeof(GLuint));
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this->easuUniform[1].type = EGL_UNIFORM_TYPE_2F;
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this->easuUniform[1].location =
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egl_shaderGetUniform(this->easu, "uOutRes");
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this->rcasUniform.type = EGL_UNIFORM_TYPE_1F;
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this->rcasUniform.location =
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egl_shaderGetUniform(this->rcas, "uSharpness");
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this->rcasUniform.type = EGL_UNIFORM_TYPE_4UI;
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this->rcasUniform.location = egl_shaderGetUniform(this->rcas, "uConsts");
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this->sharpness = option_get_float("eglFilter", "ffxFSRSharpness");
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this->rcasUniform.f[0] = 2.0f - this->sharpness * 2.0f;
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rcasUpdateUniform(this);
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if (!egl_framebufferInit(&this->easuFb))
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{
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@ -269,7 +280,7 @@ static bool egl_filterFFXFSR1ImguiConfig(EGL_Filter * filter)
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}
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this->sharpness = sharpness;
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this->rcasUniform.f[0] = 2.0f - sharpness * 2.0f;
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rcasUpdateUniform(this);
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redraw = true;
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}
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@ -313,6 +324,11 @@ static bool egl_filterFFXFSR1Setup(EGL_Filter * filter,
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this->sizeChanged = false;
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this->pixFmt = pixFmt;
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this->prepared = false;
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this->easuUniform[1].f[0] = this->width;
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this->easuUniform[1].f[1] = this->height;
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ffxFsrEasuConst((uint32_t *) this->easuUniform[0].v->data, this->inWidth, this->inHeight,
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this->inWidth, this->inHeight, this->width, this->height);
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return true;
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}
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@ -334,10 +350,7 @@ static bool egl_filterFFXFSR1Prepare(EGL_Filter * filter)
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if (this->prepared)
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return true;
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this->easuUniform.ui[0] = this->width;
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this->easuUniform.ui[1] = this->height;
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egl_shaderSetUniforms(this->easu, &this->easuUniform, 1);
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egl_shaderSetUniforms(this->easu, this->easuUniform, ARRAY_LENGTH(this->easuUniform));
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egl_shaderSetUniforms(this->rcas, &this->rcasUniform, 1);
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this->prepared = true;
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@ -7,7 +7,8 @@ in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform uvec2 uOutRes;
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uniform vec2 uOutRes;
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uniform uvec4 uConsts[4];
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#define A_GPU 1
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#define A_GLSL 1
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@ -36,22 +37,8 @@ AF4 FsrEasuBF(AF2 p){return AF4(_textureGather(texture, p, 2));}
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void main()
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{
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vec2 inRes = vec2(textureSize(texture, 0));
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vec2 outRes = vec2(uOutRes);
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AU4 con0, con1, con2, con3;
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FsrEasuCon(
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con0,
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con1,
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con2,
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con3,
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inRes.x , inRes.y,
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inRes.x , inRes.y,
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outRes.x, outRes.y
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);
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vec3 color;
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uvec2 point = uvec2(fragCoord * outRes);
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FsrEasuF(color, point, con0, con1, con2, con3);
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fragColor = vec4(color.xyz, 1);
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uvec2 point = uvec2(fragCoord * uOutRes);
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FsrEasuF(color, point, uConsts[0], uConsts[1], uConsts[2], uConsts[3]);
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fragColor = vec4(color.rgb, 1);
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}
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@ -7,7 +7,7 @@ in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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uniform float uSharpness;
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uniform uvec4 uConsts;
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#define A_GPU 1
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#define A_GLSL 1
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@ -27,9 +27,6 @@ void main()
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vec2 inRes = vec2(textureSize(texture, 0));
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uvec2 point = uvec2(fragCoord * (inRes + 0.5f));
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uvec4 const0;
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FsrRcasCon(const0, uSharpness);
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FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, const0);
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FsrRcasF(fragColor.r, fragColor.g, fragColor.b, point, uConsts);
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fragColor.a = 1.0f;
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}
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