LookingGlass/client/renderers/EGL/shader/ffx_fsr1_easu.frag
Geoffrey McRae b4b4a37b2b [client] egl: switch to using GL_TEXTURE_EXTERNAL_OES for DMABUF
According to Erik @ NVidia the open source NVidia driver will not
create a EGLImage from a DMABUF if the target is not
GL_TEXTURE_EXTERNAL_OES. This change set converts the dmabuf texture
from GL_TEXTURE_2D to GL_TEXTURE_EXTERNAL_OES and at runtime performs a
global search & replace on fragment shaders as needed to remain
compatible, replacing `sampler2D` with `samplerExternalOES`.

Ref: https://github.com/NVIDIA/open-gpu-kernel-modules/discussions/243#discussioncomment-3283415
2023-03-09 09:20:01 +11:00

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738 B
GLSL

#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
#include "compat.h"
in vec2 fragCoord;
out vec4 fragColor;
uniform sampler2D sampler1;
uniform vec2 uOutRes;
uniform uvec4 uConsts[4];
#define A_GPU 1
#define A_GLSL 1
#define A_FULL 1
#include "ffx_a.h"
#define FSR_EASU_F 1
AF4 FsrEasuRF(AF2 p){return AF4(textureGather(sampler1, p, 0));}
AF4 FsrEasuGF(AF2 p){return AF4(textureGather(sampler1, p, 1));}
AF4 FsrEasuBF(AF2 p){return AF4(textureGather(sampler1, p, 2));}
#include "ffx_fsr1.h"
void main()
{
vec3 color;
uvec2 point = uvec2(fragCoord * uOutRes);
FsrEasuF(color, point, uConsts[0], uConsts[1], uConsts[2], uConsts[3]);
fragColor = vec4(color.rgb, 1);
}