diff options
| author | JPikachu <jpikachu.eden@gmail.com> | 2025-06-21 13:35:04 +0000 |
|---|---|---|
| committer | JPikachu <jpikachu@noreply.localhost> | 2025-06-21 13:35:04 +0000 |
| commit | 2946cdbd2d4ab802e80ab7daa6cd3004067ae848 (patch) | |
| tree | e480667338c74958975d1ddbc342eee4e74d566d /src/video_core/host_shaders | |
| parent | 8c33b0bb5df5b755a73434ae74a15edc9ceb4c82 (diff) | |
renderer: add area sampling scaling method (#201)
Adds Area Sampling to the list of scaling options. Works well to achieve a high-quality, smooth super-sampling effect. Dolphin has had this for a while and so has Ryujinx, so lui decided to port it.
Adapted from these two PRs:
https://github.com/Ryujinx/Ryujinx/pull/7304
https://github.com/dolphin-emu/dolphin/pull/11999
Credit: Torzu, lui
Reviewed-on: http://vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion/torzu-emu/torzu/pulls/57
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-committed-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: lui <lui@vub63vv26q6v27xzv2dtcd25xumubshogm67yrpaz2rculqxs7jlfqad.onion>
Co-authored-by: crueter <swurl@swurl.xyz>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/201
Co-authored-by: JPikachu <jpikachu.eden@gmail.com>
Co-committed-by: JPikachu <jpikachu.eden@gmail.com>
Diffstat (limited to 'src/video_core/host_shaders')
| -rw-r--r-- | src/video_core/host_shaders/CMakeLists.txt | 1 | ||||
| -rw-r--r-- | src/video_core/host_shaders/present_area.frag | 107 |
2 files changed, 108 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index fe3e9e982c..688e10d2e4 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -42,6 +42,7 @@ set(SHADER_FILES opengl_present_scaleforce.frag opengl_smaa.glsl pitch_unswizzle.comp + present_area.frag present_bicubic.frag present_gaussian.frag queries_prefix_scan_sum.comp diff --git a/src/video_core/host_shaders/present_area.frag b/src/video_core/host_shaders/present_area.frag new file mode 100644 index 0000000000..41f5bc52fc --- /dev/null +++ b/src/video_core/host_shaders/present_area.frag @@ -0,0 +1,107 @@ +#version 460 core + +layout(location = 0) in vec2 frag_tex_coord; +layout(location = 0) out vec4 color; +layout(binding = 0) uniform sampler2D color_texture; + +#ifdef VULKAN + +struct ScreenRectVertex { + vec2 position; + vec2 tex_coord; +}; +layout (push_constant) uniform PushConstants { + mat4 modelview_matrix; + ScreenRectVertex vertices[4]; +}; + +#else // OpenGL + +layout(location = 1) uniform uvec2 screen_size; + +#endif + +/***** Area Sampling *****/ + +// By Sam Belliveau and Filippo Tarpini. Public Domain license. +// Effectively a more accurate sharp bilinear filter when upscaling, +// that also works as a mathematically perfect downscale filter. +// https://entropymine.com/imageworsener/pixelmixing/ +// https://github.com/obsproject/obs-studio/pull/1715 +// https://legacy.imagemagick.org/Usage/filter/ +vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords, vec2 source_size, vec2 target_size) { + // Determine the sizes of the source and target images. + vec2 inverted_target_size = vec2(1.0) / target_size; + + // Determine the range of the source image that the target pixel will cover. + vec2 range = source_size * inverted_target_size; + vec2 beg = (texCoords.xy * source_size) - (range * 0.5); + vec2 end = beg + range; + + // Compute the top-left and bottom-right corners of the pixel box. + ivec2 f_beg = ivec2(floor(beg)); + ivec2 f_end = ivec2(floor(end)); + + // Compute how much of the start and end pixels are covered horizontally & vertically. + float area_w = 1.0 - fract(beg.x); + float area_n = 1.0 - fract(beg.y); + float area_e = fract(end.x); + float area_s = fract(end.y); + + // Compute the areas of the corner pixels in the pixel box. + float area_nw = area_n * area_w; + float area_ne = area_n * area_e; + float area_sw = area_s * area_w; + float area_se = area_s * area_e; + + // Initialize the color accumulator. + vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0); + + // Accumulate corner pixels. + avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0); + avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0); + avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0); + avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0); + + // Determine the size of the pixel box. + int x_range = int(f_end.x - f_beg.x - 0.5); + int y_range = int(f_end.y - f_beg.y - 0.5); + + // Accumulate top and bottom edge pixels. + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0); + avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0); + } + + // Accumulate left and right edge pixels and all the pixels in between. + for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) { + avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0); + avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0); + + for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) { + avg_color += texelFetch(textureSampler, ivec2(x, y), 0); + } + } + + // Compute the area of the pixel box that was sampled. + float area_corners = area_nw + area_ne + area_sw + area_se; + float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e); + float area_center = float(x_range) * float(y_range); + + // Return the normalized average color. + return avg_color / (area_corners + area_edges + area_center); +} + +void main() { + vec2 source_image_size = textureSize(color_texture, 0); + vec2 window_size; + + #ifdef VULKAN + window_size.x = vertices[1].position.x - vertices[0].position.x; + window_size.y = vertices[2].position.y - vertices[0].position.y; + #else // OpenGL + window_size = screen_size; + #endif + + color = AreaSampling(color_texture, frag_tex_coord, source_image_size, window_size); +} |
