[vk, ogl] Add VK_QCOM ZTC, Bspline, Mitchell filter weights, add MMPX filter (#2577)

Adds native support for QCOM cubic filter weights, and for devices whom do not support said weights, just implement them in shaders

TODO: ZTC filter is wrong!?

Signed-off-by: lizzie <lizzie@eden-emu.dev>

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2577
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: CamilleLaVey <camillelavey99@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
lizzie 2025-10-07 06:35:57 +02:00 committed by crueter
parent 62369aa2d5
commit dbeae7add0
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
21 changed files with 395 additions and 60 deletions

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@ -44,9 +44,13 @@ set(SHADER_FILES
pitch_unswizzle.comp
present_area.frag
present_bicubic.frag
present_zero_tangent.frag
present_bspline.frag
present_mitchell.frag
present_gaussian.frag
present_lanczos.frag
present_spline1.frag
present_mmpx.frag
queries_prefix_scan_sum.comp
queries_prefix_scan_sum_nosubgroups.comp
resolve_conditional_render.comp

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@ -1,56 +1,37 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0 / 6.0);
vec4 cubic(float x) {
float x2 = x * x;
float x3 = x2 * x;
return vec4(1.0, x, x2, x3) * transpose(mat4x4(
0.0, 2.0, 0.0, 0.0,
-1.0, 0.0, 1.0, 0.0,
2.0, -5.0, 4.0, -1.0,
-1.0, 3.0, -3.0, 1.0
) * (1.0 / 2.0));
}
vec4 textureBicubic( sampler2D textureSampler, vec2 texCoords ) {
vec2 texSize = textureSize(textureSampler, 0);
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2(-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(textureSampler, offset.xz);
vec4 sample1 = texture(textureSampler, offset.yz);
vec4 sample2 = texture(textureSampler, offset.xw);
vec4 sample3 = texture(textureSampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
vec4 textureBicubic(sampler2D samp, vec2 uv) {
vec2 tex_size = vec2(textureSize(samp, 0));
vec2 cc_tex = uv * tex_size - 0.5f;
vec2 fex = cc_tex - floor(cc_tex);
vec4 xcubic = cubic(fex.x);
vec4 ycubic = cubic(fex.y);
vec4 c = floor(cc_tex).xxyy + vec2(-0.5f, 1.5f).xyxy;
vec4 z = vec4(xcubic.yw, ycubic.yw);
vec4 s = vec4(xcubic.xz, ycubic.xz) + z;
vec4 offset = (c + z / s) * (1.0f / tex_size).xxyy;
vec2 n = vec2(s.x / (s.x + s.y), s.z / (s.z + s.w));
return mix(
mix(texture(samp, offset.yw), texture(samp, offset.xw), n.x),
mix(texture(samp, offset.yz), texture(samp, offset.xz), n.x),
n.y);
}
void main() {
color = textureBicubic(color_texture, frag_tex_coord);
}

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@ -0,0 +1,35 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
vec4 cubic(float x) {
float x2 = x * x;
float x3 = x2 * x;
return vec4(1.0, x, x2, x3) * transpose(mat4x4(
1.0, 4.0, 1.0, 0.0,
-3.0, 0.0, 3.0, 0.0,
3.0, -6.0, 3.0, 0.0,
-1.0, 3.0, -3.0, 1.0
) * (1.0 / 6.0));
}
vec4 textureBicubic(sampler2D samp, vec2 uv) {
vec2 tex_size = vec2(textureSize(samp, 0));
vec2 cc_tex = uv * tex_size - 0.5f;
vec2 fex = cc_tex - floor(cc_tex);
vec4 xcubic = cubic(fex.x);
vec4 ycubic = cubic(fex.y);
vec4 c = floor(cc_tex).xxyy + vec2(-0.5f, 1.5f).xyxy;
vec4 z = vec4(xcubic.yw, ycubic.yw);
vec4 s = vec4(xcubic.xz, ycubic.xz) + z;
vec4 offset = (c + z / s) * (1.0f / tex_size).xxyy;
vec2 n = vec2(s.x / (s.x + s.y), s.z / (s.z + s.w));
return mix(
mix(texture(samp, offset.yw), texture(samp, offset.xw), n.x),
mix(texture(samp, offset.yz), texture(samp, offset.xz), n.x),
n.y);
}
void main() {
color = textureBicubic(color_texture, frag_tex_coord);
}

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@ -0,0 +1,35 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
vec4 cubic(float x) {
float x2 = x * x;
float x3 = x2 * x;
return vec4(1.0, x, x2, x3) * transpose(mat4x4(
1.0, 16.0, 1.0, 0.0,
-9.0, 0.0, 9.0, 0.0,
15.0, -36.0, 27.0, -6.0,
-7.0, 21.0, -21.0, 7.0
) * (1.0 / 18.0));
}
vec4 textureBicubic(sampler2D samp, vec2 uv) {
vec2 tex_size = vec2(textureSize(samp, 0));
vec2 cc_tex = uv * tex_size - 0.5f;
vec2 fex = cc_tex - floor(cc_tex);
vec4 xcubic = cubic(fex.x);
vec4 ycubic = cubic(fex.y);
vec4 c = floor(cc_tex).xxyy + vec2(-0.5f, 1.5f).xyxy;
vec4 z = vec4(xcubic.yw, ycubic.yw);
vec4 s = vec4(xcubic.xz, ycubic.xz) + z;
vec4 offset = (c + z / s) * (1.0f / tex_size).xxyy;
vec2 n = vec2(s.x / (s.x + s.y), s.z / (s.z + s.w));
return mix(
mix(texture(samp, offset.yw), texture(samp, offset.xw), n.x),
mix(texture(samp, offset.yz), texture(samp, offset.xz), n.x),
n.y);
}
void main() {
color = textureBicubic(color_texture, frag_tex_coord);
}

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@ -0,0 +1,131 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// Copyright 2023 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#version 460 core
layout(location = 0) in vec2 tex_coord;
layout(location = 0) out vec4 frag_color;
layout(binding = 0) uniform sampler2D tex;
#define src(x, y) texture(tex, coord + vec2(x, y) * 1.0 / source_size)
float luma(vec4 col) {
return dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)) * (1.0 - col.a);
}
bool same(vec4 B, vec4 A0) {
return all(equal(B, A0));
}
bool notsame(vec4 B, vec4 A0) {
return any(notEqual(B, A0));
}
bool all_eq2(vec4 B, vec4 A0, vec4 A1) {
return (same(B,A0) && same(B,A1));
}
bool all_eq3(vec4 B, vec4 A0, vec4 A1, vec4 A2) {
return (same(B,A0) && same(B,A1) && same(B,A2));
}
bool all_eq4(vec4 B, vec4 A0, vec4 A1, vec4 A2, vec4 A3) {
return (same(B,A0) && same(B,A1) && same(B,A2) && same(B,A3));
}
bool any_eq3(vec4 B, vec4 A0, vec4 A1, vec4 A2) {
return (same(B,A0) || same(B,A1) || same(B,A2));
}
bool none_eq2(vec4 B, vec4 A0, vec4 A1) {
return (notsame(B,A0) && notsame(B,A1));
}
bool none_eq4(vec4 B, vec4 A0, vec4 A1, vec4 A2, vec4 A3) {
return (notsame(B,A0) && notsame(B,A1) && notsame(B,A2) && notsame(B,A3));
}
void main()
{
vec2 source_size = vec2(textureSize(tex, 0));
vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
vec2 coord = tex_coord - pos / source_size;
vec4 E = src(0.0,0.0);
vec4 A = src(-1.0,-1.0);
vec4 B = src(0.0,-1.0);
vec4 C = src(1.0,-1.0);
vec4 D = src(-1.0,0.0);
vec4 F = src(1.0,0.0);
vec4 G = src(-1.0,1.0);
vec4 H = src(0.0,1.0);
vec4 I = src(1.0,1.0);
vec4 J = E;
vec4 K = E;
vec4 L = E;
vec4 M = E;
frag_color = E;
if(same(E,A) && same(E,B) && same(E,C) && same(E,D) && same(E,F) && same(E,G) && same(E,H) && same(E,I)) return;
vec4 P = src(0.0,2.0);
vec4 Q = src(-2.0,0.0);
vec4 R = src(2.0,0.0);
vec4 S = src(0.0,2.0);
float Bl = luma(B);
float Dl = luma(D);
float El = luma(E);
float Fl = luma(F);
float Hl = luma(H);
if (((same(D,B) && notsame(D,H) && notsame(D,F))) && ((El>=Dl) || same(E,A)) && any_eq3(E,A,C,G) && ((El<Dl) || notsame(A,D) || notsame(E,P) || notsame(E,Q))) J=mix(D, J, 0.5);
if (((same(B,F) && notsame(B,D) && notsame(B,H))) && ((El>=Bl) || same(E,C)) && any_eq3(E,A,C,I) && ((El<Bl) || notsame(C,B) || notsame(E,P) || notsame(E,R))) K=mix(B, K, 0.5);
if (((same(H,D) && notsame(H,F) && notsame(H,B))) && ((El>=Hl) || same(E,G)) && any_eq3(E,A,G,I) && ((El<Hl) || notsame(G,H) || notsame(E,S) || notsame(E,Q))) L=mix(H, L, 0.5);
if (((same(F,H) && notsame(F,B) && notsame(F,D))) && ((El>=Fl) || same(E,I)) && any_eq3(E,C,G,I) && ((El<Fl) || notsame(I,H) || notsame(E,R) || notsame(E,S))) M=mix(F, M, 0.5);
if ((notsame(E,F) && all_eq4(E,C,I,D,Q) && all_eq2(F,B,H)) && notsame(F,src(3.0,0.0))) {M=mix(M, F, 0.5); K=mix(K, M, 0.5);};
if ((notsame(E,D) && all_eq4(E,A,G,F,R) && all_eq2(D,B,H)) && notsame(D,src(-3.0,0.0))) {L=mix(L, D, 0.5); J=mix(J, L, 0.5);};
if ((notsame(E,H) && all_eq4(E,G,I,B,P) && all_eq2(H,D,F)) && notsame(H,src(0.0,3.0))) {M=mix(M, H, 0.5); L=mix(L, M, 0.5);};
if ((notsame(E,B) && all_eq4(E,A,C,H,S) && all_eq2(B,D,F)) && notsame(B,src(0.0,-3.0))) {K=mix(K, B, 0.5); J=mix(J, K, 0.5);};
if ((Bl<El) && all_eq4(E,G,H,I,S) && none_eq4(E,A,D,C,F)) {K=mix(K, B, 0.5); J=mix(J, K, 0.5);}
if ((Hl<El) && all_eq4(E,A,B,C,P) && none_eq4(E,D,G,I,F)) {M=mix(M, H, 0.5); L=mix(L, M, 0.5);}
if ((Fl<El) && all_eq4(E,A,D,G,Q) && none_eq4(E,B,C,I,H)) {M=mix(M, F, 0.5); K=mix(K, M, 0.5);}
if ((Dl<El) && all_eq4(E,C,F,I,R) && none_eq4(E,B,A,G,H)) {L=mix(L, D, 0.5); J=mix(J, L, 0.5);}
if (notsame(H,B)) {
if (notsame(H,A) && notsame(H,E) && notsame(H,C)) {
if (all_eq3(H,G,F,R) && none_eq2(H,D,src(2.0,-1.0))) L=mix(M, L, 0.5);
if (all_eq3(H,I,D,Q) && none_eq2(H,F,src(-2.0,-1.0))) M=mix(L, M, 0.5);
}
if (notsame(B,I) && notsame(B,G) && notsame(B,E)) {
if (all_eq3(B,A,F,R) && none_eq2(B,D,src(2.0,1.0))) J=mix(K, L, 0.5);
if (all_eq3(B,C,D,Q) && none_eq2(B,F,src(-2.0,1.0))) K=mix(J, K, 0.5);
}
}
if (notsame(F,D)) {
if (notsame(D,I) && notsame(D,E) && notsame(D,C)) {
if (all_eq3(D,A,H,S) && none_eq2(D,B,src(1.0,2.0))) J=mix(L, J, 0.5);
if (all_eq3(D,G,B,P) && none_eq2(D,H,src(1.0,2.0))) L=mix(J, L, 0.5);
}
if (notsame(F,E) && notsame(F,A) && notsame(F,G)) {
if (all_eq3(F,C,H,S) && none_eq2(F,B,src(-1.0,2.0))) K=mix(M, K, 0.5);
if (all_eq3(F,I,B,P) && none_eq2(F,H,src(-1.0,-2.0))) M=mix(K, M, 0.5);
}
}
vec2 a = fract(tex_coord * source_size);
vec4 colour = (a.x < 0.5) ? (a.y < 0.5 ? J : L) : (a.y < 0.5 ? K : M);
frag_color = colour;
}

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@ -0,0 +1,35 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
vec4 cubic(float x) {
float x2 = x * x;
float x3 = x2 * x;
return vec4(1.0, x, x2, x3) * transpose(mat4x4(
0.0, 2.0, 0.0, 0.0,
-2.0, 0.0, 2.0, 0.0,
4.0, -4.0, 2.0, -2.0,
-2.0, 2.0, -2.0, 1.0
) * (1.0 / 2.0));
}
vec4 textureBicubic(sampler2D samp, vec2 uv) {
vec2 tex_size = vec2(textureSize(samp, 0));
vec2 cc_tex = uv * tex_size - 0.5f;
vec2 fex = cc_tex - floor(cc_tex);
vec4 xcubic = cubic(fex.x);
vec4 ycubic = cubic(fex.y);
vec4 c = floor(cc_tex).xxyy + vec2(-0.5f, 1.5f).xyxy;
vec4 z = vec4(xcubic.yw, ycubic.yw);
vec4 s = vec4(xcubic.xz, ycubic.xz) + z;
vec4 offset = (c + z / s) * (1.0f / tex_size).xxyy;
vec2 n = vec2(s.x / (s.x + s.y), s.z / (s.z + s.w));
return mix(
mix(texture(samp, offset.yw), texture(samp, offset.xw), n.x),
mix(texture(samp, offset.yz), texture(samp, offset.xz), n.x),
n.y);
}
void main() {
color = textureBicubic(color_texture, frag_tex_coord);
}