[vk, opengl] add lanczo and spline-1 filtering (#2534)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2534
Reviewed-by: MaranBr <maranbr@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Reviewed-by: Maufeat <sahyno1996@gmail.com>
Co-authored-by: lizzie <lizzie@eden-emu.dev>
Co-committed-by: lizzie <lizzie@eden-emu.dev>
This commit is contained in:
lizzie 2025-09-22 17:34:55 +02:00 committed by crueter
parent 191e4c75a1
commit f33a771d58
Signed by: crueter
GPG key ID: 425ACD2D4830EBC6
13 changed files with 161 additions and 3 deletions

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@ -1,5 +1,5 @@
# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
# SPDX-License-Identifier: GPL-2.0-or-later
# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
# SPDX-License-Identifier: GPL-3.0-or-later
set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
@ -45,6 +45,8 @@ set(SHADER_FILES
present_area.frag
present_bicubic.frag
present_gaussian.frag
present_lanczos.frag
present_spline1.frag
queries_prefix_scan_sum.comp
queries_prefix_scan_sum_nosubgroups.comp
resolve_conditional_render.comp

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@ -0,0 +1,40 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// https://en.wikipedia.org/wiki/Lanczos_resampling
#version 460 core
layout (location = 0) in vec2 frag_tex_coord;
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2D color_texture;
#define PI 3.1415926535897932384626433
float sinc(float x) {
return x == 0.0f ? 1.0f : sin(PI * x) / (PI * x);
}
float lanczos(vec2 v, float a) {
float d = length(v);
return sinc(d) / sinc(d / a);
}
vec4 textureLanczos(sampler2D textureSampler, vec2 p) {
vec3 c_sum = vec3(0.0f);
float w_sum = 0.0f;
vec2 res = vec2(textureSize(textureSampler, 0));
vec2 cc = floor(p * res) / res;
// kernel size = (2r + 1)^2
const int r = 3; //radius (1 = 3 steps)
for (int x = -r; x <= r; x++)
for (int y = -r; y <= r; y++) {
vec2 kp = 0.5f * (vec2(x, y) / res); // 0.5 = half-pixel level resampling
vec2 uv = cc + kp;
float w = lanczos(kp, float(r));
c_sum += w * texture(textureSampler, p + kp).rgb;
w_sum += w;
}
return vec4(c_sum / w_sum, 1.0f);
}
void main() {
color = textureLanczos(color_texture, frag_tex_coord);
}

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@ -0,0 +1,24 @@
// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// Spline (smooth linear inerpolation) with 1 texel fetch (needs bilinear to work)
// Emulates bicubic without actually doing bicubic
// See https://iquilezles.org/articles/texture, unfortunely there are issues with the original
// where smoothstep "expansion" actually results in worse codegen (SPIRV-Opt does a direct conv to smoothstep)
// TODO: Numerical analysis - fract is sawtooth func and floor, reuse params? Perhaps - no need for precision
#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 textureSpline1(sampler2D sam, vec2 uv) {
float r = float(textureSize(sam, 0).x);
vec2 x = fract(uv * r + 0.5);
return texture(sam, (floor(uv * r + 0.5) + smoothstep(0.0, 1.0, x) - 0.5) / r);
}
void main() {
color = textureSpline1(color_texture, frag_tex_coord);
}

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@ -89,6 +89,12 @@ void BlitScreen::CreateWindowAdapt() {
case Settings::ScalingFilter::Gaussian:
window_adapt = MakeGaussian(device);
break;
case Settings::ScalingFilter::Spline1:
window_adapt = MakeSpline1(device);
break;
case Settings::ScalingFilter::Lanczos:
window_adapt = MakeLanczos(device);
break;
case Settings::ScalingFilter::ScaleForce:
window_adapt = MakeScaleForce(device);
break;

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@ -12,6 +12,7 @@
#include "video_core/host_shaders/present_area_frag.h"
#include "video_core/host_shaders/present_bicubic_frag.h"
#include "video_core/host_shaders/present_gaussian_frag.h"
#include "video_core/host_shaders/present_lanczos_frag.h"
#include "video_core/renderer_opengl/present/filters.h"
#include "video_core/renderer_opengl/present/util.h"
@ -27,6 +28,11 @@ std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device) {
HostShaders::OPENGL_PRESENT_FRAG);
}
std::unique_ptr<WindowAdaptPass> MakeSpline1(const Device& device) {
return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
HostShaders::PRESENT_SPLINE1_FRAG);
}
std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device) {
return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
HostShaders::PRESENT_BICUBIC_FRAG);
@ -37,6 +43,11 @@ std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device) {
HostShaders::PRESENT_GAUSSIAN_FRAG);
}
std::unique_ptr<WindowAdaptPass> MakeLanczos(const Device& device) {
return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
HostShaders::PRESENT_LANCZOS_FRAG);
}
std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device) {
return std::make_unique<WindowAdaptPass>(
device, CreateBilinearSampler(),

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@ -18,6 +18,8 @@ std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeSpline1(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeLanczos(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device);
std::unique_ptr<WindowAdaptPass> MakeArea(const Device& device);

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@ -12,6 +12,7 @@
#include "video_core/host_shaders/present_area_frag_spv.h"
#include "video_core/host_shaders/present_bicubic_frag_spv.h"
#include "video_core/host_shaders/present_gaussian_frag_spv.h"
#include "video_core/host_shaders/present_lanczos_frag_spv.h"
#include "video_core/host_shaders/vulkan_present_frag_spv.h"
#include "video_core/host_shaders/vulkan_present_scaleforce_fp16_frag_spv.h"
#include "video_core/host_shaders/vulkan_present_scaleforce_fp32_frag_spv.h"
@ -45,6 +46,11 @@ std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device, VkFormat fra
BuildShader(device, VULKAN_PRESENT_FRAG_SPV));
}
std::unique_ptr<WindowAdaptPass> MakeSpline1(const Device& device, VkFormat frame_format) {
return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
BuildShader(device, PRESENT_SPLINE1_FRAG_SPV));
}
std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device, VkFormat frame_format) {
// No need for handrolled shader -- if the VK impl can do it for us ;)
if (device.IsExtFilterCubicSupported())
@ -59,6 +65,11 @@ std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device, VkFormat fra
BuildShader(device, PRESENT_GAUSSIAN_FRAG_SPV));
}
std::unique_ptr<WindowAdaptPass> MakeLanczos(const Device& device, VkFormat frame_format) {
return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
BuildShader(device, PRESENT_LANCZOS_FRAG_SPV));
}
std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device, VkFormat frame_format) {
return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
SelectScaleForceShader(device));

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@ -18,7 +18,9 @@ class MemoryAllocator;
std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeSpline1(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeLanczos(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device, VkFormat frame_format);
std::unique_ptr<WindowAdaptPass> MakeArea(const Device& device, VkFormat frame_format);

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@ -43,9 +43,15 @@ void BlitScreen::SetWindowAdaptPass() {
case Settings::ScalingFilter::Bicubic:
window_adapt = MakeBicubic(device, swapchain_view_format);
break;
case Settings::ScalingFilter::Spline1:
window_adapt = MakeSpline1(device, swapchain_view_format);
break;
case Settings::ScalingFilter::Gaussian:
window_adapt = MakeGaussian(device, swapchain_view_format);
break;
case Settings::ScalingFilter::Lanczos:
window_adapt = MakeLanczos(device, swapchain_view_format);
break;
case Settings::ScalingFilter::ScaleForce:
window_adapt = MakeScaleForce(device, swapchain_view_format);
break;