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[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>
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191e4c75a1
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13 changed files with 161 additions and 3 deletions
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@ -1,5 +1,5 @@
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# SPDX-FileCopyrightText: 2018 yuzu Emulator Project
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# SPDX-License-Identifier: GPL-2.0-or-later
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# SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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# SPDX-License-Identifier: GPL-3.0-or-later
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set(FIDELITYFX_INCLUDE_DIR ${CMAKE_SOURCE_DIR}/externals/FidelityFX-FSR/ffx-fsr)
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@ -45,6 +45,8 @@ set(SHADER_FILES
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present_area.frag
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present_bicubic.frag
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present_gaussian.frag
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present_lanczos.frag
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present_spline1.frag
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queries_prefix_scan_sum.comp
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queries_prefix_scan_sum_nosubgroups.comp
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resolve_conditional_render.comp
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40
src/video_core/host_shaders/present_lanczos.frag
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src/video_core/host_shaders/present_lanczos.frag
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// https://en.wikipedia.org/wiki/Lanczos_resampling
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#version 460 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 0) uniform sampler2D color_texture;
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#define PI 3.1415926535897932384626433
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float sinc(float x) {
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return x == 0.0f ? 1.0f : sin(PI * x) / (PI * x);
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}
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float lanczos(vec2 v, float a) {
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float d = length(v);
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return sinc(d) / sinc(d / a);
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}
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vec4 textureLanczos(sampler2D textureSampler, vec2 p) {
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vec3 c_sum = vec3(0.0f);
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float w_sum = 0.0f;
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vec2 res = vec2(textureSize(textureSampler, 0));
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vec2 cc = floor(p * res) / res;
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// kernel size = (2r + 1)^2
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const int r = 3; //radius (1 = 3 steps)
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for (int x = -r; x <= r; x++)
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for (int y = -r; y <= r; y++) {
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vec2 kp = 0.5f * (vec2(x, y) / res); // 0.5 = half-pixel level resampling
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vec2 uv = cc + kp;
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float w = lanczos(kp, float(r));
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c_sum += w * texture(textureSampler, p + kp).rgb;
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w_sum += w;
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}
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return vec4(c_sum / w_sum, 1.0f);
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}
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void main() {
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color = textureLanczos(color_texture, frag_tex_coord);
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}
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24
src/video_core/host_shaders/present_spline1.frag
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src/video_core/host_shaders/present_spline1.frag
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// Spline (smooth linear inerpolation) with 1 texel fetch (needs bilinear to work)
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// Emulates bicubic without actually doing bicubic
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// See https://iquilezles.org/articles/texture, unfortunely there are issues with the original
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// where smoothstep "expansion" actually results in worse codegen (SPIRV-Opt does a direct conv to smoothstep)
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// TODO: Numerical analysis - fract is sawtooth func and floor, reuse params? Perhaps - no need for precision
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#version 460 core
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layout (location = 0) in vec2 frag_tex_coord;
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layout (location = 0) out vec4 color;
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layout (binding = 0) uniform sampler2D color_texture;
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vec4 textureSpline1(sampler2D sam, vec2 uv) {
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float r = float(textureSize(sam, 0).x);
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vec2 x = fract(uv * r + 0.5);
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return texture(sam, (floor(uv * r + 0.5) + smoothstep(0.0, 1.0, x) - 0.5) / r);
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}
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void main() {
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color = textureSpline1(color_texture, frag_tex_coord);
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}
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