From 119d5f76cf5b96b9aae8c20931b52e5c0081e3f4 Mon Sep 17 00:00:00 2001 From: hunterk Date: Wed, 10 Aug 2016 16:22:43 -0500 Subject: [PATCH] add crashy aa-shader-4.0 --- .../anti-aliasing/aa-shader-4.0.slangp | 10 ++ .../anti-aliasing/shaders/aa-shader-4.0.slang | 102 ++++++++++++++++++ 2 files changed, 112 insertions(+) create mode 100644 test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp create mode 100644 test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang diff --git a/test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp b/test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp new file mode 100644 index 0000000..cea6e0a --- /dev/null +++ b/test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp @@ -0,0 +1,10 @@ +shaders = 1 + +shader0 = shaders/aa-shader-4.0.slang +filter_linear0 = false +scale_type0 = viewport +scale0 = 1.0 + +shader1 = ../sharpen/shaders/adaptive-sharpen.slang +filter_linear1 = false +scale_type_1 = source diff --git a/test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang b/test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang new file mode 100644 index 0000000..fe305b5 --- /dev/null +++ b/test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang @@ -0,0 +1,102 @@ +#version 450 + +layout(push_constant) uniform Push +{ + vec4 SourceSize; + vec4 OriginalSize; + vec4 OutputSize; + uint FrameCount; + float INTERNAL_RES; +} params; + +#pragma parameter INTERNAL_RES "Internal Resolution" 1.0 1.0 8.0 1.0 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; +} global; + +const vec3 dt = vec3(1.0,1.0,1.0); + +vec3 texture2d (sampler2D tex, vec2 coord, vec4 yx) { + + vec3 s00 = texture(tex, coord + yx.zw).xyz; + vec3 s20 = texture(tex, coord + yx.xw).xyz; + vec3 s22 = texture(tex, coord + yx.xy).xyz; + vec3 s02 = texture(tex, coord + yx.zy).xyz; + + float m1=dot(abs(s00-s22),dt)+0.001; + float m2=dot(abs(s02-s20),dt)+0.001; + + return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2); +} + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +void main() +{ + // Calculating texel coordinates + vec2 size = 4.0 * params.SourceSize.xy / params.INTERNAL_RES; +// vec2 size = X * (params.OutputSize.xy * params.SourceSize.zw) * params.SourceSize.xy; + vec2 inv_size = 1.0 / size; + + vec4 yx = vec4(inv_size, -inv_size); + + vec2 OGL2Pos = vTexCoord * size; + + vec2 fp = fract(OGL2Pos); + vec2 dx = vec2(inv_size.x,0.0); + vec2 dy = vec2(0.0, inv_size.y); + vec2 g1 = vec2(inv_size.x,inv_size.y); + vec2 g2 = vec2(-inv_size.x,inv_size.y); + + vec2 pC4 = floor(OGL2Pos) * inv_size; + + // Reading the texels + vec3 C0 = texture2d(Source, pC4 - g1, yx); + vec3 C1 = texture2d(Source, pC4 - dy, yx); + vec3 C2 = texture2d(Source, pC4 - g2, yx); + vec3 C3 = texture2d(Source, pC4 - dx, yx); + vec3 C4 = texture2d(Source, pC4 , yx); + vec3 C5 = texture2d(Source, pC4 + dx, yx); + vec3 C6 = texture2d(Source, pC4 + g2, yx); + vec3 C7 = texture2d(Source, pC4 + dy, yx); + vec3 C8 = texture2d(Source, pC4 + g1, yx); + + vec3 ul, ur, dl, dr; + float m1, m2; + + m1 = dot(abs(C0-C4),dt)+0.001; + m2 = dot(abs(C1-C3),dt)+0.001; + ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2); + + m1 = dot(abs(C1-C5),dt)+0.001; + m2 = dot(abs(C2-C4),dt)+0.001; + ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2); + + m1 = dot(abs(C3-C7),dt)+0.001; + m2 = dot(abs(C6-C4),dt)+0.001; + dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2); + + m1 = dot(abs(C4-C8),dt)+0.001; + m2 = dot(abs(C5-C7),dt)+0.001; + dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2); + + vec3 c11 = 0.5*((dr*fp.x+dl*(1-fp.x))*fp.y+(ur*fp.x+ul*(1-fp.x))*(1-fp.y) ); + + FragColor = vec4(c11, 1.0); +} \ No newline at end of file