Merge pull request #461 from fishcu/fishcu/fill-shader-sampling

Add pixel AA to fill shaders
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hizzlekizzle 2023-06-27 19:43:52 -05:00 committed by GitHub
commit 65d1fc9b62
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7 changed files with 183 additions and 101 deletions

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@ -1,7 +1,7 @@
#version 450
/*
Average fill v1.3 by fishku
Average fill v1.4 by fishku
Copyright (C) 2023
Public domain license (CC0)
@ -27,6 +27,7 @@
3 = Smooth angle-based blending
Changelog:
v1.4: Add anti-aliased interpolation for non-integer scaling.
v1.3: Fix scaling bugs.
v1.2: Fix scaling bugs.
v1.1: Add extension modes from blur fill; Add average gamma adjustment.
@ -52,6 +53,10 @@ layout(push_constant) uniform Push {
float ASPECT_V;
float FORCE_INTEGER_SCALING;
float FILL_GAMMA;
// From pixel AA
float PIX_AA_SHARP;
float PIX_AA_SUBPX;
float PIX_AA_SUBPX_BGR;
}
param;
@ -117,8 +122,13 @@ vec3 blend_corner(vec3 a, // The first color to blend
}
}
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
void main() {
const vec2 pixel_coord = o2i(vTexCoord);
const vec2 scale_o2i = scale_o2i();
const vec2 pixel_coord =
(vTexCoord - 0.49999) * scale_o2i + get_input_center();
if (pixel_coord.x < param.OS_CROP_LEFT) {
if (param.EXTEND_H < 0.5) {
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
@ -180,11 +190,40 @@ void main() {
FragColor.rgb = pow(FragColor.rgb, vec3(param.FILL_GAMMA));
} else if (pixel_coord.y < param.InputSize.y - param.OS_CROP_BOTTOM) {
// Uncropped
// Do a sharp (nearest neighbor) resampling.
FragColor = vec4(
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
if (param.FORCE_INTEGER_SCALING > 0.5) {
// Do a perfectly sharp (nearest neighbor) sampling.
FragColor = vec4(texture(Input, (floor(pixel_coord) + 0.5) *
param.InputSize.zw)
.rgb,
1.0);
} else {
// Do a sharp anti-aliased interpolation.
// Do not correct for gamma additionally because the input is
// already in linear color space.
if (param.PIX_AA_SUBPX < 0.5) {
const vec2 tx_size = get_texel_size(pixel_coord) *
scale_o2i * param.InputSize.zw;
FragColor =
vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
false, param.PIX_AA_SHARP, tx_size),
1.0);
} else {
for (int i = -1; i < 2; ++i) {
const vec2 subpix_coord =
pixel_coord +
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
0.0) *
param.FinalViewportSize.zw * param.InputSize.xy;
const vec2 tx_size = get_texel_size(subpix_coord) *
scale_o2i * param.InputSize.zw /
vec2(3.0, 1.0);
FragColor[i + 1] = sample_aa(
Input, subpix_coord, param.InputSize.zw, false,
param.PIX_AA_SHARP, tx_size)[i + 1];
}
FragColor[3] = 1.0;
}
}
} else {
if (param.EXTEND_V < 0.5) {
FragColor = vec4(0.0, 0.0, 0.0, 1.0);

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@ -1,7 +1,7 @@
// See compose.slang for copyright and other information.
// clang-format off
#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.3 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.4 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0

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@ -1,7 +1,7 @@
#version 450
/*
Blur fill v1.4 by fishku
Blur fill v1.5 by fishku
Copyright (C) 2023
Public domain license (CC0)
@ -27,6 +27,7 @@
strength of the blur.
Changelog:
v1.5: Add anti-aliased interpolation for non-integer scaling.
v1.4: Fix scaling bugs.
v1.3: Reduce shimmering artifacts.
v1.2: Fix scaling bugs.
@ -54,6 +55,10 @@ layout(push_constant) uniform Push {
float FILL_GAMMA;
// From dual filter blur
float BLUR_RADIUS;
// From pixel AA
float PIX_AA_SHARP;
float PIX_AA_SUBPX;
float PIX_AA_SUBPX_BGR;
}
param;
@ -79,8 +84,12 @@ layout(set = 0, binding = 2) uniform sampler2D Input;
layout(set = 0, binding = 3) uniform sampler2D Tiled;
layout(set = 0, binding = 4) uniform sampler2D Blurred;
#include "../../../interpolation/shaders/pixel_aa/shared.slang"
void main() {
const vec2 pixel_coord = o2i(vTexCoord);
const vec2 scale_o2i = scale_o2i();
const vec2 pixel_coord =
(vTexCoord - 0.49999) * scale_o2i + get_input_center();
const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
param.InputSize.x - param.OS_CROP_RIGHT,
@ -105,9 +114,39 @@ void main() {
}
} else {
// Sample original.
// Do a sharp (nearest neighbor) resampling.
if (param.FORCE_INTEGER_SCALING > 0.5) {
// Do a perfectly sharp (nearest neighbor) sampling.
FragColor = vec4(
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw).rgb,
texture(Input, (floor(pixel_coord) + 0.5) * param.InputSize.zw)
.rgb,
1.0);
} else {
// Do a sharp anti-aliased interpolation.
// Do not correct for gamma additionally because the input is
// already in linear color space.
if (param.PIX_AA_SUBPX < 0.5) {
const vec2 tx_size = get_texel_size(pixel_coord) * scale_o2i *
param.InputSize.zw;
FragColor =
vec4(sample_aa(Input, pixel_coord, param.InputSize.zw,
false, param.PIX_AA_SHARP, tx_size),
1.0);
} else {
for (int i = -1; i < 2; ++i) {
const vec2 subpix_coord =
pixel_coord +
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0,
0.0) *
param.FinalViewportSize.zw * param.InputSize.xy;
const vec2 tx_size = get_texel_size(subpix_coord) *
scale_o2i * param.InputSize.zw /
vec2(3.0, 1.0);
FragColor[i + 1] =
sample_aa(Input, subpix_coord, param.InputSize.zw,
false, param.PIX_AA_SHARP, tx_size)[i + 1];
}
FragColor[3] = 1.0;
}
}
}
}

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@ -1,7 +1,7 @@
// See compose.slang for copyright and other information.
// clang-format off
#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.4 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.5 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter OS_CROP_TOP "Overscan crop top" 0.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 0.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0

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@ -1,5 +1,5 @@
shaders = 1
shader0 = shaders/pixel_aa.slang
shader0 = shaders/pixel_aa/pixel_aa.slang
filter_linear0 = true
scale_type0 = viewport

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@ -0,0 +1,87 @@
#version 450
/*
Pixel AA v1.1 by fishku
Copyright (C) 2023
Public domain license (CC0)
Features:
- Sharp upscaling with anti-aliasing
- Subpixel upscaling
- Sharpness can be controlled
- Gamma correct blending
- Integer scales result in pixel-perfect scaling
- Can use bilinear filtering for max. performance
Inspired by:
https://www.shadertoy.com/view/MlB3D3
by d7samurai
and:
https://www.youtube.com/watch?v=d6tp43wZqps
by t3ssel8r
With sharpness = 1.0, using the same gamma-correct blending, and disabling
subpixel anti-aliasing, results are identical to the "pixellate" shader.
Changelog:
v1.1: Better subpixel sampling.
v1.0: Initial release.
*/
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OutputSize;
float PIX_AA_SHARP;
float PIX_AA_GAMMA;
float PIX_AA_SUBPX;
float PIX_AA_SUBPX_BGR;
}
param;
layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 pix_coord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_coord = vTexCoord * param.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_coord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
#include "shared.slang"
void main() {
if (param.PIX_AA_SUBPX < 0.5) {
FragColor =
vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
1.0);
} else {
// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
// assuming that the output size is at monitor resolution.
for (int i = -1; i < 2; ++i) {
const vec2 subpix_coord =
pix_coord +
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
param.OutputSize.zw * param.SourceSize.xy;
// With subpixel sampling, the sampling area is effectively reduced
// to a third.
const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
FragColor[i + 1] = sample_aa(
Source, subpix_coord, param.SourceSize.zw,
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
}
FragColor[3] = 1.0;
}
}

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@ -1,32 +1,5 @@
#version 450
/*
Pixel AA v1.1 by fishku
Copyright (C) 2023
Public domain license (CC0)
Features:
- Sharp upscaling with anti-aliasing
- Subpixel upscaling
- Sharpness can be controlled
- Gamma correct blending
- Integer scales result in pixel-perfect scaling
- Can use bilinear filtering for max. performance
Inspired by:
https://www.shadertoy.com/view/MlB3D3
by d7samurai
and:
https://www.youtube.com/watch?v=d6tp43wZqps
by t3ssel8r
With sharpness = 1.0, using the same gamma-correct blending, and disabling
subpixel anti-aliasing, results are identical to the "pixellate" shader.
Changelog:
v1.1: Better subpixel sampling.
v1.0: Initial release.
*/
// This file has to be included at the frag shader stage so that fwidth() is
// defined.
// clang-format off
#pragma parameter PIX_AA_SETTINGS "=== Pixel AA v1.1 settings ===" 0.0 0.0 1.0 1.0
@ -36,37 +9,6 @@
#pragma parameter PIX_AA_SUBPX_BGR "Use BGR subpx. instead of RGB" 0.0 0.0 1.0 1.0
// clang-format on
layout(push_constant) uniform Push {
vec4 SourceSize;
vec4 OutputSize;
float PIX_AA_SHARP;
float PIX_AA_GAMMA;
float PIX_AA_SUBPX;
float PIX_AA_SUBPX_BGR;
}
param;
layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
layout(location = 1) out vec2 pix_coord;
void main() {
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
pix_coord = vTexCoord * param.SourceSize.xy;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 pix_coord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
// Similar to smoothstep, but has a configurable slope at x = 0.5.
// Original smoothstep has a slope of 1.5 at x = 0.5
#define INSTANTIATE_SLOPESTEP(T) \
@ -120,28 +62,3 @@ vec3 sample_aa(sampler2D tex, vec2 pix_coord, vec2 px_size_uv,
return sample_aa(tex, pix_coord, px_size_uv, gamma_correct, sharpness,
tx_size);
}
void main() {
if (param.PIX_AA_SUBPX < 0.5) {
FragColor =
vec4(sample_aa(Source, pix_coord, param.SourceSize.zw,
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP),
1.0);
} else {
// Subpixel sampling: Shift the sampling by 1/3rd of an output pixel,
// assuming that the output size is at monitor resolution.
for (int i = -1; i < 2; ++i) {
const vec2 subpix_coord =
pix_coord +
vec2((param.PIX_AA_SUBPX_BGR < 0.5 ? i : -i) / 3.0, 0.0) *
param.OutputSize.zw * param.SourceSize.xy;
// With subpixel sampling, the sampling area is effectively reduced
// to a third.
const vec2 tx_size = get_texel_size(subpix_coord) / vec2(3.0, 1.0);
FragColor[i + 1] = sample_aa(
Source, subpix_coord, param.SourceSize.zw,
param.PIX_AA_GAMMA > 0.5, param.PIX_AA_SHARP, tx_size)[i + 1];
}
FragColor[3] = 1.0;
}
}