Fix scaling in border fill shaders (#454)

* Debug commit; Seems working, before cleanup

* Clean up

* Bump versions; Add changes to log
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fishcu 2023-06-22 01:08:10 +02:00 committed by GitHub
parent 4fbac6b177
commit dd7db517ee
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 69 additions and 69 deletions

View file

@ -27,6 +27,7 @@
3 = Smooth angle-based blending 3 = Smooth angle-based blending
Changelog: Changelog:
v1.2: Fix scaling bugs.
v1.1: Add extension modes from blur fill; Add average gamma adjustment. v1.1: Add extension modes from blur fill; Add average gamma adjustment.
v1.0: Initial release. v1.0: Initial release.
*/ */
@ -116,7 +117,7 @@ vec3 blend_corner(vec3 a, // The first color to blend
} }
void main() { void main() {
const vec2 pixel_coord = o2i(vTexCoord) * param.InputSize.xy; const vec2 pixel_coord = o2i(vTexCoord);
if (pixel_coord.x < param.OS_CROP_LEFT) { if (pixel_coord.x < param.OS_CROP_LEFT) {
if (param.EXTEND_H < 0.5) { if (param.EXTEND_H < 0.5) {
FragColor = vec4(0.0, 0.0, 0.0, 1.0); FragColor = vec4(0.0, 0.0, 0.0, 1.0);
@ -131,8 +132,7 @@ void main() {
// Top left corner // Top left corner
const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb; const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
const vec2 content_corner = const vec2 content_corner =
i2o(vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP) * i2o(vec2(param.OS_CROP_LEFT, param.OS_CROP_TOP));
param.InputSize.zw);
const vec2 viewport_corner = vec2(0.0, 0.0); const vec2 viewport_corner = vec2(0.0, 0.0);
FragColor = FragColor =
vec4(blend_corner(left, top, vec4(blend_corner(left, top,
@ -154,10 +154,8 @@ void main() {
} }
// Bottom left corner // Bottom left corner
const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb; const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
const vec2 content_corner = const vec2 content_corner = i2o(vec2(
i2o(vec2(param.OS_CROP_LEFT, param.OS_CROP_LEFT, param.InputSize.y - param.OS_CROP_BOTTOM));
param.InputSize.y - param.OS_CROP_BOTTOM) *
param.InputSize.zw);
const vec2 viewport_corner = vec2(0.0, 1.0); const vec2 viewport_corner = vec2(0.0, 1.0);
FragColor = FragColor =
vec4(blend_corner(left, bottom, vec4(blend_corner(left, bottom,
@ -209,10 +207,8 @@ void main() {
} }
// Top right corner // Top right corner
const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb; const vec3 top = textureLod(Top, vec2(0.5), BIG_NUMBER).rgb;
const vec2 content_corner = const vec2 content_corner = i2o(vec2(
i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT, param.InputSize.x - param.OS_CROP_RIGHT, param.OS_CROP_TOP));
param.OS_CROP_TOP) *
param.InputSize.zw);
const vec2 viewport_corner = vec2(1.0, 0.0); const vec2 viewport_corner = vec2(1.0, 0.0);
FragColor = FragColor =
vec4(blend_corner(right, top, vec4(blend_corner(right, top,
@ -236,8 +232,7 @@ void main() {
const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb; const vec3 bottom = textureLod(Bottom, vec2(0.5), BIG_NUMBER).rgb;
const vec2 content_corner = const vec2 content_corner =
i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT, i2o(vec2(param.InputSize.x - param.OS_CROP_RIGHT,
param.InputSize.y - param.OS_CROP_BOTTOM) * param.InputSize.y - param.OS_CROP_BOTTOM));
param.InputSize.zw);
const vec2 viewport_corner = vec2(1.0, 1.0); const vec2 viewport_corner = vec2(1.0, 1.0);
FragColor = FragColor =
vec4(blend_corner(right, bottom, vec4(blend_corner(right, bottom,

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@ -1,7 +1,7 @@
// See compose.slang for copyright and other information. // See compose.slang for copyright and other information.
// clang-format off // clang-format off
#pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.1 settings ===" 0.0 0.0 1.0 1.0 #pragma parameter AVERAGE_FILL_SETTINGS "=== Average fill v1.2 settings ===" 0.0 0.0 1.0 1.0
#pragma parameter OS_CROP_TOP "Overscan crop top" 8.0 0.0 1024.0 1.0 #pragma parameter OS_CROP_TOP "Overscan crop top" 8.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 8.0 0.0 1024.0 1.0 #pragma parameter OS_CROP_BOTTOM "Overscan crop bottom" 8.0 0.0 1024.0 1.0
#pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0 #pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0

View file

@ -27,6 +27,7 @@
strength of the blur. strength of the blur.
Changelog: Changelog:
v1.2: Fix scaling bugs.
v1.1: Fix bug with glcore driver. v1.1: Fix bug with glcore driver.
v1.0: Initial release. v1.0: Initial release.
*/ */
@ -77,7 +78,7 @@ layout(set = 0, binding = 3) uniform sampler2D Tiled;
layout(set = 0, binding = 4) uniform sampler2D Blurred; layout(set = 0, binding = 4) uniform sampler2D Blurred;
void main() { void main() {
const vec2 pixel_coord = o2i(vTexCoord) * param.InputSize.xy; const vec2 pixel_coord = o2i(vTexCoord);
const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP, const vec4 input_extrema = vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,
param.InputSize.x - param.OS_CROP_RIGHT, param.InputSize.x - param.OS_CROP_RIGHT,

View file

@ -1,7 +1,7 @@
// See compose.slang for copyright and other information. // See compose.slang for copyright and other information.
// clang-format off // clang-format off
#pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.1 settings ===" 0.0 0.0 1.0 1.0 #pragma parameter BLUR_FILL_SETTINGS "=== Blur fill v1.2 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_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_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 #pragma parameter OS_CROP_LEFT "Overscan crop left" 0.0 0.0 1024.0 1.0

View file

@ -216,7 +216,7 @@ vec3 sample_mirrored_frame(sampler2D tex, vec2 coord, vec4 input_extrema) {
} }
void main() { void main() {
const vec2 pixel_coord = o2i(vTexCoord) * param.InputSize.xy; const vec2 pixel_coord = o2i(vTexCoord);
FragColor = vec4( FragColor = vec4(
sample_mirrored_frame(Input, pixel_coord, sample_mirrored_frame(Input, pixel_coord,
vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP, vec4(param.OS_CROP_LEFT, param.OS_CROP_TOP,

View file

@ -1,69 +1,73 @@
// See compose.slang for copyright and other information. // See compose.slang for copyright and other information.
// Pixels in input coord. space // Scaling from unit output to pixel input space.
vec2 eff_input_res() {
if (param.CENTER_CROP > 0.5) {
return param.InputSize.xy -
vec2(param.OS_CROP_LEFT + param.OS_CROP_RIGHT,
param.OS_CROP_TOP + param.OS_CROP_BOTTOM);
}
return param.InputSize.xy -
2.0 * vec2(min(param.OS_CROP_LEFT, param.OS_CROP_RIGHT),
min(param.OS_CROP_TOP, param.OS_CROP_BOTTOM));
}
// Output to input scaling, in unit coordinate systems.
vec2 scale_o2i() { vec2 scale_o2i() {
const vec2 eff_input_res = eff_input_res(); // Pixels in input coord. space, after cropping.
const vec2 eff_aspect = const vec2 eff_input_res =
vec2(eff_input_res.x, param.FORCE_ASPECT_RATIO > 0.5 param.InputSize.xy -
? eff_input_res.y / param.InputSize.y * (param.CENTER_CROP > 0.5
param.InputSize.x * param.ASPECT_V / ? vec2(param.OS_CROP_LEFT + param.OS_CROP_RIGHT,
param.ASPECT_H param.OS_CROP_TOP + param.OS_CROP_BOTTOM)
: eff_input_res.y); : 2 * vec2(min(param.OS_CROP_LEFT, param.OS_CROP_RIGHT),
if (param.FinalViewportSize.x / eff_aspect.x < min(param.OS_CROP_TOP, param.OS_CROP_BOTTOM)));
param.FinalViewportSize.y / eff_aspect.y) { // Integer aspect ratio after cropping.
// lambda_1 * input_pixels.x, lambda_2 * input_pixels.y,
// possibly corrected for forced aspect ratio
const vec2 eff_aspect = param.FORCE_ASPECT_RATIO < 0.5
? eff_input_res
: vec2(eff_input_res.x * param.ASPECT_H,
eff_input_res.y * param.ASPECT_V);
float scale_x, scale_y;
if (param.FinalViewportSize.x * eff_aspect.y <
param.FinalViewportSize.y * eff_aspect.x) {
// Scale will be limited by width. Calc x scale, then derive y scale // Scale will be limited by width. Calc x scale, then derive y scale
// using aspect ratio. // using aspect ratio.
const float scale_x = scale_x = param.FinalViewportSize.x / eff_input_res.x;
param.FORCE_INTEGER_SCALING > 0.5 if (param.FORCE_INTEGER_SCALING > 0.5) {
? floor(param.FinalViewportSize.x / eff_input_res.x) scale_x = max(1.0, floor(scale_x));
: param.FinalViewportSize.x / eff_input_res.x; }
const float scale_y = scale_x * eff_input_res.x * eff_aspect.y / if (param.FORCE_ASPECT_RATIO < 0.5) {
(eff_input_res.y * eff_aspect.x); scale_y = scale_x;
return param.FinalViewportSize.xy * param.InputSize.zw / } else {
vec2(scale_x, scale_y); scale_y = scale_x * param.ASPECT_V / param.ASPECT_H;
if (param.FORCE_INTEGER_SCALING > 0.5) {
scale_y = max(1.0, floor(scale_y));
}
}
} else { } else {
// Scale will be limited by height. // Scale will be limited by height.
const float scale_y = scale_y = param.FinalViewportSize.y / eff_input_res.y;
param.FORCE_INTEGER_SCALING > 0.5 if (param.FORCE_INTEGER_SCALING > 0.5) {
? floor(param.FinalViewportSize.y / eff_input_res.y) scale_y = max(1.0, floor(scale_y));
: param.FinalViewportSize.y / eff_input_res.y; }
const float scale_x = scale_y * eff_input_res.y * eff_aspect.x / if (param.FORCE_ASPECT_RATIO < 0.5) {
(eff_input_res.x * eff_aspect.y); scale_x = scale_y;
return param.FinalViewportSize.xy * param.InputSize.zw / } else {
vec2(scale_x, scale_y); scale_x = scale_y * param.ASPECT_H / param.ASPECT_V;
if (param.FORCE_INTEGER_SCALING > 0.5) {
scale_x = max(1.0, floor(scale_x));
} }
} }
}
return param.FinalViewportSize.xy / vec2(scale_x, scale_y);
}
// Input to output scaling, in unit coordinate systems. // Get adjusted center in input pixel coordinate system.
vec2 scale_i2o() { return 1.0 / scale_o2i(); } // Round to whole pixels to avoid issues on low-res output resolutions, e.g.,
// when using a 10x by 1x horizontal superresolution.
// Get adjusted center in input unit coordinate system.
vec2 get_input_center() { vec2 get_input_center() {
return param.CENTER_CROP > 0.5 return floor(param.CENTER_CROP > 0.5
? 0.5 * param.InputSize.zw * ? 0.5 * vec2(param.OS_CROP_LEFT + param.InputSize.x -
vec2(param.OS_CROP_LEFT + param.InputSize.x -
param.OS_CROP_RIGHT, param.OS_CROP_RIGHT,
param.OS_CROP_TOP + param.InputSize.y - param.OS_CROP_TOP + param.InputSize.y -
param.OS_CROP_BOTTOM) param.OS_CROP_BOTTOM)
: vec2(0.49999); : vec2(0.49999) * param.InputSize.xy);
} }
// In unit space (output to input). // From unit output to pixel input space.
// coord_in_input_space = o2i(coord_in_output_space) // coord_in_input_space = o2i(coord_in_output_space)
// This is used to sample from the input texture in the output pass. // This is used to sample from the input texture in the output pass.
vec2 o2i(vec2 x) { return (x - 0.49999) * scale_o2i() + get_input_center(); } vec2 o2i(vec2 x) { return (x - 0.49999) * scale_o2i() + get_input_center(); }
// In unit coordinate systems. // From pixel input to unit output space.
vec2 i2o(vec2 x) { return (x - get_input_center()) * scale_i2o() + 0.49999; } vec2 i2o(vec2 x) { return (x - get_input_center()) / scale_o2i() + 0.49999; }