fix no-aa mode in royale

This commit is contained in:
hunterk 2019-09-27 16:15:14 -05:00
parent d93fef37a8
commit fc0d4519f7
3 changed files with 3 additions and 98 deletions

View file

@ -265,7 +265,8 @@ void main()
// 2.) Overscan == float2(1.0, 1.0)
// Skipping AA is sharper, but it's only faster with dynamic branches.
const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset());
const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
// this next check seems to always return true, even when it shouldn't so disabling it for now
const bool need_subpixel_aa = false;//abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
float3 color;
if(aa_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0)))))

View file

@ -1,96 +0,0 @@
#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float crt_gamma;
float lcd_gamma;
float levels_contrast;
float halation_weight;
float diffusion_weight;
float bloom_underestimate_levels;
float bloom_excess;
float beam_min_sigma;
float beam_max_sigma;
float beam_spot_power;
float beam_min_shape;
float beam_max_shape;
float beam_shape_power;
float beam_horiz_filter;
float beam_horiz_sigma;
float beam_horiz_linear_rgb_weight;
float convergence_offset_x_r;
float convergence_offset_x_g;
float convergence_offset_x_b;
float convergence_offset_y_r;
float convergence_offset_y_g;
float convergence_offset_y_b;
float mask_type;
float mask_sample_mode_desired;
float mask_num_triads_desired;
float mask_triad_size_desired;
float mask_specify_num_triads;
float aa_subpixel_r_offset_x_runtime;
float aa_subpixel_r_offset_y_runtime;
float aa_cubic_c;
float aa_gauss_sigma;
float geom_mode_runtime;
float geom_radius;
float geom_view_dist;
float geom_tilt_angle_x;
float geom_tilt_angle_y;
float geom_aspect_ratio_x;
float geom_aspect_ratio_y;
float geom_overscan_x;
float geom_overscan_y;
float border_size;
float border_darkness;
float border_compress;
float interlace_bff;
float interlace_1080i;
vec4 MASKED_SCANLINESSize;
vec4 HALATION_BLURSize;
vec4 BRIGHTPASSSize;
} global;
///////////////////////////// SETTINGS MANAGEMENT ////////////////////////////
#define LAST_PASS
#define SIMULATE_CRT_ON_LCD
#include "../../../../include/compat_macros.inc"
#include "../user-settings.h"
#include "derived-settings-and-constants.h"
#include "bind-shader-params.h"
////////////////////////////////// INCLUDES //////////////////////////////////
#include "../../../../include/gamma-management.h"
#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()
{
FragColor = encode_output(vec4(texture(Source, vTexCoord).rgb, 1.0));
}

View file

@ -205,7 +205,7 @@ scale11 = "1.0"
srgb_framebuffer11 = "true"
# Pass 12: Compute curvature/AA:
shader12 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
shader12 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
filter_linear12 = "true"
scale_type12 = "viewport"
mipmap_input12 = "true"