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[opengl] prevent area from crashing nvlogl64.dll
Signed-off-by: lizzie <lizzie@eden-emu.dev>
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7455854528
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@ -5,7 +5,6 @@ layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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#ifdef VULKAN
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struct ScreenRectVertex {
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vec2 position;
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vec2 tex_coord;
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@ -14,94 +13,79 @@ layout (push_constant) uniform PushConstants {
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mat4 modelview_matrix;
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ScreenRectVertex vertices[4];
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};
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#else // OpenGL
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layout(location = 1) uniform uvec2 screen_size;
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#endif
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/***** Area Sampling *****/
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// By Sam Belliveau and Filippo Tarpini. Public Domain license.
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// Effectively a more accurate sharp bilinear filter when upscaling,
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// that also works as a mathematically perfect downscale filter.
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// https://entropymine.com/imageworsener/pixelmixing/
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// https://github.com/obsproject/obs-studio/pull/1715
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// https://legacy.imagemagick.org/Usage/filter/
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vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords, vec2 source_size, vec2 target_size) {
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// Determine the sizes of the source and target images.
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vec2 inverted_target_size = vec2(1.0) / target_size;
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// Determine the range of the source image that the target pixel will cover.
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vec2 range = source_size * inverted_target_size;
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vec2 beg = (texCoords.xy * source_size) - (range * 0.5);
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vec2 end = beg + range;
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vec4 AreaSampling(sampler2D s, vec2 tc, vec4 trans_bounds) {
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// Compute the top-left and bottom-right corners of the pixel box.
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ivec2 f_beg = ivec2(floor(beg));
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ivec2 f_end = ivec2(floor(end));
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ivec4 b = ivec4(floor(trans_bounds));
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// Compute how much of the start and end pixels are covered horizontally & vertically.
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float area_w = 1.0 - fract(beg.x);
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float area_n = 1.0 - fract(beg.y);
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float area_e = fract(end.x);
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float area_s = fract(end.y);
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// W,N,E,S
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vec4 kb = vec4(1.0f - fract(trans_bounds.xy), fract(trans_bounds.zw));
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// Compute the areas of the corner pixels in the pixel box.
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float area_nw = area_n * area_w;
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float area_ne = area_n * area_e;
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float area_sw = area_s * area_w;
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float area_se = area_s * area_e;
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// Initialize the color accumulator.
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vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0);
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// Accumulate corner pixels.
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avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0);
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avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0);
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avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0);
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avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0);
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// NW,NE,SW,SE
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vec4 kc = kb.yyww * kb.xzxz;
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// Accumulate corner pixels by forming a corner matrix.
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vec4 r = mat4x4(
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texelFetch(s, ivec2(b.xy), 0),
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texelFetch(s, ivec2(b.zy), 0),
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texelFetch(s, ivec2(b.xw), 0),
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texelFetch(s, ivec2(b.zw), 0)
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) * kc;
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// Determine the size of the pixel box.
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int x_range = int(f_end.x - f_beg.x - 0.5);
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int y_range = int(f_end.y - f_beg.y - 0.5);
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ivec2 q = clamp(ivec2(
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int(b.z - b.x - 0.5f),
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int(b.w - b.y - 0.5f)
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), ivec2(-16), ivec2(16));
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vec2 qf = vec2(q);
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// Accumulate top and bottom edge pixels.
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for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
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avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0);
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avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0);
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for (int x = 0; x < q.x; ++x) {
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r += kb.y * texelFetch(s, ivec2(x + b.x + 1, b.y), 0);
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r += kb.w * texelFetch(s, ivec2(x + b.x + 1, b.w), 0);
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}
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// Accumulate left and right edge pixels and all the pixels in between.
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for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) {
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avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0);
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avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0);
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for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
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avg_color += texelFetch(textureSampler, ivec2(x, y), 0);
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for (int y = 0; y < q.y; ++y) {
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r += kb.x * texelFetch(s, ivec2(b.x, y + b.y + 1), 0);
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r += kb.z * texelFetch(s, ivec2(b.z, y + b.y + 1), 0);
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for (int x = 0; x < q.x; ++x) {
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r += texelFetch(s, ivec2(x, y) + b.xy + 1, 0);
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}
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}
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// Compute the area of the pixel box that was sampled.
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float area_corners = area_nw + area_ne + area_sw + area_se;
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float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
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float area_center = float(x_range) * float(y_range);
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// Return the normalized average color.
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return avg_color / (area_corners + area_edges + area_center);
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return r / (
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kc.x + kc.y + kc.z + kc.w //corners
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+ qf.x * (kb.y + kb.w) + qf.y * (kb.x + kb.z) //edges
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+ qf.x * qf.y // center
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);
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}
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void main() {
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vec2 source_image_size = textureSize(color_texture, 0);
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vec2 window_size;
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#ifdef VULKAN
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window_size.x = vertices[1].position.x - vertices[0].position.x;
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window_size.y = vertices[2].position.y - vertices[0].position.y;
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vec2 dst_size = vec2(
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vertices[1].position.x - vertices[0].position.x,
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vertices[2].position.y - vertices[0].position.y
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);
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#else // OpenGL
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window_size = screen_size;
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vec2 dst_size = screen_size;
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#endif
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color = AreaSampling(color_texture, frag_tex_coord, source_image_size, window_size);
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vec2 src_size = textureSize(color_texture, 0);
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// Determine the range of the source image that the target pixel will cover.
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vec2 scale = src_size * (1.0f / dst_size);
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color = AreaSampling(color_texture, frag_tex_coord, vec4(
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(frag_tex_coord * src_size) - (scale * 0.5f),
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// (scale * 0.5f) + scale
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// {A / 2 + A} ==> {(A + 2A) / 2} ==> {3A / 2} ==> {A * (3/2)}
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(frag_tex_coord * src_size) + scale * 0.5f
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));
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}
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