Add xBRZ shader

This commit is contained in:
Splendide Imaginarius 2023-12-15 04:03:04 +00:00
parent edb3f83777
commit 936d768e4f
10 changed files with 492 additions and 0 deletions

View file

@ -8,6 +8,7 @@
/* Begin PBXBuildFile section */
02054AB6B60F49E3DF366CBD /* libjxl_dec.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 672947DA8FC50921A7ED814A /* libjxl_dec.a */; };
21B74169A8853D63648093D5 /* xbrz.frag in CopyFiles */ = {isa = PBXBuildFile; fileRef = 88734C4B8039751FD0A59FA7 /* xbrz.frag */; };
319D403193F13F7989325EEA /* bicubic.frag in CopyFiles */ = {isa = PBXBuildFile; fileRef = CBEA4C45BE737EE0FF5A8A4C /* bicubic.frag */; };
3389416F9825F408A40824F3 /* libbrotlicommon-static.a in Frameworks */ = {isa = PBXBuildFile; fileRef = A8AA4AE49BB66C97EFAE3055 /* libbrotlicommon-static.a */; };
3B10EC5C2568D40500372D13 /* CoreGraphics.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 3BE081562568D3A60006849F /* CoreGraphics.framework */; };
@ -505,6 +506,7 @@
3BF5B4BD2685881D00A3B240 /* libSDL2_sound.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 3BF5B4BC2685881C00A3B240 /* libSDL2_sound.a */; };
3BF5B4BF2685883B00A3B240 /* libSDL2_sound.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 3BF5B4BE2685883B00A3B240 /* libSDL2_sound.a */; };
3BF5B4C02685883B00A3B240 /* libSDL2_sound.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 3BF5B4BE2685883B00A3B240 /* libSDL2_sound.a */; };
3D094509A210271690AF48F7 /* xbrz.frag in CopyFiles */ = {isa = PBXBuildFile; fileRef = 88734C4B8039751FD0A59FA7 /* xbrz.frag */; };
3E2542219A9FD2B16781B1F5 /* libbrotlidec-static.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 3C4B4BA780D4407F24279700 /* libbrotlidec-static.a */; };
3F7F41D98CEDE6F418AAB0D2 /* bicubic.frag in CopyFiles */ = {isa = PBXBuildFile; fileRef = CBEA4C45BE737EE0FF5A8A4C /* bicubic.frag */; };
74E9471FB1A876B0D9F2ABFF /* libbrotlidec-static.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5C254B088D8B18C7E957DE30 /* libbrotlidec-static.a */; };
@ -766,6 +768,7 @@
3B10ECE92568E83D00372D13 /* trans.frag in CopyFiles */,
3B10ECEA2568E83D00372D13 /* transSimple.frag in CopyFiles */,
3F7F41D98CEDE6F418AAB0D2 /* bicubic.frag in CopyFiles */,
3D094509A210271690AF48F7 /* xbrz.frag in CopyFiles */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@ -777,6 +780,7 @@
files = (
3B10ECF52568E86B00372D13 /* liberation.ttf in CopyFiles */,
319D403193F13F7989325EEA /* bicubic.frag in CopyFiles */,
21B74169A8853D63648093D5 /* xbrz.frag in CopyFiles */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@ -1128,6 +1132,7 @@
5C254B088D8B18C7E957DE30 /* libbrotlidec-static.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = "libbrotlidec-static.a"; path = "Dependencies/build-macosx-x86_64/lib/libbrotlidec-static.a"; sourceTree = "<group>"; };
667B4E3FBC5B03611D5C334E /* libhwy.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libhwy.a; path = "Dependencies/build-macosx-universal/lib/libhwy.a"; sourceTree = "<group>"; };
672947DA8FC50921A7ED814A /* libjxl_dec.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libjxl_dec.a; path = "Dependencies/build-macosx-universal/lib/libjxl_dec.a"; sourceTree = "<group>"; };
88734C4B8039751FD0A59FA7 /* xbrz.frag */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.glsl; name = xbrz.frag; path = ../shader/xbrz.frag; sourceTree = "<group>"; };
96563581279A5ABD003D6A75 /* libtheora.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libtheora.a; path = "Dependencies/build-macosx-x86_64/lib/libtheora.a"; sourceTree = "<group>"; };
96563584279A5ADA003D6A75 /* libtheora.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libtheora.a; path = "Dependencies/build-macosx-universal/lib/libtheora.a"; sourceTree = "<group>"; };
9656358E279A5B74003D6A75 /* theoraplay_cvtrgb.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = theoraplay_cvtrgb.h; sourceTree = "<group>"; };
@ -1392,6 +1397,7 @@
3B10ECA02568E7B600372D13 /* tilemap.vert */,
3B10EC962568E7B500372D13 /* tilemapvx.vert */,
CBEA4C45BE737EE0FF5A8A4C /* bicubic.frag */,
88734C4B8039751FD0A59FA7 /* xbrz.frag */,
);
name = Shaders;
sourceTree = "<group>";

View file

@ -83,6 +83,7 @@
// 1: Bilinear
// 2: Bicubic
// 3: Lanczos3
// 4: xBRZ
// (default: 0)
//
// "smoothScaling": 0,
@ -96,6 +97,14 @@
// "bicubicSharpness": 100,
// Scaling factor for xBRZ interpolation
// (set to at least the ratio of your window size
// to the game's native resolution)
// (default: 1.0)
//
// "xbrzScalingFactor": 4.0,
// Replace the game's Bitmap files with external high-res files
// provided in the "Hires" directory.
// (You'll also need to set the below Scaling Factors.)

View file

@ -29,6 +29,11 @@ embedded_shaders = [
'simpleMatrix.vert'
]
# xBRZ shader is GPLv3.
if get_option('enable-https') == true
embedded_shaders += 'xbrz.frag'
endif
embedded_shaders_f = files(embedded_shaders)
count = 0

393
shader/xbrz.frag Normal file
View file

@ -0,0 +1,393 @@
// From https://github.com/bsnes-emu/bsnes/tree/c0c60c83a84a49d4a2b822a0491cb258a3c5b98a/shaders/xBRZ.shader
// Copyright bsnes contributors.
// mkxp-z modifications Copyright 2022-2023 Splendide Imaginarius.
// GPLv3+ license.
// xBRZ freescale
// based on :
// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
//
// This file is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This file is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with the this software. If not, see <http://www.gnu.org/licenses/>.
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#ifdef GLSLES
precision highp float;
#endif
uniform sampler2D texture;
uniform vec2 sourceSize;
uniform vec2 texSizeInv;
uniform vec2 targetScale;
varying vec2 v_texCoord;
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
// TODO: replace P with P4
#define P(x,y) texture2D(texture, coord + texSizeInv * vec2(x, y)).rgb
#define P4(x,y) texture2D(texture, coord + texSizeInv * vec2(x, y))
vec4 pass0(vec2 p0_texCoord) {
vec4 fragColor;
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
vec2 pos = fract(p0_texCoord * sourceSize) - vec2(0.5, 0.5);
vec2 coord = p0_texCoord - pos * texSizeInv;
vec3 A = P(-1,-1);
vec3 B = P( 0,-1);
vec3 C = P( 1,-1);
vec3 D = P(-1, 0);
vec3 E = P( 0, 0);
vec3 F = P( 1, 0);
vec3 G = P(-1, 1);
vec3 H = P( 0, 1);
vec3 I = P( 1, 1);
// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
{
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
{
float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
{
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
{
float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
fragColor = vec4(blendResult);
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
{
fragColor.z += 4.0;
float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);
if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
fragColor.z += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
fragColor.z += 64.0;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
{
fragColor.w += 4.0;
float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);
if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
fragColor.w += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
fragColor.w += 64.0;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
{
fragColor.y += 4.0;
float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);
if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
fragColor.y += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
fragColor.y += 64.0;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
{
fragColor.x += 4.0;
float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);
if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
fragColor.x += 16.0;
if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
fragColor.x += 64.0;
}
fragColor /= 255.0;
return fragColor;
}
vec4 pass1(vec2 p1_texCoord) {
vec4 fragColor;
//---------------------------------------
// Input Pixel Mapping: -|B|-
// D|E|F
// -|H|-
vec2 scale = targetScale;
vec2 pos = fract(p1_texCoord * sourceSize) - vec2(0.5, 0.5);
vec2 coord = p1_texCoord - pos * texSizeInv;
vec4 B = P4( 0,-1);
vec4 D = P4(-1, 0);
vec4 E = P4( 0, 0);
vec4 F = P4( 1, 0);
vec4 H = P4( 0, 1);
vec4 info = floor(pass0(coord) * 255.0 + 0.5);
// info Mapping: x|y|
// w|z|
vec4 blendResult = floor(mod(info, 4.0));
vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
vec4 res = E;
// Pixel Tap Mapping: -|-|-
// -|E|F
// -|H|-
if(blendResult.z > float(BLEND_NONE))
{
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
vec2 direction = vec2(1.0, -1.0);
if(doLineBlend.z > 0.0)
{
origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine.z;
direction.y -= haveSteepLine.z;
}
// TODO: replace the rest of these with vec4
vec4 blendPix = mix(H,F, step(DistYCbCr(E.rgb, F.rgb), DistYCbCr(E.rgb, H.rgb)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-
// D|E|-
// -|H|-
if(blendResult.w > float(BLEND_NONE))
{
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(1.0, 1.0);
if(doLineBlend.w > 0.0)
{
origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine.w;
direction.x += haveSteepLine.w;
}
// TODO: replace the rest of these with vec4
vec4 blendPix = mix(H,D, step(DistYCbCr(E.rgb, D.rgb), DistYCbCr(E.rgb, H.rgb)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// -|E|F
// -|-|-
if(blendResult.y > float(BLEND_NONE))
{
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(-1.0, -1.0);
if(doLineBlend.y > 0.0)
{
origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine.y;
direction.x -= haveSteepLine.y;
}
// TODO: replace the rest of these with vec4
vec4 blendPix = mix(F,B, step(DistYCbCr(E.rgb, B.rgb), DistYCbCr(E.rgb, F.rgb)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|B|-
// D|E|-
// -|-|-
if(blendResult.x > float(BLEND_NONE))
{
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
vec2 direction = vec2(-1.0, 1.0);
if(doLineBlend.x > 0.0)
{
origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine.x;
direction.y += haveSteepLine.x;
}
// TODO: replace the rest of these with vec4
vec4 blendPix = mix(D,B, step(DistYCbCr(E.rgb, B.rgb), DistYCbCr(E.rgb, D.rgb)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
fragColor = res;
return fragColor;
}
void main() {
gl_FragColor = pass1(v_texCoord);
}

View file

@ -136,6 +136,9 @@ void Config::read(int argc, char *argv[]) {
{"fixedAspectRatio", true},
{"smoothScaling", 0},
{"bicubicSharpness", 100},
#ifdef MKXPZ_SSL
{"xbrzScalingFactor", 1.},
#endif
{"enableHires", false},
{"textureScalingFactor", 1.},
{"framebufferScalingFactor", 1.},
@ -267,6 +270,9 @@ try { exp } catch (...) {}
SET_OPT(fixedAspectRatio, boolean);
SET_OPT(smoothScaling, integer);
SET_OPT(bicubicSharpness, integer);
#ifdef MKXPZ_SSL
SET_OPT(xbrzScalingFactor, integer);
#endif
SET_OPT(enableHires, boolean);
SET_OPT(textureScalingFactor, number);
SET_OPT(framebufferScalingFactor, number);

View file

@ -45,6 +45,9 @@ struct Config {
bool fixedAspectRatio;
int smoothScaling;
int bicubicSharpness;
#ifdef MKXPZ_SSL
double xbrzScalingFactor;
#endif
bool enableHires;
double textureScalingFactor;
double framebufferScalingFactor;

View file

@ -175,6 +175,19 @@ static void _blitBegin(FBO::ID fbo, const Vec2i &size)
}
break;
#ifdef MKXPZ_SSL
case xBRZ:
{
XbrzShader &shader = shState->shaders().xbrz;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(Vec2i());
shader.setTexSize(Vec2i(size.x, size.y));
shader.setTargetScale(Vec2(1., 1.));
}
break;
#endif
default:
{
SimpleShader &shader = shState->shaders().simple;
@ -261,6 +274,16 @@ void blitSource(TEXFBO &source)
}
break;
#ifdef MKXPZ_SSL
case xBRZ:
{
XbrzShader &shader = shState->shaders().xbrz;
shader.bind();
shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
}
break;
#endif
default:
{
SimpleShader &shader = shState->shaders().simple;
@ -306,6 +329,13 @@ void blitRectangle(const IntRect &src, const IntRect &dst, bool smooth)
}
else
{
#ifdef MKXPZ_SSL
if (shState->config().smoothScaling == xBRZ)
{
XbrzShader &shader = shState->shaders().xbrz;
shader.setTargetScale(Vec2((float)(shState->config().xbrzScalingFactor), (float)(shState->config().xbrzScalingFactor)));
}
#endif
if (smooth)
TEX::setSmooth(true);

View file

@ -48,6 +48,9 @@
#include "flashMap.frag.xxd"
#include "bicubic.frag.xxd"
#include "lanczos3.frag.xxd"
#ifdef MKXPZ_SSL
#include "xbrz.frag.xxd"
#endif
#include "minimal.vert.xxd"
#include "simple.vert.xxd"
#include "simpleColor.vert.xxd"
@ -799,3 +802,21 @@ void Lanczos3Shader::setTexSize(const Vec2i &value)
ShaderBase::setTexSize(value);
gl.Uniform2f(u_sourceSize, (float)value.x, (float)value.y);
}
#ifdef MKXPZ_SSL
XbrzShader::XbrzShader()
{
INIT_SHADER(simple, xbrz, XbrzShader);
ShaderBase::init();
GET_U(texOffsetX);
GET_U(sourceSize);
GET_U(targetScale);
}
void XbrzShader::setTargetScale(const Vec2 &value)
{
gl.Uniform2f(u_targetScale, value.x, value.y);
}
#endif

View file

@ -352,6 +352,19 @@ protected:
GLint u_bc;
};
#ifdef MKXPZ_SSL
class XbrzShader : public Lanczos3Shader
{
public:
XbrzShader();
void setTargetScale(const Vec2 &value);
protected:
GLint u_targetScale;
};
#endif
/* Global object containing all available shaders */
struct ShaderSet
{
@ -375,6 +388,9 @@ struct ShaderSet
TilemapVXShader tilemapVX;
BicubicShader bicubic;
Lanczos3Shader lanczos3;
#ifdef MKXPZ_SSL
XbrzShader xbrz;
#endif
};
#endif // SHADER_H

View file

@ -206,6 +206,9 @@ enum InterpolationMethod
Bilinear = 1,
Bicubic = 2,
Lanczos3 = 3,
#ifdef MKXPZ_SSL
xBRZ = 4,
#endif
};
/* For internal use.