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[client] egl: allow ffxCAS sharpness configuration
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parent
30e6a258ad
commit
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2 changed files with 21 additions and 2 deletions
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@ -82,6 +82,7 @@ struct EGL_Desktop
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EGL_Shader * ffxCAS;
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EGL_Shader * ffxCAS;
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bool enableCAS;
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bool enableCAS;
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PostProcessHandle ffxCASHandle;
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PostProcessHandle ffxCASHandle;
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EGL_Uniform ffxUniform;
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};
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};
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// forwards
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// forwards
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@ -176,6 +177,11 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_basic_vert , b_shader_basic_vert_size,
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b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
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b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
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desktop->ffxUniform.type = EGL_UNIFORM_TYPE_1F;
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desktop->ffxUniform.location =
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egl_shaderGetUniform(desktop->ffxCAS, "uSharpness");
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desktop->ffxUniform.f[0] = 0.0f;
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setupFilters(desktop);
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setupFilters(desktop);
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return true;
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return true;
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@ -263,6 +269,19 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
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desktop->enableCAS = cas;
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desktop->enableCAS = cas;
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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egl_textureEnableFilter(desktop->ffxCASHandle, cas);
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}
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}
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float sharpness = desktop->ffxUniform.f[0];
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igText("Sharpness:");
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igSameLine(0.0f, -1.0f);
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igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() - igGetStyle()->WindowPadding.x);
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igSliderFloat("##casSharpness", &sharpness, 0.0f, 1.0f, NULL, 0);
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igPopItemWidth();
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if (sharpness != desktop->ffxUniform.f[0])
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{
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desktop->ffxUniform.f[0] = sharpness;
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egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
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}
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}
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}
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
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@ -8,6 +8,7 @@ out vec4 fragColor;
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uniform sampler2D iChannel0;
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uniform sampler2D iChannel0;
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uniform uvec2 uInRes[8];
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uniform uvec2 uInRes[8];
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uniform uvec2 uOutRes;
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uniform uvec2 uOutRes;
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uniform float uSharpness;
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// the following are not available until verion 400 or later
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// the following are not available until verion 400 or later
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// so we implement our own versions of them
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// so we implement our own versions of them
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@ -51,12 +52,11 @@ void main()
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vec4 color;
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vec4 color;
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vec2 inputResolution = vec2(uInRes[0]);
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vec2 inputResolution = vec2(uInRes[0]);
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vec2 outputResolution = vec2(uOutRes);
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vec2 outputResolution = vec2(uOutRes);
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float sharpnessTuning = 1.0f;
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uvec4 const0;
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uvec4 const0;
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uvec4 const1;
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uvec4 const1;
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CasSetup(const0, const1, sharpnessTuning,
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CasSetup(const0, const1, uSharpness,
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inputResolution.x, inputResolution.y,
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inputResolution.x, inputResolution.y,
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outputResolution.x, outputResolution.y);
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outputResolution.x, outputResolution.y);
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