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rsx: Improvements to the video out passes
- Use shared VS for vulkan as well as GL - Simplify binding model and give control back to the cpp side
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parent
bb22afb7f1
commit
1808a4373b
4 changed files with 48 additions and 37 deletions
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@ -2,10 +2,21 @@ R"(
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#version 420
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layout(location=0) out vec2 tc0;
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#ifdef VULKAN
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#define gl_VertexID gl_VertexIndex
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#endif
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void main()
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{
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vec2 positions[] = {vec2(-1., -1.), vec2(1., -1.), vec2(-1., 1.), vec2(1., 1.)};
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#ifdef VULKAN
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// Origin at top left
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vec2 coords[] = {vec2(0., 0.), vec2(1., 0.), vec2(0., 1.), vec2(1., 1.)};
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#else
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// Origin at bottom left. Flip Y coordinate.
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vec2 coords[] = {vec2(0., 1.), vec2(1., 1.), vec2(0., 0.), vec2(1., 0.)};
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#endif
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tc0 = coords[gl_VertexID % 4];
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vec2 pos = positions[gl_VertexID % 4];
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gl_Position = vec4(pos, 0., 1.);
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@ -1,13 +1,10 @@
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R"(
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#version 420
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#version 440
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#ifdef VULKAN
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layout(set=0, binding=1) uniform sampler2D fs0;
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layout(set=0, binding=2) uniform sampler2D fs1;
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#else
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layout(binding=31) uniform sampler2D fs0;
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layout(binding=30) uniform sampler2D fs1;
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#endif
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#define SAMPLER_BINDING(x) %sampler_binding
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layout(%set_decorator, binding=SAMPLER_BINDING(0)) uniform sampler2D fs0;
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layout(%set_decorator, binding=SAMPLER_BINDING(1)) uniform sampler2D fs1;
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layout(location=0) in vec2 tc0;
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layout(location=0) out vec4 ocol;
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@ -77,7 +74,10 @@ vec4 anaglyph_stereo_image()
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vec4 read_source()
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{
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if (stereo_display_mode == STEREO_MODE_DISABLED) return texture(fs0, tc0);
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if (stereo_display_mode == STEREO_MODE_DISABLED)
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{
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return texture(fs0, tc0);
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}
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if (stereo_image_count == 1)
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{
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@ -106,7 +106,8 @@ vec4 read_source()
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return texture(fs0, tc0);
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}
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}
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else if (stereo_image_count == 2)
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if (stereo_image_count == 2)
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{
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switch (stereo_display_mode)
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{
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@ -133,23 +134,17 @@ vec4 read_source()
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return texture(fs0, tc0);
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}
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}
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else
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{
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vec2 coord_left = tc0 * left_single_matrix;
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vec2 coord_right = coord_left + right_single_matrix;
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vec4 left = texture(fs0, coord_left);
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vec4 right = texture(fs0, coord_right);
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return vec4(left.r, right.g, right.b, 1.);
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}
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// Unreachable. Return debug color fill
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return vec4(1., 0., 0., 1.);
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}
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void main()
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{
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vec4 color = read_source();
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color.rgb = pow(color.rgb, vec3(gamma));
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if (limit_range > 0)
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ocol = ((color * 220.) + 16.) / 255.;
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else
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ocol = color;
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ocol = (limit_range == 0)
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? ocol = color
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: ((color * 220.) + 16.) / 255.;
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}
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)"
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