File cemu_PR879.patch of Package cemu
From 9b5ab19645b0cab3c6f6b9575d2cf22bed5f1479 Mon Sep 17 00:00:00 2001
From: Filippo Tarpini <filippotarpini@hotmail.it>
Date: Tue, 27 Jun 2023 00:52:36 +0300
Subject: [PATCH] Fix multiple issues with resampling
---
.../HW/Latte/Renderer/RendererOuputShader.cpp | 34 +++++++++----------
1 file changed, 17 insertions(+), 17 deletions(-)
diff --git a/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp b/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp
index ae5289442..30ef60a2e 100644
--- a/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp
+++ b/src/Cafe/HW/Latte/Renderer/RendererOuputShader.cpp
@@ -48,24 +48,23 @@ vec4 cubic(float x)
return w / 6.0;
}
-vec4 bcFilter(vec2 texcoord, vec2 texscale)
+vec4 bcFilter(vec2 uv, vec4 texelSize)
{
- float fx = fract(texcoord.x);
- float fy = fract(texcoord.y);
- texcoord.x -= fx;
- texcoord.y -= fy;
+ vec2 pixel = uv*texelSize.zw - 0.5;
+ vec2 pixelFrac = fract(pixel);
+ vec2 pixelInt = pixel - frac;
- vec4 xcubic = cubic(fx);
- vec4 ycubic = cubic(fy);
+ vec4 xcubic = cubic(pixelFrac.x);
+ vec4 ycubic = cubic(pixelFrac.y);
- vec4 c = vec4(texcoord.x - 0.5, texcoord.x + 1.5, texcoord.y - 0.5, texcoord.y + 1.5);
+ vec4 c = vec4(pixelInt.x - 0.5, pixelInt.x + 1.5, pixelInt.y - 0.5, pixelInt.y + 1.5);
vec4 s = vec4(xcubic.x + xcubic.y, xcubic.z + xcubic.w, ycubic.x + ycubic.y, ycubic.z + ycubic.w);
vec4 offset = c + vec4(xcubic.y, xcubic.w, ycubic.y, ycubic.w) / s;
- vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texscale);
- vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texscale);
- vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texscale);
- vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texscale);
+ vec4 sample0 = texture(textureSrc, vec2(offset.x, offset.z) * texelSize.xy);
+ vec4 sample1 = texture(textureSrc, vec2(offset.y, offset.z) * texelSize.xy);
+ vec4 sample2 = texture(textureSrc, vec2(offset.x, offset.w) * texelSize.xy);
+ vec4 sample3 = texture(textureSrc, vec2(offset.y, offset.w) * texelSize.xy);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
@@ -76,7 +75,8 @@ vec4 bcFilter(vec2 texcoord, vec2 texscale)
}
void main(){
- colorOut0 = vec4(bcFilter(passUV*textureSrcResolution, vec2(1.0,1.0)/textureSrcResolution).rgb,1.0);
+ vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
+ colorOut0 = vec4(bcFilter(passUV, texelSize).rgb,1.0);
}
)";
@@ -92,7 +92,7 @@ layout(location = 0) out vec4 colorOut0;
// https://www.shadertoy.com/view/MllSzX
-vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
+vec3 CubicHermite(vec3 A, vec3 B, vec3 C, vec3 D, float t)
{
float t2 = t*t;
float t3 = t*t*t;
@@ -108,10 +108,10 @@ vec3 CubicHermite (vec3 A, vec3 B, vec3 C, vec3 D, float t)
vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
{
vec2 pixel = uv*texelSize.zw + 0.5;
- vec2 frac = fract(pixel);
+ vec2 frac = fract(pixel);
pixel = floor(pixel) / texelSize.zw - vec2(texelSize.xy/2.0);
- vec4 doubleSize = texelSize*texelSize;
+ vec4 doubleSize = texelSize*2.0;
vec3 C00 = texture(textureSrc, pixel + vec2(-texelSize.x ,-texelSize.y)).rgb;
vec3 C10 = texture(textureSrc, pixel + vec2( 0.0 ,-texelSize.y)).rgb;
@@ -142,7 +142,7 @@ vec3 BicubicHermiteTexture(vec2 uv, vec4 texelSize)
}
void main(){
- vec4 texelSize = vec4( 1.0 / outputResolution.xy, outputResolution.xy);
+ vec4 texelSize = vec4( 1.0 / textureSrcResolution.xy, textureSrcResolution.xy);
colorOut0 = vec4(BicubicHermiteTexture(passUV, texelSize), 1.0);
}
)";