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authorAndrew Opalach <andrew@akon.city> 2026-04-25 14:28:02 -0400
committerAndrew Opalach <andrew@akon.city> 2026-04-25 14:46:39 -0400
commit0848d6c89defb95966deeecd1c61352deccbeaec (patch)
tree21a2e74fcabb85c02fda8959badc08b0f7de0261 /hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff
parentef40a5119a77280863c21ba67397818514714ccc (diff)
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New CPU + Cleanup
Diffstat (limited to 'hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff')
-rw-r--r--hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff693
1 files changed, 0 insertions, 693 deletions
diff --git a/hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff b/hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff
deleted file mode 100644
index 79a87eb..0000000
--- a/hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff
+++ /dev/null
@@ -1,693 +0,0 @@
-diff --git a/src/Backends/DRMBackend.cpp b/src/Backends/DRMBackend.cpp
-index 1ec2699..26c0afc 100644
---- a/src/Backends/DRMBackend.cpp
-+++ b/src/Backends/DRMBackend.cpp
-@@ -3424,6 +3424,7 @@ namespace gamescope
- bNeedsFullComposite |= bWasFirstFrame;
- bNeedsFullComposite |= pFrameInfo->useFSRLayer0;
- bNeedsFullComposite |= pFrameInfo->useNISLayer0;
-+ bNeedsFullComposite |= pFrameInfo->useBICUBICLayer0;
- bNeedsFullComposite |= pFrameInfo->blurLayer0;
- bNeedsFullComposite |= bNeedsCompositeFromFilter;
- bNeedsFullComposite |= !k_bUseCursorPlane && bDrewCursor;
-diff --git a/src/Backends/OpenVRBackend.cpp b/src/Backends/OpenVRBackend.cpp
-index 1f0e822..6756835 100644
---- a/src/Backends/OpenVRBackend.cpp
-+++ b/src/Backends/OpenVRBackend.cpp
-@@ -1431,6 +1431,7 @@ namespace gamescope
- bNeedsFullComposite |= cv_composite_force;
- bNeedsFullComposite |= pFrameInfo->useFSRLayer0;
- bNeedsFullComposite |= pFrameInfo->useNISLayer0;
-+ bNeedsFullComposite |= pFrameInfo->useBICUBICLayer0;
- bNeedsFullComposite |= pFrameInfo->blurLayer0;
- bNeedsFullComposite |= bNeedsCompositeFromFilter;
- bNeedsFullComposite |= g_bColorSliderInUse;
-diff --git a/src/Backends/SDLBackend.cpp b/src/Backends/SDLBackend.cpp
-index 2bb8fb0..87b1bed 100644
---- a/src/Backends/SDLBackend.cpp
-+++ b/src/Backends/SDLBackend.cpp
-@@ -736,7 +736,7 @@ namespace gamescope
- if ( event.key.keysym.mod & KMOD_LGUI )
- {
- uint32_t key = SDLScancodeToLinuxKey( event.key.keysym.scancode );
-- const uint32_t shortcutKeys[] = {KEY_F, KEY_N, KEY_B, KEY_U, KEY_Y, KEY_I, KEY_O, KEY_S, KEY_G};
-+ const uint32_t shortcutKeys[] = {KEY_F, KEY_N, KEY_B, KEY_K, KEY_U, KEY_Y, KEY_I, KEY_O, KEY_S, KEY_G};
- const bool isShortcutKey = std::find(std::begin(shortcutKeys), std::end(shortcutKeys), key) != std::end(shortcutKeys);
- if ( isShortcutKey )
- {
-@@ -764,6 +764,10 @@ namespace gamescope
- case KEY_B:
- g_wantedUpscaleFilter = GamescopeUpscaleFilter::LINEAR;
- break;
-+ case KEY_K:
-+ g_wantedDownscaleFilter = (g_wantedDownscaleFilter == GamescopeDownscaleFilter::BICUBIC) ?
-+ GamescopeDownscaleFilter::LINEAR : GamescopeDownscaleFilter::BICUBIC;
-+ break;
- case KEY_U:
- g_wantedUpscaleFilter = (g_wantedUpscaleFilter == GamescopeUpscaleFilter::FSR) ?
- GamescopeUpscaleFilter::LINEAR : GamescopeUpscaleFilter::FSR;
-diff --git a/src/Backends/WaylandBackend.cpp b/src/Backends/WaylandBackend.cpp
-index 664ed0e..d942cd6 100644
---- a/src/Backends/WaylandBackend.cpp
-+++ b/src/Backends/WaylandBackend.cpp
-@@ -1022,6 +1022,7 @@ namespace gamescope
- bNeedsFullComposite |= cv_composite_force;
- bNeedsFullComposite |= pFrameInfo->useFSRLayer0;
- bNeedsFullComposite |= pFrameInfo->useNISLayer0;
-+ bNeedsFullComposite |= pFrameInfo->useBICUBICLayer0;
- bNeedsFullComposite |= pFrameInfo->blurLayer0;
- bNeedsFullComposite |= bNeedsCompositeFromFilter;
- bNeedsFullComposite |= g_bColorSliderInUse;
-@@ -2877,6 +2878,16 @@ namespace gamescope
- return;
- }
-
-+ case KEY_K:
-+ {
-+ if ( !bPressed )
-+ {
-+ g_wantedDownscaleFilter = (g_wantedDownscaleFilter == GamescopeDownscaleFilter::BICUBIC) ?
-+ GamescopeDownscaleFilter::LINEAR : GamescopeDownscaleFilter::BICUBIC;
-+ }
-+ return;
-+ }
-+
- case KEY_Y:
- {
- if ( !bPressed )
-diff --git a/src/main.cpp b/src/main.cpp
-index cdb35c3..78e072b 100644
---- a/src/main.cpp
-+++ b/src/main.cpp
-@@ -7,6 +7,7 @@
- #include <mutex>
- #include <vector>
- #include <cstring>
-+#include <sstream>
- #include <string>
- #if defined(__linux__)
- #include <sys/capability.h>
-@@ -297,11 +298,14 @@ bool g_bGrabbed = false;
- float g_mouseSensitivity = 1.0;
-
- GamescopeUpscaleFilter g_upscaleFilter = GamescopeUpscaleFilter::LINEAR;
-+GamescopeDownscaleFilter g_downscaleFilter = GamescopeDownscaleFilter::LINEAR;
- GamescopeUpscaleScaler g_upscaleScaler = GamescopeUpscaleScaler::AUTO;
-
- GamescopeUpscaleFilter g_wantedUpscaleFilter = GamescopeUpscaleFilter::LINEAR;
-+GamescopeDownscaleFilter g_wantedDownscaleFilter = GamescopeDownscaleFilter::LINEAR;
- GamescopeUpscaleScaler g_wantedUpscaleScaler = GamescopeUpscaleScaler::AUTO;
- int g_upscaleFilterSharpness = 2;
-+GamescopeBicubicParams g_bicubicParams;
-
- gamescope::GamescopeModeGeneration g_eGamescopeModeGeneration = gamescope::GAMESCOPE_MODE_GENERATE_CVT;
-
-@@ -406,6 +410,54 @@ static enum GamescopeUpscaleFilter parse_upscaler_filter(const char *str)
- }
- }
-
-+static enum GamescopeDownscaleFilter parse_downscaler_filter(const char *str)
-+{
-+ std::string_view arg{str};
-+
-+ // If the string is just 'bicubic' use default values
-+ if ( arg == "bicubic" ) {
-+ return GamescopeDownscaleFilter::BICUBIC;
-+ }
-+
-+ // Arguments start after ':'
-+ if ( auto search = arg.find(':'); search == std::string::npos ) {
-+ fprintf( stderr, "gamescope: invalid argument for --filter=bicubic:float,float\n" );
-+ exit(1);
-+ } else {
-+ arg = std::string_view(arg.data() + search + 1);
-+ }
-+
-+ // Push arguments to stream
-+ std::stringstream ss;
-+ ss << arg;
-+
-+ // Validate arguments from stream
-+ double b, c;
-+ char comma;
-+ if ((ss >> b >> comma >> c) && (comma == ',')) {
-+ // clamp values
-+ b = std::clamp(b, 0.0, 1.0);
-+ c = std::clamp(c, 0.0, 1.0);
-+ // Ovewrite default global parameters
-+ g_bicubicParams.b = b;
-+ g_bicubicParams.c = c;
-+ // Set downscaler filters
-+ return GamescopeDownscaleFilter::BICUBIC;
-+ }
-+
-+ fprintf( stderr, "gamescope: invalid value for --filter\n" );
-+ exit(1);
-+}
-+
-+static void parse_filter(const char *str)
-+{
-+ if (std::string_view{str}.starts_with("bicubic")) {
-+ g_wantedDownscaleFilter = parse_downscaler_filter(str);
-+ } else {
-+ g_wantedUpscaleFilter = parse_upscaler_filter(str);
-+ }
-+}
-+
- static enum gamescope::GamescopeBackend parse_backend_name(const char *str)
- {
- if (strcmp(str, "auto") == 0) {
-@@ -736,7 +788,7 @@ int main(int argc, char **argv)
- g_wantedUpscaleScaler = parse_upscaler_scaler(optarg);
- break;
- case 'F':
-- g_wantedUpscaleFilter = parse_upscaler_filter(optarg);
-+ parse_filter(optarg);
- break;
- case 'b':
- g_bBorderlessOutputWindow = true;
-diff --git a/src/main.hpp b/src/main.hpp
-index 2e6fb83..f8cc030 100644
---- a/src/main.hpp
-+++ b/src/main.hpp
-@@ -40,6 +40,18 @@ enum class GamescopeUpscaleFilter : uint32_t
- FROM_VIEW = 0xF, // internal
- };
-
-+enum class GamescopeDownscaleFilter : uint32_t
-+{
-+ LINEAR = 0,
-+ BICUBIC,
-+};
-+
-+struct GamescopeBicubicParams
-+{
-+ float b = 0.3f;
-+ float c = 0.3f;
-+};
-+
- static constexpr bool DoesHardwareSupportUpscaleFilter( GamescopeUpscaleFilter eFilter )
- {
- // Could do nearest someday... AMDGPU DC supports custom tap placement to an extent.
-@@ -57,10 +69,13 @@ enum class GamescopeUpscaleScaler : uint32_t
- };
-
- extern GamescopeUpscaleFilter g_upscaleFilter;
-+extern GamescopeDownscaleFilter g_downscaleFilter;
- extern GamescopeUpscaleScaler g_upscaleScaler;
- extern GamescopeUpscaleFilter g_wantedUpscaleFilter;
-+extern GamescopeDownscaleFilter g_wantedDownscaleFilter;
- extern GamescopeUpscaleScaler g_wantedUpscaleScaler;
- extern int g_upscaleFilterSharpness;
-+extern GamescopeBicubicParams g_bicubicParams;
-
- extern bool g_bBorderlessOutputWindow;
-
-diff --git a/src/meson.build b/src/meson.build
-index a3dfdab..5d3019f 100644
---- a/src/meson.build
-+++ b/src/meson.build
-@@ -66,6 +66,7 @@ shader_src = [
- 'shaders/cs_composite_rcas.comp',
- 'shaders/cs_easu.comp',
- 'shaders/cs_easu_fp16.comp',
-+ 'shaders/cs_bicubic.comp',
- 'shaders/cs_gaussian_blur_horizontal.comp',
- 'shaders/cs_nis.comp',
- 'shaders/cs_nis_fp16.comp',
-diff --git a/src/rendervulkan.cpp b/src/rendervulkan.cpp
-index f79d26e..cc7edbb 100644
---- a/src/rendervulkan.cpp
-+++ b/src/rendervulkan.cpp
-@@ -44,6 +44,7 @@
- #include "cs_composite_rcas.h"
- #include "cs_easu.h"
- #include "cs_easu_fp16.h"
-+#include "cs_bicubic.h"
- #include "cs_gaussian_blur_horizontal.h"
- #include "cs_nis.h"
- #include "cs_nis_fp16.h"
-@@ -52,6 +53,7 @@
- #define A_CPU
- #include "shaders/ffx_a.h"
- #include "shaders/ffx_fsr1.h"
-+#include "shaders/bicubic.h"
-
- #include "reshade_effect_manager.hpp"
-
-@@ -912,6 +914,7 @@ bool CVulkanDevice::createShaders()
- SHADER(BLUR_COND, cs_composite_blur_cond);
- SHADER(BLUR_FIRST_PASS, cs_gaussian_blur_horizontal);
- SHADER(RCAS, cs_composite_rcas);
-+ SHADER(BICUBIC, cs_bicubic);
- if (m_bSupportsFp16)
- {
- SHADER(EASU, cs_easu_fp16);
-@@ -1151,6 +1154,7 @@ void CVulkanDevice::compileAllPipelines()
- SHADER(BLUR_FIRST_PASS, 1, 2, 1);
- SHADER(RCAS, k_nMaxLayers, k_nMaxYcbcrMask_ToPreCompile, 1);
- SHADER(EASU, 1, 1, 1);
-+ SHADER(BICUBIC, 1, 1, 1);
- SHADER(NIS, 1, 1, 1);
- SHADER(RGB_TO_NV12, 1, 1, 1);
- #undef SHADER
-@@ -3732,6 +3736,17 @@ struct EasuPushData_t
- }
- };
-
-+struct BicubicPushData_t
-+{
-+ uvec4_t Const0;
-+ uvec4_t Const1;
-+
-+ BicubicPushData_t(float B, float C, uint32_t inputX, uint32_t inputY, uint32_t tempX, uint32_t tempY, uint32_t winX, uint32_t winY)
-+ {
-+ BicubicCon(&Const0.x, &Const1.x, B*10, C*10, inputX, inputY, tempX, tempY, winX, winY);
-+ }
-+};
-+
- struct RcasPushData_t
- {
- uvec2_t u_layer0Offset;
-@@ -3950,7 +3965,51 @@ std::optional<uint64_t> vulkan_composite( struct FrameInfo_t *frameInfo, gamesco
- for (uint32_t i = 0; i < EOTF_Count; i++)
- cmdBuffer->bindColorMgmtLuts(i, frameInfo->shaperLut[i], frameInfo->lut3D[i]);
-
-- if ( frameInfo->useFSRLayer0 )
-+ if ( frameInfo->useBICUBICLayer0 )
-+ {
-+ uint32_t inputX = frameInfo->layers[0].tex->width();
-+ uint32_t inputY = frameInfo->layers[0].tex->height();
-+
-+ uint32_t tempX = frameInfo->layers[0].integerWidth();
-+ uint32_t tempY = frameInfo->layers[0].integerHeight();
-+
-+ update_tmp_images(tempX, tempY);
-+
-+ cmdBuffer->bindPipeline( g_device.pipeline(SHADER_TYPE_BICUBIC, frameInfo->layerCount, frameInfo->ycbcrMask()));
-+ cmdBuffer->bindTarget(g_output.tmpOutput);
-+ cmdBuffer->bindTexture(0, frameInfo->layers[0].tex);
-+ cmdBuffer->setTextureSrgb(0, true);
-+ cmdBuffer->setSamplerUnnormalized(0, false);
-+ cmdBuffer->setSamplerNearest(0, false);
-+ cmdBuffer->uploadConstants<BicubicPushData_t>(g_bicubicParams.b
-+ , g_bicubicParams.c
-+ , inputX
-+ , inputY
-+ , tempX
-+ , tempY
-+ , currentOutputWidth
-+ , currentOutputHeight
-+ );
-+
-+ int pixelsPerGroup = 16;
-+
-+ cmdBuffer->dispatch(div_roundup(tempX, pixelsPerGroup), div_roundup(tempY, pixelsPerGroup));
-+
-+ struct FrameInfo_t bicFrameInfo = *frameInfo;
-+ bicFrameInfo.layers[0].tex = g_output.tmpOutput;
-+ bicFrameInfo.layers[0].scale.x = 1.0f;
-+ bicFrameInfo.layers[0].scale.y = 1.0f;
-+
-+ cmdBuffer->bindPipeline( g_device.pipeline(SHADER_TYPE_BLIT, bicFrameInfo.layerCount, bicFrameInfo.ycbcrMask()));
-+ bind_all_layers(cmdBuffer.get(), &bicFrameInfo);
-+ cmdBuffer->bindTarget(compositeImage);
-+ cmdBuffer->uploadConstants<BlitPushData_t>(&bicFrameInfo);
-+
-+ pixelsPerGroup = 8;
-+
-+ cmdBuffer->dispatch(div_roundup(currentOutputWidth, pixelsPerGroup), div_roundup(currentOutputHeight, pixelsPerGroup));
-+ }
-+ else if ( frameInfo->useFSRLayer0 )
- {
- uint32_t inputX = frameInfo->layers[0].tex->width();
- uint32_t inputY = frameInfo->layers[0].tex->height();
-diff --git a/src/rendervulkan.hpp b/src/rendervulkan.hpp
-index 63cc602..4092e82 100644
---- a/src/rendervulkan.hpp
-+++ b/src/rendervulkan.hpp
-@@ -281,6 +281,7 @@ struct FrameInfo_t
- {
- bool useFSRLayer0;
- bool useNISLayer0;
-+ bool useBICUBICLayer0;
- bool bFadingOut;
- BlurMode blurLayer0;
- int blurRadius;
-@@ -556,6 +557,7 @@ enum ShaderType {
- SHADER_TYPE_EASU,
- SHADER_TYPE_RCAS,
- SHADER_TYPE_NIS,
-+ SHADER_TYPE_BICUBIC,
- SHADER_TYPE_RGB_TO_NV12,
-
- SHADER_TYPE_COUNT
-diff --git a/src/shaders/bicubic.h b/src/shaders/bicubic.h
-new file mode 100644
-index 0000000..8117e87
---- /dev/null
-+++ b/src/shaders/bicubic.h
-@@ -0,0 +1,44 @@
-+//_____________________________________________________________/\_______________________________________________________________
-+//==============================================================================================================================
-+//
-+//
-+// BICUBIC IMAGE SCALING
-+//
-+//
-+//------------------------------------------------------------------------------------------------------------------------------
-+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-+//_____________________________________________________________/\_______________________________________________________________
-+//==============================================================================================================================
-+// CONSTANT SETUP
-+//==============================================================================================================================
-+// Call to setup required constant values (works on CPU or GPU).
-+A_STATIC void BicubicCon(
-+outAU4 con0,
-+outAU4 con1,
-+// Configurable parameters
-+AU1 B,
-+AU1 C,
-+// This the rendered image resolution
-+AF1 inputRenderedSizeX,
-+AF1 inputRenderedSizeY,
-+// This is the resolution of the resource containing the input image (useful for dynamic resolution)
-+AF1 inputCurrentSizeX,
-+AF1 inputCurrentSizeY,
-+// This is the window width / height
-+AF1 outputTargetSizeX,
-+AF1 outputTargetSizeY)
-+{
-+ // Input/Output size information
-+ con0[0]=AU1_AF1(inputRenderedSizeX);
-+ con0[1]=AU1_AF1(inputRenderedSizeY);
-+ con0[2]=AU1_AF1(inputCurrentSizeX);
-+ con0[3]=AU1_AF1(inputCurrentSizeY);
-+
-+ // Viewport pixel position to normalized image space.
-+ con1[0]=AU1_AF1(outputTargetSizeX);
-+ con1[1]=AU1_AF1(outputTargetSizeY);
-+ con1[2]=B;
-+ con1[3]=C;
-+}
-diff --git a/src/shaders/cs_bicubic.comp b/src/shaders/cs_bicubic.comp
-new file mode 100644
-index 0000000..2b6dfb8
---- /dev/null
-+++ b/src/shaders/cs_bicubic.comp
-@@ -0,0 +1,177 @@
-+// References
-+// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
-+// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
-+// https://web.archive.org/web/20180927181721/http://www.java-gaming.org/index.php?topic=35123.0
-+// https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
-+
-+#version 460
-+
-+#extension GL_GOOGLE_include_directive : require
-+#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
-+#extension GL_EXT_scalar_block_layout : require
-+
-+#include "descriptor_set.h"
-+
-+layout(
-+ local_size_x = 64,
-+ local_size_y = 1,
-+ local_size_z = 1) in;
-+
-+// Push constant is a mechanism in modern OpenGL that allows passing small amounts of frequently
-+// updated data to the shader without needing to bind a buffer
-+layout(binding = 0, scalar)
-+uniform layers_t {
-+ uvec4 c0, c1;
-+};
-+
-+#define A_GPU 1
-+#define A_GLSL 1
-+#define A_HALF 1
-+#include "ffx_a.h"
-+#include "bicubic.h"
-+
-+// The Mitchell–Netravali filters or BC-splines
-+// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters
-+// Conditionals are slow in GPU code, so to represent 0 <= f < 1 and 1 <= f < 2
-+// the P(d) form shown in the wikipedia page is used
-+vec4 mitchellNetravaliWeights(float f, float B, float C)
-+{
-+ float w0 = ((12.0 - 9.0 * B - 6.0 * C) * pow(f, 3.0)) +
-+ ((-18.0 + 12.0 * B + 6.0 * C) * pow(f, 2.0)) +
-+ (6.0 - 2.0 * B);
-+
-+ float w1 = ((-B - 6.0 * C) * pow(f - 1.0, 3.0)) +
-+ ((6.0 * B + 30.0 * C) * pow(f - 1.0, 2.0)) +
-+ ((-12.0 * B - 48.0 * C) * (f - 1.0)) +
-+ (8.0 * B + 24.0 * C);
-+
-+ float w2 = ((12.0 - 9.0 * B - 6.0 * C) * pow(1.0 - f, 3.0)) +
-+ ((-18.0 + 12.0 * B + 6.0 * C) * pow(1.0 - f, 2.0)) +
-+ (6.0 - 2.0 * B);
-+
-+ float w3 = ((-B - 6.0 * C) * pow(2.0 - f, 3.0)) +
-+ ((6.0 * B + 30.0 * C) * pow(2.0 - f, 2.0)) +
-+ ((-12.0 * B - 48.0 * C) * (2.0 - f)) +
-+ (8.0 * B + 24.0 * C);
-+
-+ return vec4(w0, w1, w2, w3);
-+}
-+
-+// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
-+// https://web.archive.org/web/20180927181721/http://www.java-gaming.org/index.php?topic=35123.0
-+// This is an efficient method to implement bicubic filtering, it takes
-+// advantage of the fact that the bilinear approach gives the weighted average
-+// of a 2x2 area.
-+vec4 textureBicubic(sampler2D splr, vec2 texCoords)
-+{
-+ vec2 texSize = textureSize(splr, 0);
-+ vec2 invTexSize = 1.0 / texSize;
-+
-+ // Converts normalized coordinates into pixel-space coordinate
-+ // Example: If texCoords is (0.5, 0.5), and the texture size is (1920, 1080), the result will be
-+ // (960, 540)—the center of the texture in pixel space.
-+ // Subtracting 0.5 ensures that you're sampling from the center of the texel rather than its corner
-+ // Example: Assume we have a 3x3 texture and texCoords = (0.5, 0.5):
-+ // [0,0][1,0][2,0]
-+ // [0,1][1,1][2,1]
-+ // [0,2][1,2][2,2]
-+ // texCoords * texSize - 0.5 maps to (1.5, 1.5), which is between (1,1) and (2,2), then
-+ // subtracts 0.5 to move it to (1.0, 1.0)—the center of the texel
-+ texCoords = texCoords * texSize - 0.5;
-+
-+ // Get B and C that were pushed from the user input (or default values)
-+ float B = c1[2] / 10.0f;
-+ float C = c1[3] / 10.0f;
-+
-+ // Get the fractional part of the coordinates
-+ // They are used in Mitchell Netravali's strategy to calculate the interpolation weights,
-+ // i.e., how much influence the neighboring vertices have on the final pixel value
-+ vec2 fxy = fract(texCoords);
-+ texCoords -= fxy;
-+
-+ // Calculate bicubic weights
-+ // These weights represent how much influence each neighboring texel in the 4x4 grid will have
-+ // on the final interpolated pixel value
-+ vec4 xweights = mitchellNetravaliWeights(fxy.x, B, C);
-+ vec4 yweights = mitchellNetravaliWeights(fxy.y, B, C);
-+
-+ // Modify the current texture coordinates to have an offset in texels for each coordinate
-+ // E.g. texCoords + vec(-1.0, 0.0) is a texel to the left
-+ // texCoords + vec(1.0, 0.0) is a texel to the right
-+ // texCoords + vec(0.0, 1.0) is a texel downwards
-+ // texCoords + vec(0.0, -1.0) is a texel upwards
-+ vec4 offsetTexels = texCoords.xxyy;
-+ offsetTexels += vec2 (-1.0, +1.0).xyxy;
-+ // Normalize weights to range between (0,1)
-+ // vec4 sumWeights = vec4(xweights.xz + xweights.yw, yweights.xz + yweights.yw);
-+ // vec4 normalizedWeights = vec4 (xweights.yw, yweights.yw) / sumWeights;
-+ vec4 sumWeights = vec4(xweights.x + xweights.y, xweights.z + xweights.w, yweights.x + yweights.y, yweights.z + yweights.w);
-+ vec4 normalizedWeights = vec4 (xweights.y, xweights.w, yweights.y, yweights.w) / sumWeights;
-+ // Use the weights to influence the sampling position inside each texel
-+ // Each texel has a size from (0,1)
-+ vec4 offsetSampler = offsetTexels + normalizedWeights;
-+ // Go back to normalized space
-+ offsetSampler *= invTexSize.xxyy;
-+ // Perform the sampling
-+ vec4 sample0 = texture(splr, offsetSampler.xz);
-+ vec4 sample1 = texture(splr, offsetSampler.yz);
-+ vec4 sample2 = texture(splr, offsetSampler.xw);
-+ vec4 sample3 = texture(splr, offsetSampler.yw);
-+
-+ // Now we perform linear interpolation in the selected points
-+ // The mix(a, b, t) function in GLSL performs linear interpolation between a and b based on the
-+ // parameter t, t is between 0 and 1
-+ // https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
-+
-+ // Here we want to normalize sx and sy to between 0 and 1 (t value)
-+ float sx = sumWeights.x / (sumWeights.x + sumWeights.y);
-+ float sy = sumWeights.z / (sumWeights.z + sumWeights.w);
-+
-+ return mix(
-+ mix(sample3, sample2, sx), mix(sample1, sample0, sx)
-+ , sy);
-+}
-+
-+void bicPass(uvec2 pos)
-+{
-+ // Retrieve pushed values
-+ AF2 inputRenderedSize = AF2_AU2(c0.xy);
-+ AF2 inputCurrentSize = AF2_AU2(c0.zw);
-+ AF2 outputTargetSize = AF2_AU2(c1.xy);
-+
-+ // ARcpF1(x) == 1.0 / x
-+ // scaleFactor is the division between the rendered image and the size it should have at the end
-+ // E.g.: Rendered 1920x1080, window size is 960x540, then scaleFactor is 2x2
-+ AF2 scaleFactor = inputRenderedSize * vec2(ARcpF1(inputCurrentSize.x), ARcpF1(inputCurrentSize.y));
-+
-+ // The parameter pos of this function is used to iterate over the output image (e.g. 960x540)
-+ // The position of the processed pixel should be taken from the rendered image (e.g. 1920x1080)
-+ // 10x10 in the output, corresponds to 20x20 in the original image
-+ AF2 positionPixel=AF2(pos)*scaleFactor;
-+
-+ // Normalize the image space to be between [0,1]
-+ positionPixel=positionPixel*vec2(ARcpF1(inputRenderedSize.x),ARcpF1(inputRenderedSize.y));
-+
-+ // Apply the bicubic algorithm in the normalized pixel position
-+ vec4 bicPass = textureBicubic(s_samplers[0], positionPixel);
-+
-+ imageStore(dst, ivec2(pos), bicPass);
-+}
-+
-+
-+void main()
-+{
-+ // AMD recommends to use this swizzle and to process 4 pixel per invocation
-+ // for better cache utilisation
-+ uvec2 pos = ARmp8x8(gl_LocalInvocationID.x) + uvec2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
-+
-+ bicPass(pos);
-+ pos.x += 8u;
-+ bicPass(pos);
-+ pos.y += 8u;
-+ bicPass(pos);
-+ pos.x -= 8u;
-+ bicPass(pos);
-+}
-+
-+/* vim: set expandtab ft=cpp fdm=marker ts=4 sw=4 tw=100 et :*/
-diff --git a/src/shaders/descriptor_set.h b/src/shaders/descriptor_set.h
-index f2b8527..64cc1c9 100644
---- a/src/shaders/descriptor_set.h
-+++ b/src/shaders/descriptor_set.h
-@@ -21,6 +21,7 @@ const int filter_nearest = 1;
- const int filter_fsr = 2;
- const int filter_nis = 3;
- const int filter_pixel = 4;
-+const int filter_bicubic = 5;
- const int filter_from_view = 255;
-
- const int EOTF_Gamma22 = 0;
-diff --git a/src/steamcompmgr.cpp b/src/steamcompmgr.cpp
-index c1d49fd..44cb223 100644
---- a/src/steamcompmgr.cpp
-+++ b/src/steamcompmgr.cpp
-@@ -1015,6 +1015,7 @@ gamescope::ConCommand cc_debug_set_fps_limit( "debug_set_fps_limit", "Set refres
- static int g_nRuntimeInfoFd = -1;
-
- bool g_bFSRActive = false;
-+bool g_bBicubicActive = false;
-
- BlurMode g_BlurMode = BLUR_MODE_OFF;
- BlurMode g_BlurModeOld = BLUR_MODE_OFF;
-@@ -2555,6 +2556,8 @@ paint_all( global_focus_t *pFocus, bool async )
- paint_window(w, w, &frameInfo, pFocus->cursor, PaintWindowFlag::BasePlane | PaintWindowFlag::DrawBorders, 1.0f, override);
-
- bool needsScaling = frameInfo.layers[0].scale.x < 0.999f && frameInfo.layers[0].scale.y < 0.999f;
-+ bool needsDownScaling = true;
-+ frameInfo.useBICUBICLayer0 = g_downscaleFilter == GamescopeDownscaleFilter::BICUBIC && needsDownScaling;
- frameInfo.useFSRLayer0 = g_upscaleFilter == GamescopeUpscaleFilter::FSR && needsScaling;
- frameInfo.useNISLayer0 = g_upscaleFilter == GamescopeUpscaleFilter::NIS && needsScaling;
- }
-@@ -2696,6 +2699,7 @@ paint_all( global_focus_t *pFocus, bool async )
- }
-
- frameInfo.useFSRLayer0 = false;
-+ frameInfo.useBICUBICLayer0 = false;
- frameInfo.useNISLayer0 = false;
- }
-
-@@ -5761,6 +5765,9 @@ handle_property_notify(xwayland_ctx_t *ctx, XPropertyEvent *ev)
- g_wantedUpscaleScaler = GamescopeUpscaleScaler::AUTO;
- g_wantedUpscaleFilter = GamescopeUpscaleFilter::NIS;
- break;
-+ case 5:
-+ g_wantedDownscaleFilter = GamescopeDownscaleFilter::BICUBIC;
-+ break;
- }
- hasRepaint = true;
- }
-@@ -7391,6 +7398,7 @@ void init_xwayland_ctx(uint32_t serverId, gamescope_xwayland_server_t *xwayland_
- ctx->atoms.gamescopeLowLatency = XInternAtom( ctx->dpy, "GAMESCOPE_LOW_LATENCY", false );
-
- ctx->atoms.gamescopeFSRFeedback = XInternAtom( ctx->dpy, "GAMESCOPE_FSR_FEEDBACK", false );
-+ ctx->atoms.gamescopeBicubicFeedback = XInternAtom( ctx->dpy, "GAMESCOPE_BICUBIC_FEEDBACK", false );
-
- ctx->atoms.gamescopeBlurMode = XInternAtom( ctx->dpy, "GAMESCOPE_BLUR_MODE", false );
- ctx->atoms.gamescopeBlurRadius = XInternAtom( ctx->dpy, "GAMESCOPE_BLUR_RADIUS", false );
-@@ -7645,6 +7653,7 @@ extern int g_nPreferredOutputWidth;
- extern int g_nPreferredOutputHeight;
-
- static bool g_bWasFSRActive = false;
-+static bool g_bWasBicubicActive = false;
-
- bool g_bAppWantsHDRCached = false;
-
-@@ -8091,6 +8100,16 @@ steamcompmgr_main(int argc, char **argv)
- flush_root = true;
- }
-
-+ if ( g_bBicubicActive != g_bWasBicubicActive )
-+ {
-+ uint32_t active = g_bBicubicActive ? 1 : 0;
-+ XChangeProperty( root_ctx->dpy, root_ctx->root, root_ctx->atoms.gamescopeBicubicFeedback, XA_CARDINAL, 32, PropModeReplace,
-+ (unsigned char *)&active, 1 );
-+
-+ g_bWasBicubicActive = g_bBicubicActive;
-+ flush_root = true;
-+ }
-+
- static gamescope::VirtualConnectorStrategy s_eLastVirtualConnectorStrategy = gamescope::cv_backend_virtual_connector_strategy;
- gamescope::VirtualConnectorStrategy eVirtualConnectorStrategy = gamescope::cv_backend_virtual_connector_strategy;
-
-@@ -8439,6 +8458,7 @@ steamcompmgr_main(int argc, char **argv)
- g_bSteamIsActiveWindow = false;
- g_upscaleScaler = g_wantedUpscaleScaler;
- g_upscaleFilter = g_wantedUpscaleFilter;
-+ g_downscaleFilter = g_wantedDownscaleFilter;
- }
-
- // If we're in the middle of a fade, then keep us
-diff --git a/src/steamcompmgr.hpp b/src/steamcompmgr.hpp
-index 98e9272..ea7de13 100644
---- a/src/steamcompmgr.hpp
-+++ b/src/steamcompmgr.hpp
-@@ -129,6 +129,7 @@ extern float focusedWindowOffsetX;
- extern float focusedWindowOffsetY;
-
- extern bool g_bFSRActive;
-+extern bool g_bBicubicActive;
-
- extern uint32_t inputCounter;
- extern uint64_t g_lastWinSeq;
-diff --git a/src/xwayland_ctx.hpp b/src/xwayland_ctx.hpp
-index df2af70..e212a11 100644
---- a/src/xwayland_ctx.hpp
-+++ b/src/xwayland_ctx.hpp
-@@ -164,6 +164,7 @@ struct xwayland_ctx_t final : public gamescope::IWaitable
- Atom gamescopeLowLatency;
-
- Atom gamescopeFSRFeedback;
-+ Atom gamescopeBicubicFeedback;
-
- Atom gamescopeBlurMode;
- Atom gamescopeBlurRadius;