diff options
| author | 2026-04-25 14:28:02 -0400 | |
|---|---|---|
| committer | 2026-04-25 14:46:39 -0400 | |
| commit | 0848d6c89defb95966deeecd1c61352deccbeaec (patch) | |
| tree | 21a2e74fcabb85c02fda8959badc08b0f7de0261 /hosts/iroha/gentoo/patches/gui-wm/gamescope | |
| parent | ef40a5119a77280863c21ba67397818514714ccc (diff) | |
| download | dotfiles-0848d6c89defb95966deeecd1c61352deccbeaec.tar.gz dotfiles-0848d6c89defb95966deeecd1c61352deccbeaec.tar.bz2 dotfiles-0848d6c89defb95966deeecd1c61352deccbeaec.zip | |
New CPU + Cleanup
Diffstat (limited to 'hosts/iroha/gentoo/patches/gui-wm/gamescope')
| -rw-r--r-- | hosts/iroha/gentoo/patches/gui-wm/gamescope/1826.diff | 84 | ||||
| -rw-r--r-- | hosts/iroha/gentoo/patches/gui-wm/gamescope/740_rebase.diff | 693 |
2 files changed, 0 insertions, 777 deletions
diff --git a/hosts/iroha/gentoo/patches/gui-wm/gamescope/1826.diff b/hosts/iroha/gentoo/patches/gui-wm/gamescope/1826.diff deleted file mode 100644 index 69c85e8..0000000 --- a/hosts/iroha/gentoo/patches/gui-wm/gamescope/1826.diff +++ /dev/null @@ -1,84 +0,0 @@ -diff --git a/src/Backends/WaylandBackend.cpp b/src/Backends/WaylandBackend.cpp -index 7e68a44fb..65e35f525 100644 ---- a/src/Backends/WaylandBackend.cpp -+++ b/src/Backends/WaylandBackend.cpp -@@ -2002,24 +2002,32 @@ namespace gamescope - // Prefer opaque for composition on the Wayland backend. - - uint32_t u8BitFormat = DRM_FORMAT_INVALID; -- if ( SupportsFormat( DRM_FORMAT_XRGB8888 ) ) -- u8BitFormat = DRM_FORMAT_XRGB8888; -- else if ( SupportsFormat( DRM_FORMAT_XBGR8888 ) ) -- u8BitFormat = DRM_FORMAT_XBGR8888; -- else if ( SupportsFormat( DRM_FORMAT_ARGB8888 ) ) -- u8BitFormat = DRM_FORMAT_ARGB8888; -- else if ( SupportsFormat( DRM_FORMAT_ABGR8888 ) ) -- u8BitFormat = DRM_FORMAT_ABGR8888; -+ for (int i = 0; i < 2 && u8BitFormat == DRM_FORMAT_INVALID; i++) -+ { -+ bool invalidOnly = i == 0; -+ if ( SupportsFormat( DRM_FORMAT_XRGB8888, invalidOnly ) ) -+ u8BitFormat = DRM_FORMAT_XRGB8888; -+ else if ( SupportsFormat( DRM_FORMAT_XBGR8888, invalidOnly ) ) -+ u8BitFormat = DRM_FORMAT_XBGR8888; -+ else if ( SupportsFormat( DRM_FORMAT_ARGB8888, invalidOnly ) ) -+ u8BitFormat = DRM_FORMAT_ARGB8888; -+ else if ( SupportsFormat( DRM_FORMAT_ABGR8888, invalidOnly ) ) -+ u8BitFormat = DRM_FORMAT_ABGR8888; -+ } - - uint32_t u10BitFormat = DRM_FORMAT_INVALID; -- if ( SupportsFormat( DRM_FORMAT_XBGR2101010 ) ) -- u10BitFormat = DRM_FORMAT_XBGR2101010; -- else if ( SupportsFormat( DRM_FORMAT_XRGB2101010 ) ) -- u10BitFormat = DRM_FORMAT_XRGB2101010; -- else if ( SupportsFormat( DRM_FORMAT_ABGR2101010 ) ) -- u10BitFormat = DRM_FORMAT_ABGR2101010; -- else if ( SupportsFormat( DRM_FORMAT_ARGB2101010 ) ) -- u10BitFormat = DRM_FORMAT_ARGB2101010; -+ for (int i = 0; i < 2 && u10BitFormat == DRM_FORMAT_INVALID; i++) -+ { -+ bool invalidOnly = i == 0; -+ if ( SupportsFormat( DRM_FORMAT_XBGR2101010, invalidOnly ) ) -+ u10BitFormat = DRM_FORMAT_XBGR2101010; -+ else if ( SupportsFormat( DRM_FORMAT_XRGB2101010, invalidOnly ) ) -+ u10BitFormat = DRM_FORMAT_XRGB2101010; -+ else if ( SupportsFormat( DRM_FORMAT_ABGR2101010, invalidOnly ) ) -+ u10BitFormat = DRM_FORMAT_ABGR2101010; -+ else if ( SupportsFormat( DRM_FORMAT_ARGB2101010, invalidOnly ) ) -+ u10BitFormat = DRM_FORMAT_ARGB2101010; -+ } - - assert( u8BitFormat != DRM_FORMAT_INVALID ); - -diff --git a/src/backend.h b/src/backend.h -index 29219dbc8..2767546cd 100644 ---- a/src/backend.h -+++ b/src/backend.h -@@ -309,9 +309,11 @@ namespace gamescope - - virtual bool UsesModifiers() const = 0; - virtual std::span<const uint64_t> GetSupportedModifiers( uint32_t uDrmFormat ) const = 0; -- inline bool SupportsFormat( uint32_t uDrmFormat ) const -+ inline bool SupportsFormat( uint32_t uDrmFormat, bool invalidOnly ) const - { -- return Algorithm::Contains( this->GetSupportedModifiers( uDrmFormat ), DRM_FORMAT_MOD_INVALID ); -+ if ( invalidOnly ) -+ return Algorithm::Contains( this->GetSupportedModifiers( uDrmFormat ), DRM_FORMAT_MOD_INVALID ); -+ return !this->GetSupportedModifiers( uDrmFormat ).empty(); - } - - virtual IBackendConnector *GetCurrentConnector() = 0; -diff --git a/src/rendervulkan.cpp b/src/rendervulkan.cpp -index b8412b8fd..f41ef4c9b 100644 ---- a/src/rendervulkan.cpp -+++ b/src/rendervulkan.cpp -@@ -2814,7 +2814,7 @@ bool vulkan_init_format(VkFormat format, uint32_t drmFormat) - } - else - { -- if ( GetBackend()->UsesModifiers() && !GetBackend()->SupportsFormat( drmFormat ) ) -+ if ( GetBackend()->UsesModifiers() && !GetBackend()->SupportsFormat( drmFormat, true ) ) - return false; - - wlr_drm_format_set_add( &sampledDRMFormats, drmFormat, DRM_FORMAT_MOD_INVALID ); 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; |