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1 change: 1 addition & 0 deletions samples/advanced_samples/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ add_subdirectory(AstcTextures)
add_subdirectory(AstcTexturesLowPrecision)
add_subdirectory(ComputeParticles)
add_subdirectory(Cube)
add_subdirectory(CubicScale)
add_subdirectory(EGLPreserve)
add_subdirectory(ETCAtlasAlpha)
add_subdirectory(ETCCompressedAlpha)
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4 changes: 2 additions & 2 deletions samples/advanced_samples/Triangle/AndroidManifest.xml
Original file line number Diff line number Diff line change
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.arm.malideveloper.openglessdk.triangle" android:versionCode="1" android:versionName="1.0">

<application android:icon="@drawable/icon" android:debuggable="true" android:label="@string/app_name">
<activity android:label="Mali® Triangle" android:name="Triangle">
<application android:icon="@drawable/icon" android:debuggable="true" android:label="Mali® GSR">
<activity android:label="Mali® GSR" android:name="Triangle">
<intent-filter>
<action android:name="android.intent.action.MAIN"></action>
<category android:name="android.intent.category.LAUNCHER" />
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46 changes: 46 additions & 0 deletions samples/advanced_samples/Triangle/assets/cubic.frag
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
#version 320 es

precision mediump float;
in vec4 in_TEXCOORD0;
uniform sampler2D u_InputTexture;
uniform float uUnit;
uniform float vUnit;
out vec4 out_Target0;

float BiCubicPoly1(float x, float a)
{
x = abs(x);
float res = (a+float(2))*x*x*x - (a+float(3))*x*x + float(1);
return res;
}
float BiCubicPoly2(float x, float a)
{
x = abs(x);
float res = a*x*x*x - float(5)*a*x*x + float(8)*a*x - float(4)*a;
return res;
}

void main()
{
vec2 basic;
vec2 det;
basic = in_TEXCOORD0.xy * vec2(uUnit, vUnit) - vec2(0.5,0.5);
det = fract(basic);
out_Target0 = vec4(0.0,0.0,0.0,0.0)
+BiCubicPoly2(det.x-float(-1), float(-0.5))*BiCubicPoly2(det.y-float(-1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(-1), float(-1)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(-1), float(-0.5))*BiCubicPoly1(det.y-float(0), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(-1), float(0)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(-1), float(-0.5))*BiCubicPoly1(det.y-float(1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(-1), float(1)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(-1), float(-0.5))*BiCubicPoly2(det.y-float(2), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(-1), float(2)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(0), float(-0.5))*BiCubicPoly2(det.y-float(-1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(0), float(-1)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(0), float(-0.5))*BiCubicPoly1(det.y-float(0), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(0), float(0)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(0), float(-0.5))*BiCubicPoly1(det.y-float(1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(0), float(1)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(0), float(-0.5))*BiCubicPoly2(det.y-float(2), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(0), float(2)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(1), float(-0.5))*BiCubicPoly2(det.y-float(-1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(1), float(-1)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(1), float(-0.5))*BiCubicPoly1(det.y-float(0), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(1), float(0)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(1), float(-0.5))*BiCubicPoly1(det.y-float(1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(1), float(1)))/vec2(uUnit, vUnit))
+BiCubicPoly1(det.x-float(1), float(-0.5))*BiCubicPoly2(det.y-float(2), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(1), float(2)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(2), float(-0.5))*BiCubicPoly2(det.y-float(-1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(2), float(-1)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(2), float(-0.5))*BiCubicPoly1(det.y-float(0), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(2), float(0)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(2), float(-0.5))*BiCubicPoly1(det.y-float(1), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(2), float(1)))/vec2(uUnit, vUnit))
+BiCubicPoly2(det.x-float(2), float(-0.5))*BiCubicPoly2(det.y-float(2), float(-0.5))*texture(u_InputTexture, in_TEXCOORD0.xy + ( - det + vec2(float(2), float(2)))/vec2(uUnit, vUnit));
}
9 changes: 9 additions & 0 deletions samples/advanced_samples/Triangle/assets/cubic.vert
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
#version 320 es
in vec4 aPos;
in vec2 aTexcoord;
out vec4 in_TEXCOORD0;

void main() {
gl_Position = aPos;
in_TEXCOORD0.xy = aTexcoord;
}
148 changes: 148 additions & 0 deletions samples/advanced_samples/Triangle/assets/gsr.frag
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@@ -0,0 +1,148 @@
#version 320 es
//============================================================================================================
//
//
// Copyright (c) 2023, Qualcomm Innovation Center, Inc. All rights reserved.
// SPDX-License-Identifier: BSD-3-Clause
//
//============================================================================================================

precision mediump float;
precision highp int;

////////////////////////
// USER CONFIGURATION //
////////////////////////

/*
* Operation modes:
* RGBA -> 1
* RGBY -> 3
* LERP -> 4
*/
#define OperationMode 1

#define EdgeThreshold 8.0/255.0

#define EdgeSharpness 2.0

// #define UseUniformBlock

////////////////////////
////////////////////////
////////////////////////

#if defined(UseUniformBlock)
layout (set=0, binding = 0) uniform UniformBlock
{
highp vec4 ViewportInfo[1];
};
layout(set = 0, binding = 1) uniform mediump sampler2D u_InputTexture;
#else
//uniform highp vec4 ViewportInfo[1];
uniform mediump sampler2D u_InputTexture;
#endif

in highp vec4 in_TEXCOORD0;
out vec4 out_Target0;

float fastLanczos2(float x)
{
float wA = x-4.0;
float wB = x*wA-wA;
wA *= wA;
return wB*wA;
}
vec2 weightY(float dx, float dy,float c, float std)
{
float x = ((dx*dx)+(dy* dy))* 0.55 + clamp(abs(c)*std, 0.0, 1.0);
float w = fastLanczos2(x);
return vec2(w, w * c);
}

void main()
{
const int mode = OperationMode;
float edgeThreshold = EdgeThreshold;
float edgeSharpness = EdgeSharpness;

vec4 ViewportInfo[1];

ViewportInfo[0].x = 1.0 / 960.0;
ViewportInfo[0].y = 1.0 / 540.0;
ViewportInfo[0].z = 960.0;
ViewportInfo[0].w = 540.0;

vec4 color;
if(mode == 1)
color.xyz = textureLod(u_InputTexture,in_TEXCOORD0.xy,0.0).xyz;
else
color.xyzw = textureLod(u_InputTexture,in_TEXCOORD0.xy,0.0).xyzw;

highp float xCenter;
xCenter = abs(in_TEXCOORD0.x+-0.5);
highp float yCenter;
yCenter = abs(in_TEXCOORD0.y+-0.5);

//todo: config the SR region based on needs
//if ( mode!=4 && xCenter*xCenter+yCenter*yCenter<=0.4 * 0.4)
if ( mode!=4)
{
highp vec2 imgCoord = ((in_TEXCOORD0.xy*ViewportInfo[0].zw)+vec2(-0.5,0.5));
highp vec2 imgCoordPixel = floor(imgCoord);
highp vec2 coord = (imgCoordPixel*ViewportInfo[0].xy);
vec2 pl = (imgCoord+(-imgCoordPixel));
vec4 left = textureGather(u_InputTexture,coord, mode);

float edgeVote = abs(left.z - left.y) + abs(color[mode] - left.y) + abs(color[mode] - left.z) ;
if(edgeVote > edgeThreshold)
{
coord.x += ViewportInfo[0].x;

vec4 right = textureGather(u_InputTexture,coord + vec2(ViewportInfo[0].x, 0.0), mode);
vec4 upDown;
upDown.xy = textureGather(u_InputTexture,coord + vec2(0.0, -ViewportInfo[0].y),mode).wz;
upDown.zw = textureGather(u_InputTexture,coord+ vec2(0.0, ViewportInfo[0].y), mode).yx;

float mean = (left.y+left.z+right.x+right.w)*0.25;
left = left - vec4(mean);
right = right - vec4(mean);
upDown = upDown - vec4(mean);
color.w =color[mode] - mean;

float sum = (((((abs(left.x)+abs(left.y))+abs(left.z))+abs(left.w))+(((abs(right.x)+abs(right.y))+abs(right.z))+abs(right.w)))+(((abs(upDown.x)+abs(upDown.y))+abs(upDown.z))+abs(upDown.w)));
float std = 2.181818/sum;

vec2 aWY = weightY(pl.x, pl.y+1.0, upDown.x,std);
aWY += weightY(pl.x-1.0, pl.y+1.0, upDown.y,std);
aWY += weightY(pl.x-1.0, pl.y-2.0, upDown.z,std);
aWY += weightY(pl.x, pl.y-2.0, upDown.w,std);
aWY += weightY(pl.x+1.0, pl.y-1.0, left.x,std);
aWY += weightY(pl.x, pl.y-1.0, left.y,std);
aWY += weightY(pl.x, pl.y, left.z,std);
aWY += weightY(pl.x+1.0, pl.y, left.w,std);
aWY += weightY(pl.x-1.0, pl.y-1.0, right.x,std);
aWY += weightY(pl.x-2.0, pl.y-1.0, right.y,std);
aWY += weightY(pl.x-2.0, pl.y, right.z,std);
aWY += weightY(pl.x-1.0, pl.y, right.w,std);

float finalY = aWY.y/aWY.x;

float maxY = max(max(left.y,left.z),max(right.x,right.w));
float minY = min(min(left.y,left.z),min(right.x,right.w));
finalY = clamp(edgeSharpness*finalY, minY, maxY);

float deltaY = finalY -color.w;

//smooth high contrast input
deltaY = clamp(deltaY, -23.0 / 255.0, 23.0 / 255.0);

color.x = clamp((color.x+deltaY),0.0,1.0);
color.y = clamp((color.y+deltaY),0.0,1.0);
color.z = clamp((color.z+deltaY),0.0,1.0);
}
}
color.xyz = textureLod(u_InputTexture,in_TEXCOORD0.xy,0.0).xyz;
color.w = 1.0; //assume alpha channel is not used
out_Target0.xyzw = color;
}
9 changes: 9 additions & 0 deletions samples/advanced_samples/Triangle/assets/gsr.vert
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
#version 320 es
in vec4 aPos;
in vec2 aTexcoord;
out vec4 in_TEXCOORD0;

void main() {
gl_Position = aPos;
in_TEXCOORD0.xy = aTexcoord;
}
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