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-rw-r--r--src/video_core/renderer_vulkan/present/filters.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/src/video_core/renderer_vulkan/present/filters.cpp b/src/video_core/renderer_vulkan/present/filters.cpp
new file mode 100644
index 000000000..b5e08938e
--- /dev/null
+++ b/src/video_core/renderer_vulkan/present/filters.cpp
@@ -0,0 +1,56 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "common/common_types.h"
+
+#include "video_core/host_shaders/present_bicubic_frag_spv.h"
+#include "video_core/host_shaders/present_gaussian_frag_spv.h"
+#include "video_core/host_shaders/vulkan_present_frag_spv.h"
+#include "video_core/host_shaders/vulkan_present_scaleforce_fp16_frag_spv.h"
+#include "video_core/host_shaders/vulkan_present_scaleforce_fp32_frag_spv.h"
+#include "video_core/renderer_vulkan/present/filters.h"
+#include "video_core/renderer_vulkan/present/util.h"
+#include "video_core/renderer_vulkan/vk_shader_util.h"
+#include "video_core/vulkan_common/vulkan_device.h"
+
+namespace Vulkan {
+
+namespace {
+
+vk::ShaderModule SelectScaleForceShader(const Device& device) {
+ if (device.IsFloat16Supported()) {
+ return BuildShader(device, VULKAN_PRESENT_SCALEFORCE_FP16_FRAG_SPV);
+ } else {
+ return BuildShader(device, VULKAN_PRESENT_SCALEFORCE_FP32_FRAG_SPV);
+ }
+}
+
+} // Anonymous namespace
+
+std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device, VkFormat frame_format) {
+ return std::make_unique<WindowAdaptPass>(device, frame_format,
+ CreateNearestNeighborSampler(device),
+ BuildShader(device, VULKAN_PRESENT_FRAG_SPV));
+}
+
+std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device, VkFormat frame_format) {
+ return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
+ BuildShader(device, VULKAN_PRESENT_FRAG_SPV));
+}
+
+std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device, VkFormat frame_format) {
+ return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
+ BuildShader(device, PRESENT_BICUBIC_FRAG_SPV));
+}
+
+std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device, VkFormat frame_format) {
+ return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
+ BuildShader(device, PRESENT_GAUSSIAN_FRAG_SPV));
+}
+
+std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device, VkFormat frame_format) {
+ return std::make_unique<WindowAdaptPass>(device, frame_format, CreateBilinearSampler(device),
+ SelectScaleForceShader(device));
+}
+
+} // namespace Vulkan