-
Notifications
You must be signed in to change notification settings - Fork 2.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Vulkan: Add MMPX upscaling texture shader #13986
Conversation
Awesome! I think it could also work as a post-processing filter, but it might be too unstable/flickery? |
1a502f9
to
c99b4b1
Compare
Oops, I changed the bottom quickly afterward and did it backwards. My bad. But it still looks bad at 3x upscale, I guess because it's making uneven decisions? -[Unknown] |
yeah, this is only gonna work for 2x. Maybe repeated application for 4x but I doubt that will be great. |
Right, because its decisions aren't consistent then. I think 4x looks fine, because the decisions are consistent again. I guess the best thing would be to lock it to 2x or something in the ini... -[Unknown] |
Yeah, adding a lock is probably a good idea. |
Added a simple limit option. Doesn't affect UI, so it does mean they can select 3x and it will just actually use 2x. But low memory does that too (which btw, still gets reported regularly...) -[Unknown] |
See https://casual-effects.com/research/McGuire2021PixelArt/index.html - this is just a very straight forward port.
I think we could at some point use a
#define
or option in the ini to have the shader produce more than 1x1, perhaps by exposing a function likewriteScalingu()
that calls imageStore/buf2.data based on an x/y.But for now, we can easily add this option. I think I got the 4 pixels right, works for me at least.
-[Unknown]