renderer_opengl: split out FXAA
This commit is contained in:
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b90eff4bc6
commit
60ee29aac3
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@ -118,6 +118,8 @@ add_library(video_core STATIC
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renderer_null/renderer_null.h
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renderer_null/renderer_null.h
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renderer_opengl/present/fsr.cpp
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renderer_opengl/present/fsr.cpp
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renderer_opengl/present/fsr.h
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renderer_opengl/present/fsr.h
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renderer_opengl/present/fxaa.cpp
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renderer_opengl/present/fxaa.h
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renderer_opengl/present/smaa.cpp
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renderer_opengl/present/smaa.cpp
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renderer_opengl/present/smaa.h
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renderer_opengl/present/smaa.h
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renderer_opengl/present/util.h
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renderer_opengl/present/util.h
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@ -7,8 +7,8 @@ out gl_PerVertex {
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vec4 gl_Position;
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vec4 gl_Position;
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};
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};
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const vec2 vertices[4] =
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const vec2 vertices[3] =
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vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
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vec2[3](vec2(-1,-1), vec2(3,-1), vec2(-1, 3));
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layout (location = 0) out vec4 posPos;
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layout (location = 0) out vec4 posPos;
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@ -5,8 +5,6 @@
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#include "video_core/host_shaders/ffx_a_h.h"
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#include "video_core/host_shaders/ffx_a_h.h"
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#include "video_core/host_shaders/ffx_fsr1_h.h"
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#include "video_core/host_shaders/ffx_fsr1_h.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/fxaa_frag.h"
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#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
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@ -22,6 +20,7 @@
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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#include "video_core/renderer_opengl/present/fxaa.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/textures/decoders.h"
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#include "video_core/textures/decoders.h"
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@ -67,9 +66,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
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: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
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program_manager(program_manager_), device(device_) {
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program_manager(program_manager_), device(device_) {
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// Create shader programs
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// Create shader programs
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fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
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fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
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const auto replace_include = [](std::string& shader_source, std::string_view include_name,
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const auto replace_include = [](std::string& shader_source, std::string_view include_name,
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std::string_view include_content) {
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std::string_view include_content) {
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const std::string include_string = fmt::format("#include \"{}\"", include_name);
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const std::string include_string = fmt::format("#include \"{}\"", include_name);
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@ -131,8 +127,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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framebuffer_data);
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framebuffer_data);
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aa_framebuffer.Create();
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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@ -244,13 +238,10 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
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framebuffer_texture.resource.Create(GL_TEXTURE_2D);
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framebuffer_texture.resource.Create(GL_TEXTURE_2D);
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glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
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glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
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framebuffer_texture.width, framebuffer_texture.height);
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framebuffer_texture.width, framebuffer_texture.height);
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aa_texture.Release();
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aa_texture.Create(GL_TEXTURE_2D);
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fxaa = std::make_unique<FXAA>(
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glTextureStorage2D(aa_texture.handle, 1, GL_RGBA16F,
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
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smaa = std::make_unique<SMAA>(
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smaa = std::make_unique<SMAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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@ -323,10 +314,7 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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switch (anti_aliasing) {
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switch (anti_aliasing) {
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case Settings::AntiAliasing::Fxaa: {
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case Settings::AntiAliasing::Fxaa: {
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program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
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glBindTextureUnit(0, fxaa->Draw(program_manager, info.display_texture));
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTextureUnit(0, aa_texture.handle);
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} break;
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} break;
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case Settings::AntiAliasing::Smaa: {
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case Settings::AntiAliasing::Smaa: {
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glBindTextureUnit(0, smaa->Draw(program_manager, info.display_texture));
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glBindTextureUnit(0, smaa->Draw(program_manager, info.display_texture));
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@ -22,6 +22,7 @@ namespace OpenGL {
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class Device;
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class Device;
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class FSR;
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class FSR;
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class FXAA;
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class ProgramManager;
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class ProgramManager;
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class RasterizerOpenGL;
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class RasterizerOpenGL;
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class SMAA;
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class SMAA;
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@ -77,8 +78,6 @@ private:
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OGLSampler present_sampler;
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OGLSampler present_sampler;
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OGLSampler present_sampler_nn;
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OGLSampler present_sampler_nn;
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OGLBuffer vertex_buffer;
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OGLBuffer vertex_buffer;
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OGLProgram fxaa_vertex;
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OGLProgram fxaa_fragment;
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OGLProgram present_vertex;
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OGLProgram present_vertex;
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OGLProgram present_bilinear_fragment;
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OGLProgram present_bilinear_fragment;
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OGLProgram present_bicubic_fragment;
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OGLProgram present_bicubic_fragment;
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@ -87,10 +86,9 @@ private:
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/// Display information for Switch screen
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/// Display information for Switch screen
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TextureInfo framebuffer_texture;
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TextureInfo framebuffer_texture;
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OGLTexture aa_texture;
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OGLFramebuffer aa_framebuffer;
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std::unique_ptr<FSR> fsr;
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std::unique_ptr<FSR> fsr;
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std::unique_ptr<FXAA> fxaa;
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std::unique_ptr<SMAA> smaa;
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std::unique_ptr<SMAA> smaa;
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/// OpenGL framebuffer data
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/// OpenGL framebuffer data
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@ -0,0 +1,40 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/host_shaders/fxaa_frag.h"
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#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/present/fxaa.h"
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#include "video_core/renderer_opengl/present/util.h"
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namespace OpenGL {
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FXAA::FXAA(u32 width, u32 height) {
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vert_shader = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
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frag_shader = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
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sampler = CreateBilinearSampler();
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framebuffer.Create();
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texture.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.handle, 1, GL_RGBA16F, width, height);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
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}
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FXAA::~FXAA() = default;
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GLuint FXAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
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glFrontFace(GL_CCW);
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program_manager.BindPresentPrograms(vert_shader.handle, frag_shader.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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glBindTextureUnit(0, input_texture);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFrontFace(GL_CW);
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return texture.handle;
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}
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} // namespace OpenGL
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@ -0,0 +1,27 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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class ProgramManager;
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class FXAA {
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public:
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explicit FXAA(u32 width, u32 height);
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~FXAA();
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GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
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private:
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OGLProgram vert_shader;
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OGLProgram frag_shader;
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OGLSampler sampler;
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OGLFramebuffer framebuffer;
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OGLTexture texture;
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};
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} // namespace OpenGL
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@ -133,7 +133,7 @@ VkImageView FXAA::Draw(Scheduler& scheduler, size_t image_index, VkImage source_
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BeginRenderPass(cmdbuf, renderpass, framebuffer, extent);
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BeginRenderPass(cmdbuf, renderpass, framebuffer, extent);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set, {});
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set, {});
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cmdbuf.Draw(4, 1, 0, 0);
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cmdbuf.Draw(3, 1, 0, 0);
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cmdbuf.EndRenderPass();
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cmdbuf.EndRenderPass();
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TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL);
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TransitionImageLayout(cmdbuf, output_image, VK_IMAGE_LAYOUT_GENERAL);
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});
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});
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