opengl implemented area sampling

This commit is contained in:
KojoZero 2026-05-03 23:36:40 -07:00
parent 05d5ff58af
commit 02ea2f8911
7 changed files with 263 additions and 434 deletions

View file

@ -27,6 +27,8 @@ set(SHADER_FILES
antialiasing/opengl_smaa_pass2_pre.vert
antialiasing/opengl_smaa_pass2_post.frag
antialiasing/opengl_smaa_pass2_post.vert
scaling/opengl_area_sampling.frag
scaling/opengl_area_sampling.vert
antialiasing/SMAA.hlsl
full_screen_triangle.vert
opengl_present.frag

View file

@ -1,3 +1,11 @@
void main() {
color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture);
vec3 LinearTosRGB(vec3 c) {
return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c));
}
void main() {
vec4 pixel = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture);
if (convert_colors == 2){
pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a);
}
color = pixel;
}

View file

@ -4,6 +4,7 @@
// Neighborhood Blending Shader (Third Pass)
uniform vec4 i_resolution;
uniform int convert_colors;
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4

View file

@ -0,0 +1,94 @@
//? #version 460 core
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 0) out vec4 color;
layout(binding = 0) uniform sampler2D color_texture;
uniform vec4 i_resolution;
uniform vec4 o_resolution;
uniform int convert_colors;
/***** Area Sampling *****/
// By Sam Belliveau and Filippo Tarpini. Public Domain license.
// Effectively a more accurate sharp bilinear filter when upscaling,
// that also works as a mathematically perfect downscale filter.
// https://entropymine.com/imageworsener/pixelmixing/
// https://github.com/obsproject/obs-studio/pull/1715
// https://legacy.imagemagick.org/Usage/filter/
vec4 AreaSampling(sampler2D textureSampler, vec2 texCoords) {
// Determine the sizes of the source and target images.
vec2 source_size = i_resolution.xy;
vec2 inverted_target_size = o_resolution.zw;
// Determine the range of the source image that the target pixel will cover.
vec2 range = source_size * inverted_target_size;
vec2 beg = (texCoords.xy * source_size) - (range * 0.5);
vec2 end = beg + range;
// Compute the top-left and bottom-right corners of the pixel box.
ivec2 f_beg = ivec2(floor(beg));
ivec2 f_end = ivec2(floor(end));
// Compute how much of the start and end pixels are covered horizontally & vertically.
float area_w = 1.0 - fract(beg.x);
float area_n = 1.0 - fract(beg.y);
float area_e = fract(end.x);
float area_s = fract(end.y);
// Compute the areas of the corner pixels in the pixel box.
float area_nw = area_n * area_w;
float area_ne = area_n * area_e;
float area_sw = area_s * area_w;
float area_se = area_s * area_e;
// Initialize the color accumulator.
vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0);
// Accumulate corner pixels.
avg_color += area_nw * texelFetch(textureSampler, ivec2(f_beg.x, f_beg.y), 0);
avg_color += area_ne * texelFetch(textureSampler, ivec2(f_end.x, f_beg.y), 0);
avg_color += area_sw * texelFetch(textureSampler, ivec2(f_beg.x, f_end.y), 0);
avg_color += area_se * texelFetch(textureSampler, ivec2(f_end.x, f_end.y), 0);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x - 0.5);
int y_range = int(f_end.y - f_beg.y - 0.5);
// Accumulate top and bottom edge pixels.
for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
avg_color += area_n * texelFetch(textureSampler, ivec2(x, f_beg.y), 0);
avg_color += area_s * texelFetch(textureSampler, ivec2(x, f_end.y), 0);
}
// Accumulate left and right edge pixels and all the pixels in between.
for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y) {
avg_color += area_w * texelFetch(textureSampler, ivec2(f_beg.x, y), 0);
avg_color += area_e * texelFetch(textureSampler, ivec2(f_end.x, y), 0);
for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x) {
avg_color += texelFetch(textureSampler, ivec2(x, y), 0);
}
}
// Compute the area of the pixel box that was sampled.
float area_corners = area_nw + area_ne + area_sw + area_se;
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
float area_center = float(x_range) * float(y_range);
// Return the normalized average color.
return avg_color / (area_corners + area_edges + area_center);
}
vec3 LinearTosRGB(vec3 c) {
return mix(c * 12.92, 1.055 * pow(c, vec3(1.0/2.4)) - 0.055, step(0.0031308, c));
}
void main() {
// vec4 pixel = texture(color_texture, frag_tex_coord);
vec4 pixel = AreaSampling(color_texture, frag_tex_coord);
if (convert_colors == 2){
pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a);
}
color = pixel;
}

View file

@ -0,0 +1,11 @@
//? #version 460
layout(location = 0) in vec2 vert_position;
layout(location = 1) in vec2 vert_tex_coord;
layout(location = 0) out vec2 frag_tex_coord;
uniform mat3x2 modelview_matrix;
void main()
{
gl_Position = vec4(mat2(modelview_matrix) * vert_position + modelview_matrix[2], 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}

View file

@ -43,7 +43,8 @@
#include "video_core/host_shaders/antialiasing/smaa_hlsl.h"
#include "video_core/host_shaders/antialiasing/AreaTex.h"
#include "video_core/host_shaders/antialiasing/SearchTex.h"
#include "video_core/host_shaders/scaling/opengl_area_sampling_frag.h"
#include "video_core/host_shaders/scaling/opengl_area_sampling_vert.h"
namespace OpenGL {
@ -445,6 +446,10 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) {
FXAA_shader_data += HostShaders::OPENGL_FXAA_FRAG;
FXAA_shader.Create(HostShaders::OPENGL_FXAA_VERT, FXAA_shader_data);
std::string AREA_SAMPLING_shader_data = fragment_shader_precision_OES;
AREA_SAMPLING_shader_data += HostShaders::OPENGL_AREA_SAMPLING_FRAG;
AREA_SAMPLING_shader.Create(HostShaders::OPENGL_AREA_SAMPLING_VERT, AREA_SAMPLING_shader_data);
std::string SimplePresent_shader_data = fragment_shader_precision_OES;
SimplePresent_shader_data += HostShaders::OPENGL_SIMPLE_PRESENT_FRAG;
SimplePresent_shader.Create(HostShaders::OPENGL_SIMPLE_PRESENT_VERT, SimplePresent_shader_data);
@ -478,6 +483,8 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) {
SMAA_PASS_2_shader_vert_data += HostShaders::SMAA_HLSL;
SMAA_PASS_2_shader_vert_data += HostShaders::OPENGL_SMAA_PASS2_POST_VERT;
SMAA_PASS_2_shader.Create(SMAA_PASS_2_shader_vert_data, SMAA_PASS_2_shader_frag_data);
//
state.Apply();
if (render_3d == Settings::StereoRenderOption::Anaglyph ||
@ -588,7 +595,8 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
textureWidth = static_cast<float>(screen_info.texture.height * scale_factor);
textureHeight = static_cast<float>(screen_info.texture.width * scale_factor);
bool isDownsampling = false;
int antialiasingMode = 0; //0 is none, 1 is FXAA, 2 is SMAA
int scalingMode = 2; //0 is Nearest Neighbor, 1 is Hardware Bilinear, 2 is High Quality Scaling (Upsampling is Gamma Corrected Bilinear, Downsampling is Gamma Corrected Area Sampling)
int antialiasingMode = 2; //0 is none, 1 is FXAA, 2 is SMAA
if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) {
if (textureWidth > screenWidth){
isDownsampling = true;
@ -617,6 +625,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
ScreenRectVertex(1.f, -1.f, 1.f, 0.f), //Right, Bottom
}};
// Vertices for Azahar's Layout
std::array<ScreenRectVertex, 4> output_vertices;
switch (orientation) {
case Layout::DisplayOrientation::Landscape:
@ -659,149 +668,15 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
}
const GLuint sampler = samplers[Settings::values.filter_mode.GetValue()].handle;
// glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
// glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
// glUniform1i(uniform_convert_colors, 1);
// state.texture_units[0].texture_2d = screen_info.display_texture;
// state.texture_units[0].sampler = sampler;
/*
TODO:
-------Rewrite
General Idea:
Always rotate to landscape in a pass
Before Bilinear Scaling convert to linear in a pass
Before Presentation convert to sRGB
The FXAA and SMAA shaders expect pass through vertices
Implement Gamma Corrected Bilinear:
Rotate Texture and Convert to Linear
Bilinear downscale to Screen width/height and convert to srgb
Implement SMAA:
if (isDownsampling):
Rotate Texture and Convert to Linear
Bilinear downscale to Screen width/height
Run SMAA pass 1
Run SMAA pass 2
Run SMAA pass 3
Convert to srgb and output
else:
Rotate Texture and Convert to Linear
Run SMAA pass 1
Run SMAA pass 2
Run SMAA pass 3
Bilinear upscale to Screen width/height and convert to srgb
Implement FXAA:
if (isDownsampling):
Rotate Texture and Convert to Linear
Bilinear downscale to Screen width/height and convert to srgb
Run FXAA pass
Output
else:
Rotate Texture
Run FXAA pass and convert to Linear
Bilinear upscale to Screen width/height and convert to srgb
*/
GLuint originalReadFramebuffer = state.draw.read_framebuffer;
GLuint originalDrawFramebuffer = state.draw.draw_framebuffer;
int originalViewport[4] = {state.viewport.x, state.viewport.y, state.viewport.width, state.viewport.height};
OGLTexture antialiasFBOTexture;
// -------------------------------------------------------------
if (antialiasingMode == 1){
if (isDownsampling){
//Pass 1
OGLFramebuffer textureFBO;
textureFBO.Create();
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
OGLTexture pass1FBOTexture;
pass1FBOTexture.Create();
pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.Apply();
OGLTexture pass2FBOTexture;
pass2FBOTexture.Create();
pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass1FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 3
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.Apply();
OGLTexture pass3FBOTexture;
pass3FBOTexture.Create();
pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0);
state.draw.shader_program = FXAA_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass2FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass3FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
if (antialiasingMode != 0){
if (antialiasingMode == 1){
//Pass 1
OGLFramebuffer textureFBO;
textureFBO.Create();
@ -834,234 +709,77 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
OGLTexture pass2FBOTexture;
pass2FBOTexture.Create();
pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0);
antialiasFBOTexture.Create();
antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0);
state.draw.shader_program = FXAA_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass1FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
if (scalingMode == 2){
glUniform1i(uniform_convert_colors, 1);
} else {
glUniform1i(uniform_convert_colors, 0);
}
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass2FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} else if (antialiasingMode == 2){
//Load AreaTex and SearchTex to OGLTexture Objects
OGLTexture areatex;
areatex.Create();
OGLTexture searchtex;
searchtex.Create();
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
} else if (antialiasingMode == 2){
//Load AreaTex and SearchTex to OGLTexture Objects
OGLTexture areatex;
areatex.Create();
OGLTexture searchtex;
searchtex.Create();
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
glBindTexture(GL_TEXTURE_2D, areatex.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes);
glBindTexture(GL_TEXTURE_2D, areatex.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes);
glBindTexture(GL_TEXTURE_2D, searchtex.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes);
glBindTexture(GL_TEXTURE_2D, searchtex.handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes);
glBindTexture(GL_TEXTURE_2D, old_tex);
// // Draw Areatex/Search Tex to screen [For Debugging only]
// state.draw.read_framebuffer = originalReadFramebuffer;
// state.draw.draw_framebuffer = originalDrawFramebuffer;
// state.Apply();
// state.viewport.x = originalViewport[0];
// state.viewport.y = originalViewport[1];
// state.viewport.width = originalViewport[2];
// state.viewport.height = originalViewport[3];
// state.Apply();
// state.draw.shader_program = SimplePresent_shader.handle;
// state.Apply();
// AttachUniforms();
// state.texture_units[0].texture_2d = searchtex.handle;
// state.texture_units[0].sampler = samplers[1].handle;
// glUniform1i(uniform_color_texture, 0);
// glUniform1i(uniform_convert_colors, 0);
// state.Apply();
// glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Actually Start SMAA Pipeline
// /*
//Pass 1
OGLFramebuffer textureFBO;
textureFBO.Create();
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
OGLTexture pass1FBOTexture;
pass1FBOTexture.Create();
pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (isDownsampling){
//Pass 2
glBindTexture(GL_TEXTURE_2D, old_tex);
//Start SMAA Pipeline
//Pass 1
OGLFramebuffer textureFBO;
textureFBO.Create();
state.draw.read_framebuffer = textureFBO.handle;
state.draw.draw_framebuffer = textureFBO.handle;
state.Apply();
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
OGLTexture pass2FBOTexture;
pass2FBOTexture.Create();
pass2FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass2FBOTexture.handle, 0);
OGLTexture pass1FBOTexture;
pass1FBOTexture.Create();
pass1FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass1FBOTexture.handle, 0);
state.draw.shader_program = SimplePresent_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass1FBOTexture.handle;
state.texture_units[0].texture_2d = screen_info.display_texture;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
glUniform1i(uniform_convert_colors, 1);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 3
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.Apply();
OGLTexture pass3FBOTexture;
pass3FBOTexture.Create();
pass3FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass3FBOTexture.handle, 0);
state.draw.shader_program = SMAA_PASS_0_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass2FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 4
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.Apply();
OGLTexture pass4FBOTexture;
pass4FBOTexture.Create();
pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0);
state.draw.shader_program = SMAA_PASS_1_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass3FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = areatex.handle;
state.texture_units[1].sampler = samplers[1].handle;
state.texture_units[2].texture_2d = searchtex.handle;
state.texture_units[2].sampler = samplers[1].handle;
GLuint uniform_areatex = glGetUniformLocation(state.draw.shader_program, "areaTex");
GLuint uniform_searchtex = glGetUniformLocation(state.draw.shader_program, "searchTex");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_areatex, 1);
glUniform1i(uniform_searchtex, 2);
glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 5
state.viewport.x = 0;
state.viewport.y = 0;
state.viewport.width = screenWidth;
state.viewport.height = screenHeight;
state.Apply();
OGLTexture pass5FBOTexture;
pass5FBOTexture.Create();
pass5FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, screenWidth, screenHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass5FBOTexture.handle, 0);
state.draw.shader_program = SMAA_PASS_2_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass4FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
state.texture_units[1].texture_2d = pass2FBOTexture.handle;
state.texture_units[1].sampler = samplers[1].handle;
GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_smaa_input, 1);
glUniform4f(uniform_i_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass5FBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Pass 2
state.viewport.x = 0;
state.viewport.y = 0;
@ -1118,10 +836,9 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
state.viewport.width = textureWidth;
state.viewport.height = textureHeight;
state.Apply();
OGLTexture pass4FBOTexture;
pass4FBOTexture.Create();
pass4FBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, pass4FBOTexture.handle, 0);
antialiasFBOTexture.Create();
antialiasFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA16F, textureWidth, textureHeight);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, antialiasFBOTexture.handle, 0);
state.draw.shader_program = SMAA_PASS_2_shader.handle;
state.Apply();
AttachUniforms();
@ -1132,11 +849,63 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
GLuint uniform_smaa_input = glGetUniformLocation(state.draw.shader_program, "SMAA_Input");
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_smaa_input, 1);
if (scalingMode == 2){
glUniform1i(uniform_convert_colors, 0);
} else {
glUniform1i(uniform_convert_colors, 2);
}
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (scalingMode == 2){
if (isDownsampling){
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = AREA_SAMPLING_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = antialiasFBOTexture.handle;
state.texture_units[0].sampler = samplers[0].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniform4f(uniform_i_resolution, textureWidth, textureHeight, 1.0f / textureWidth, 1.0f / textureHeight);
glUniform4f(uniform_o_resolution, screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = antialiasFBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
} else if (scalingMode == 1) {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
@ -1149,17 +918,36 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = pass4FBOTexture.handle;
state.texture_units[0].texture_2d = antialiasFBOTexture.handle;
state.texture_units[0].sampler = samplers[1].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 2);
glUniform1i(uniform_convert_colors, 0);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} else {
//Output
state.draw.read_framebuffer = originalReadFramebuffer;
state.draw.draw_framebuffer = originalDrawFramebuffer;
state.Apply();
state.viewport.x = originalViewport[0];
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
AttachUniforms();
state.texture_units[0].texture_2d = antialiasFBOTexture.handle;
state.texture_units[0].sampler = samplers[0].handle;
glUniform1i(uniform_color_texture, 0);
glUniform1i(uniform_convert_colors, 0);
glUniformMatrix3x2fv(uniform_modelview_matrix, 1, GL_FALSE, ortho_matrix.data());
state.Apply();
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
// */
} else {
OGLFramebuffer postFBO;
postFBO.Create();
@ -1196,8 +984,6 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
state.viewport.y = originalViewport[1];
state.viewport.width = originalViewport[2];
state.viewport.height = originalViewport[3];
// LOG_INFO(Render_OpenGL, "Texture Width: {}, Texture Height: {}", textureWidth, textureHeight);
// LOG_INFO(Render_OpenGL, "Viewport Width: {}, Viewport Height: {}", originalViewport[2], originalViewport[3]);
state.Apply();
state.draw.shader_program = Present_shader.handle;
state.Apply();
@ -1212,84 +998,10 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
// -------------------------------------------------------------
// // Draw to screen (No Intermediate Simple) [For Debugging]
// state.draw.read_framebuffer = originalReadFramebuffer;
// state.draw.draw_framebuffer = originalDrawFramebuffer;
// state.Apply();
// state.viewport.x = 0;
// state.viewport.y = 0;
// state.viewport.width = textureWidth;
// state.viewport.height = textureHeight;
// state.Apply();
// state.draw.shader_program = SimplePresent_shader.handle;
// state.Apply();
// AttachUniforms();
// state.texture_units[0].texture_2d = screen_info.display_texture;
// state.texture_units[0].sampler = samplers[1].handle;
// glUniform1i(uniform_color_texture, 0);
// glUniform1i(uniform_convert_colors, 2);
// state.Apply();
// glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// -------------------------------------------------------------
// // Two Step draw to screen [For Debugging]
// /*
// Implement Gamma Corrected Bilinear:
// Rotate Texture and Convert to Linear
// Bilinear downscale to Screen width/height and convert to srgb
// */
// // Create and bind Framebuffer, Create Framebuffer Texture, Bind the texture to the Framebuffer
// OGLFramebuffer postFBO;
// postFBO.Create();
// state.draw.read_framebuffer = postFBO.handle;
// state.draw.draw_framebuffer = postFBO.handle;
// state.Apply();
// state.viewport.x = 0;
// state.viewport.y = 0;
// state.viewport.width = static_cast<int>(textureWidth);
// state.viewport.height = static_cast<int>(textureHeight);
// state.Apply();
// OGLTexture postFBOTexture;
// postFBOTexture.Create();
// postFBOTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, textureWidth, textureHeight);
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, postFBOTexture.handle, 0);
// // Use the simple present shader handle to draw to the texture
// state.draw.shader_program = SimplePresent_shader.handle;
// state.Apply();
// AttachUniforms();
// state.texture_units[0].texture_2d = screen_info.display_texture;
// state.texture_units[0].sampler = samplers[1].handle;
// glUniform1i(uniform_color_texture, 0);
// glUniform1i(uniform_convert_colors, 1);
// state.Apply();
// glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), rotate_vertices.data());
// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// // Draw to screen
// state.draw.read_framebuffer = originalReadFramebuffer;
// state.draw.draw_framebuffer = originalDrawFramebuffer;
// state.Apply();
// state.viewport.x = originalViewport[0];
// state.viewport.y = originalViewport[1];
// state.viewport.width = originalViewport[2];
// state.viewport.height = originalViewport[3];
// state.Apply();
// state.draw.shader_program = SimplePresent_shader.handle;
// state.Apply();
// AttachUniforms();
// state.texture_units[0].texture_2d = postFBOTexture.handle;
// state.texture_units[0].sampler = samplers[1].handle;
// glUniform1i(uniform_color_texture, 0);
// glUniform1i(uniform_convert_colors, 2);
// state.Apply();
// glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(pass_through_vertices), pass_through_vertices.data());
// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//Reset
// postFBO.Release();
state.texture_units[0].texture_2d = 0;
state.texture_units[0].sampler = 0;
state.Apply();

View file

@ -98,6 +98,7 @@ private:
OGLProgram SMAA_PASS_0_shader;
OGLProgram SMAA_PASS_1_shader;
OGLProgram SMAA_PASS_2_shader;
OGLProgram AREA_SAMPLING_shader;
OGLFramebuffer screenshot_framebuffer;
std::array<OGLSampler, 2> samplers;