mirror of
https://github.com/azahar-emu/azahar.git
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changing pipeline part 3
This commit is contained in:
parent
e3a0b19ead
commit
9bc89915a1
13 changed files with 576 additions and 63 deletions
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@ -13,11 +13,21 @@ set(SHADER_FILES
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texture_filtering/mmpx.frag
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texture_filtering/x_gradient.frag
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texture_filtering/y_gradient.frag
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antialiasing/opengl_fxaa.frag
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antialiasing/opengl_fxaa.vert
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antialiasing/opengl_smaa_pass0.frag
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antialiasing/opengl_smaa_pass0.vert
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antialiasing/opengl_smaa_pass1.frag
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antialiasing/opengl_smaa_pass1.vert
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antialiasing/opengl_smaa_pass2.frag
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antialiasing/opengl_smaa_pass2.vert
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full_screen_triangle.vert
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opengl_present.frag
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opengl_present.vert
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opengl_present_anaglyph.frag
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opengl_present_interlaced.frag
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opengl_simple_present.frag
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opengl_simple_present.vert
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vulkan_depth_to_buffer.comp
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vulkan_present.frag
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vulkan_present.vert
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256
src/video_core/host_shaders/antialiasing/opengl_fxaa.frag
Normal file
256
src/video_core/host_shaders/antialiasing/opengl_fxaa.frag
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@ -0,0 +1,256 @@
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/**
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* @license
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* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
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*
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
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* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
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* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
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* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
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* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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*/
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/*
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FXAA_PRESET - Choose compile-in knob preset 0-5.
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
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to apply algorithm.
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1.0/3.0 - too little
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1.0/4.0 - good start
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1.0/8.0 - applies to more edges
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1.0/16.0 - overkill
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------------------------------------------------------------------------------
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FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
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Perf optimization.
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1.0/32.0 - visible limit (smaller isn't visible)
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1.0/16.0 - good compromise
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1.0/12.0 - upper limit (seeing artifacts)
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------------------------------------------------------------------------------
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FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
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------------------------------------------------------------------------------
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FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
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1.0/4.0 - seems to be the best quality wise
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------------------------------------------------------------------------------
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FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
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1.0/2.0 - low removal
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1.0/3.0 - medium removal
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1.0/4.0 - default removal
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1.0/8.0 - high removal
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0.0 - complete removal
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------------------------------------------------------------------------------
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FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
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This is important for the transition of sub-pixel detail,
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like fences and wires.
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3.0/4.0 - default (medium amount of filtering)
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7.0/8.0 - high amount of filtering
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1.0 - no capping of sub-pixel aliasing removal
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*/
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//? #version 450
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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uniform vec4 i_resolution;
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uniform int convert_colors;
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#ifndef FXAA_PRESET
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#define FXAA_PRESET 5
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#endif
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#if (FXAA_PRESET == 3)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
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#define FXAA_SEARCH_STEPS 16
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#if (FXAA_PRESET == 4)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 24
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#if (FXAA_PRESET == 5)
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#define FXAA_EDGE_THRESHOLD (1.0/8.0)
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#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
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#define FXAA_SEARCH_STEPS 32
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#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
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#define FXAA_SUBPIX_CAP (3.0/4.0)
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#define FXAA_SUBPIX_TRIM (1.0/4.0)
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#endif
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#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
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// Return the luma, the estimation of luminance from rgb inputs.
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// This approximates luma using one FMA instruction,
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// skipping normalization and tossing out blue.
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// FxaaLuma() will range 0.0 to 2.963210702.
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float FxaaLuma(vec3 rgb) {
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return rgb.y * (0.587/0.299) + rgb.x;
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}
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vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
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return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
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}
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vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
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float x = pos.x + float(off.x) * rcpFrame.x;
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float y = pos.y + float(off.y) * rcpFrame.y;
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return texture(tex, vec2(x, y));
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}
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// pos is the output of FxaaVertexShader interpolated across screen.
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// xy -> actual texture position {0.0 to 1.0}
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// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
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vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
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{
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vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
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vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
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vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
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vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
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vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
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float lumaN = FxaaLuma(rgbN);
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float lumaW = FxaaLuma(rgbW);
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float lumaM = FxaaLuma(rgbM);
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float lumaE = FxaaLuma(rgbE);
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float lumaS = FxaaLuma(rgbS);
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float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
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float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
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float range = rangeMax - rangeMin;
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if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
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{
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return rgbM;
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}
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vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
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float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
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float rangeL = abs(lumaL - lumaM);
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float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
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blendL = min(FXAA_SUBPIX_CAP, blendL);
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vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
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vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
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vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
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vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
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rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
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rgbL *= vec3(1.0/9.0);
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float lumaNW = FxaaLuma(rgbNW);
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float lumaNE = FxaaLuma(rgbNE);
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float lumaSW = FxaaLuma(rgbSW);
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float lumaSE = FxaaLuma(rgbSE);
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float edgeVert =
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abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
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abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
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abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
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float edgeHorz =
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abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
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abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
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abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
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bool horzSpan = edgeHorz >= edgeVert;
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float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
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if(!horzSpan)
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{
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lumaN = lumaW;
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lumaS = lumaE;
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}
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float gradientN = abs(lumaN - lumaM);
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float gradientS = abs(lumaS - lumaM);
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lumaN = (lumaN + lumaM) * 0.5;
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lumaS = (lumaS + lumaM) * 0.5;
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if (gradientN < gradientS)
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{
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lumaN = lumaS;
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lumaN = lumaS;
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gradientN = gradientS;
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lengthSign *= -1.0;
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}
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vec2 posN;
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posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
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posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
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gradientN *= FXAA_SEARCH_THRESHOLD;
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vec2 posP = posN;
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vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
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float lumaEndN = lumaN;
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float lumaEndP = lumaN;
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bool doneN = false;
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bool doneP = false;
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posN += offNP * vec2(-1.0, -1.0);
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posP += offNP * vec2( 1.0, 1.0);
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for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
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if(!doneN)
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{
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lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz);
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}
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if(!doneP)
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{
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lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz);
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}
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doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
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doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
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if(doneN && doneP)
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{
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break;
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}
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if(!doneN)
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{
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posN -= offNP;
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}
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if(!doneP)
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{
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posP += offNP;
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}
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}
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float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
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float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
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bool directionN = dstN < dstP;
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lumaEndN = directionN ? lumaEndN : lumaEndP;
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if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
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{
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lengthSign = 0.0;
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}
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float spanLength = (dstP + dstN);
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dstN = directionN ? dstN : dstP;
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float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
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vec3 rgbF = texture(tex, vec2(
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pos.x + (horzSpan ? 0.0 : subPixelOffset),
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pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
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return FxaaLerp3(rgbL, rgbF, blendL);
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}
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vec3 sRGBToLinear(vec3 c) {
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return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c));
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}
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void main()
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{
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vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0;
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if (convert_colors == 1){
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pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a);
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}
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color = pixel;
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}
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13
src/video_core/host_shaders/antialiasing/opengl_fxaa.vert
Normal file
13
src/video_core/host_shaders/antialiasing/opengl_fxaa.vert
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@ -0,0 +1,13 @@
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//? #version 450
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layout(location = 0) in vec2 vert_position;
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layout(location = 1) in vec2 vert_tex_coord;
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layout(location = 0) out vec2 frag_tex_coord;
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uniform vec4 i_resolution;
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void main()
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{
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gl_Position = vec4(vert_position, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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}
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//? #version 450
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// SPDX-License-Identifier: Unlicense
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//-----------------------------------------------------------------------------
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// Edge Detection Shaders (First Pass)
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uniform vec4 i_resolution;
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#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
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#define SMAA_GLSL_4
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#define SMAA_PRESET_ULTRA
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#define SMAA_EDT 1.0
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 1) in vec4 offset[3];
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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#define SMAA_INCLUDE_VS 0
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//#include "SMAA.hlsl"
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void main() {
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if (SMAA_EDT == 0.0) {
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color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0);
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} else if (SMAA_EDT <= 1.0) {
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color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0);
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}
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}
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//? #version 450
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// SPDX-License-Identifier: Unlicense
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//-----------------------------------------------------------------------------
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// Edge Detection Shaders (First Pass)
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uniform vec4 i_resolution;
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#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
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#define SMAA_GLSL_4
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#define SMAA_PRESET_ULTRA
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#define SMAA_EDT 1.0
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layout(location = 0) in vec2 vert_position;
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layout(location = 1) in vec2 vert_tex_coord;
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layout(location = 0) out vec2 frag_tex_coord;
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layout(location = 1) out vec4 offset[3];
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#define SMAA_INCLUDE_PS 0
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// #include "SMAA.hlsl"
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void main() {
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gl_Position = vec4(vert_position, 0.0, 1.0);
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frag_tex_coord = vert_tex_coord;
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SMAAEdgeDetectionVS(vert_tex_coord, offset);
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}
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//? #version 450
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// SPDX-License-Identifier: Unlicense
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Shader (Second Pass)
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uniform vec4 i_resolution;
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#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
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#define SMAA_GLSL_4
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#define SMAA_PRESET_ULTRA
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#define SMAA_EDT 1.0
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layout(location = 0) in vec2 frag_tex_coord;
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layout(location = 1) in vec2 pixcoord;
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layout(location = 2) in vec4 offset[3];
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layout(location = 0) out vec4 color;
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layout(binding = 0) uniform sampler2D color_texture;
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uniform sampler2D areaTex;
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uniform sampler2D searchTex;
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#define SMAA_INCLUDE_VS 0
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//#include "SMAA.hlsl"
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void main() {
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vec4 subsampleIndices = vec4(0.0);
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color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices);
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}
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//? #version 450
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// SPDX-License-Identifier: Unlicense
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//-----------------------------------------------------------------------------
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// Blending Weight Calculation Shader (Second Pass)
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uniform vec4 i_resolution;
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#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
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#define SMAA_GLSL_4
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#define SMAA_PRESET_ULTRA
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#define SMAA_EDT 1.0
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layout(location = 0) in vec2 vert_position;
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layout(location = 1) in vec2 vert_tex_coord;
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layout(location = 0) out vec2 frag_tex_coord;
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layout(location = 1) out vec2 pixcoord;
|
||||
layout(location = 2) out vec4 offset[3];
|
||||
|
||||
#define SMAA_INCLUDE_PS 0
|
||||
//#include "SMAA.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vert_position, 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
SMAABlendingWeightCalculationVS(vert_tex_coord, pixcoord, offset);
|
||||
}
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
//? #version 450
|
||||
// SPDX-License-Identifier: Unlicense
|
||||
//-----------------------------------------------------------------------------
|
||||
// Neighborhood Blending Shader (Third Pass)
|
||||
|
||||
uniform vec4 i_resolution;
|
||||
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
|
||||
#define SMAA_GLSL_4
|
||||
|
||||
layout(location = 0) in vec2 frag_tex_coord;
|
||||
layout(location = 1) in vec4 offset;
|
||||
layout(location = 0) out vec4 color;
|
||||
layout(binding = 0) uniform sampler2D color_texture;
|
||||
uniform sampler2D SMAA_Input;
|
||||
|
||||
#define SMAA_INCLUDE_VS 0
|
||||
//#include "SMAA.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
color = SMAANeighborhoodBlendingPS(frag_tex_coord, offset, SMAA_Input, color_texture);
|
||||
}
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
//? #version 450
|
||||
// SPDX-License-Identifier: Unlicense
|
||||
//-----------------------------------------------------------------------------
|
||||
// Neighborhood Blending Shader (Third Pass)
|
||||
|
||||
uniform vec4 i_resolution;
|
||||
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
|
||||
#define SMAA_GLSL_4
|
||||
|
||||
layout(location = 0) in vec2 vert_position;
|
||||
layout(location = 1) in vec2 vert_tex_coord;
|
||||
layout(location = 0) out vec2 frag_tex_coord;
|
||||
layout(location = 1) out vec4 offset;
|
||||
|
||||
#define SMAA_INCLUDE_PS 0
|
||||
//#include "SMAA.hlsl"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(vert_position, 0.0, 1.0);
|
||||
frag_tex_coord = vert_tex_coord;
|
||||
SMAANeighborhoodBlendingVS(vert_tex_coord, offset);
|
||||
}
|
||||
|
|
@ -6,7 +6,6 @@
|
|||
|
||||
layout(location = 0) in vec2 frag_tex_coord;
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
layout(binding = 0) uniform sampler2D color_texture;
|
||||
|
||||
uniform int convert_colors;
|
||||
|
|
|
|||
|
|
@ -75,7 +75,7 @@ void OGLTexture::Allocate(GLenum target, GLsizei levels, GLenum internalformat,
|
|||
glTexStorage3D(target, levels, internalformat, width, height, depth);
|
||||
break;
|
||||
}
|
||||
|
||||
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@
|
|||
#include "core/frontend/emu_window.h"
|
||||
#include "core/frontend/framebuffer_layout.h"
|
||||
#include "core/memory.h"
|
||||
#include "gl_state.h"
|
||||
#include "video_core/pica/pica_core.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_state.h"
|
||||
|
|
@ -21,7 +22,17 @@
|
|||
#include "video_core/host_shaders/opengl_present_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_interlaced_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_vert.h"
|
||||
#include "video_core/host_shaders/opengl_simple_present_frag.h"
|
||||
#include "video_core/host_shaders/opengl_simple_present_vert.h"
|
||||
|
||||
#include "video_core/host_shaders/antialiasing/opengl_fxaa_frag.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_fxaa_vert.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_frag.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass0_vert.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_frag.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass1_vert.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_frag.h"
|
||||
#include "video_core/host_shaders/antialiasing/opengl_smaa_pass2_vert.h"
|
||||
namespace OpenGL {
|
||||
|
||||
MICROPROFILE_DEFINE(OpenGL_RenderFrame, "OpenGL", "Render Frame", MP_RGB(128, 128, 64));
|
||||
|
|
@ -320,7 +331,6 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff
|
|||
* Initializes the OpenGL state and creates persistent objects.
|
||||
*/
|
||||
void RendererOpenGL::InitOpenGLObjects() {
|
||||
renderFramebuffer.Create();
|
||||
glClearColor(Settings::values.bg_red.GetValue(), Settings::values.bg_green.GetValue(),
|
||||
Settings::values.bg_blue.GetValue(), 1.0f);
|
||||
|
||||
|
|
@ -415,6 +425,31 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) {
|
|||
}
|
||||
shader.Create(HostShaders::OPENGL_PRESENT_VERT, shader_data);
|
||||
state.draw.shader_program = shader.handle;
|
||||
|
||||
// Setup FXAA, SMAA and Simple Present Shaders
|
||||
std::string FXAA_shader_data = fragment_shader_precision_OES;
|
||||
FXAA_shader_data += HostShaders::OPENGL_FXAA_FRAG;
|
||||
FXAA_shader.Create(HostShaders::OPENGL_FXAA_VERT, FXAA_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);
|
||||
|
||||
// std::string SMAA_PASS_0_shader_data = fragment_shader_precision_OES;
|
||||
// SMAA_PASS_0_shader_data += HostShaders::OPENGL_SMAA_PASS0_FRAG;
|
||||
// SMAA_PASS_0_shader.Create(HostShaders::OPENGL_SMAA_PASS0_VERT, SMAA_PASS_0_shader_data);
|
||||
|
||||
// std::string SMAA_PASS_1_shader_data = fragment_shader_precision_OES;
|
||||
// SMAA_PASS_1_shader_data += HostShaders::OPENGL_SMAA_PASS1_FRAG;
|
||||
// SMAA_PASS_1_shader.Create(HostShaders::OPENGL_SMAA_PASS1_VERT, SMAA_PASS_1_shader_data);
|
||||
|
||||
// std::string SMAA_PASS_2_shader_data = fragment_shader_precision_OES;
|
||||
// SMAA_PASS_2_shader_data += HostShaders::OPENGL_SMAA_PASS2_FRAG;
|
||||
// SMAA_PASS_2_shader.Create(HostShaders::OPENGL_SMAA_PASS2_VERT, SMAA_PASS_2_shader_data);
|
||||
|
||||
|
||||
//
|
||||
|
||||
state.Apply();
|
||||
uniform_modelview_matrix = glGetUniformLocation(shader.handle, "modelview_matrix");
|
||||
uniform_color_texture = glGetUniformLocation(shader.handle, "color_texture");
|
||||
|
|
@ -432,12 +467,6 @@ void RendererOpenGL::ReloadShader(Settings::StereoRenderOption render_3d) {
|
|||
else
|
||||
glUniform1i(uniform_reverse_interlaced, 0);
|
||||
}
|
||||
uniform_i_resolution = glGetUniformLocation(shader.handle, "i_resolution");
|
||||
uniform_o_resolution = glGetUniformLocation(shader.handle, "o_resolution");
|
||||
uniform_convert_colors = glGetUniformLocation(shader.handle, "convert_colors");
|
||||
uniform_layer = glGetUniformLocation(shader.handle, "layer");
|
||||
attrib_position = glGetAttribLocation(shader.handle, "vert_position");
|
||||
attrib_tex_coord = glGetAttribLocation(shader.handle, "vert_tex_coord");
|
||||
}
|
||||
|
||||
void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
||||
|
|
@ -508,6 +537,15 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
|
|||
state.Apply();
|
||||
}
|
||||
|
||||
void RendererOpenGL::AttachUniforms(){
|
||||
uniform_i_resolution = glGetUniformLocation(state.draw.shader_program, "i_resolution");
|
||||
uniform_o_resolution = glGetUniformLocation(state.draw.shader_program, "o_resolution");
|
||||
uniform_convert_colors = glGetUniformLocation(state.draw.shader_program, "convert_colors");
|
||||
uniform_layer = glGetUniformLocation(state.draw.shader_program, "layer");
|
||||
attrib_position = glGetAttribLocation(state.draw.shader_program, "vert_position");
|
||||
attrib_tex_coord = glGetAttribLocation(state.draw.shader_program, "vert_tex_coord");
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a single texture to the emulator window, rotating the texture to correct for the 3DS's LCD
|
||||
* rotation.
|
||||
|
|
@ -517,33 +555,24 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
|
|||
const auto& texcoords = screen_info.display_texcoords;
|
||||
const u32 scale_factor = GetResolutionScaleFactor();
|
||||
|
||||
// Texture Widthn and Height when correctly rotated to landscape
|
||||
// Texture Width and Height when correctly rotated to landscape
|
||||
float textureWidth, textureHeight;
|
||||
textureWidth = static_cast<float>(screen_info.texture.height * scale_factor);
|
||||
textureHeight = static_cast<float>(screen_info.texture.width * scale_factor);
|
||||
|
||||
/*
|
||||
Current Attempt Rendering
|
||||
Pass 1: Rotate Texture to Landscape and convert to linear
|
||||
Pass 2: Rotate Texture to orientation and convert to srgb
|
||||
|
||||
Final Result Attempt
|
||||
Pass 1: Rotate Texture to Landscape and convert to linear
|
||||
---Anti-aliasing pass
|
||||
SMAA Pass 1
|
||||
Smaa Pass 2
|
||||
SMAA Pass 3
|
||||
or
|
||||
FXAA Pass
|
||||
---
|
||||
|
||||
Final Pass: Rotate Texture to Final orientation and convert to srgb (the present shader)
|
||||
|
||||
*/
|
||||
|
||||
bool isDownsampling = false;
|
||||
if (orientation == Layout::DisplayOrientation::Landscape || orientation == Layout::DisplayOrientation::LandscapeFlipped) {
|
||||
if (textureWidth > screenWidth){
|
||||
isDownsampling = true;
|
||||
}
|
||||
} else {
|
||||
if (textureWidth > screenHeight){
|
||||
isDownsampling = true;
|
||||
}
|
||||
}
|
||||
// Rotate Internal Texture to Landscape (The 3DS stores images rotated 90° Counter Clockkwise internally)
|
||||
std::array<ScreenRectVertex, 4> landscape_rotation_vertices;
|
||||
landscape_rotation_vertices = {{
|
||||
std::array<ScreenRectVertex, 4> rotate_vertices;
|
||||
rotate_vertices = {{
|
||||
ScreenRectVertex(-1.f, 1.f, 1.f, 0.f), //Left, Top
|
||||
ScreenRectVertex(1.f, 1.f, 1.f, 1.f), //Right, Top
|
||||
ScreenRectVertex(-1.f, -1.f, 0.f, 0.f), //Left, Bottom
|
||||
|
|
@ -611,56 +640,82 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
|
|||
state.texture_units[0].sampler = sampler;
|
||||
state.Apply();
|
||||
|
||||
|
||||
/*
|
||||
TODO:
|
||||
Implement Gamma Corrected Linear Filtering
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
-------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:
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 0
|
||||
use FXAA shader with pass_through_vertices
|
||||
use Simple Present Shader with pass_through_vertices and convert colors set to 1
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
|
||||
Implement SMAA:
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1
|
||||
use SMAA pass 1 with pass_through_vertices
|
||||
use SMAA pass 2 with pass_through_vertices
|
||||
use SMAA pass 3 with pass_through_vertices
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
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 old_read_fb = state.draw.read_framebuffer;
|
||||
GLuint old_draw_fb = state.draw.draw_framebuffer;
|
||||
GLuint originalReadFramebuffer = state.draw.read_framebuffer;
|
||||
GLuint originalDrawFramebuffer = state.draw.draw_framebuffer;
|
||||
|
||||
// Draw to texture
|
||||
OGLFramebuffer initFramebuffer;
|
||||
initFramebuffer.Create();
|
||||
state.draw.draw_framebuffer = initFramebuffer.handle;
|
||||
state.draw.read_framebuffer = initFramebuffer.handle;
|
||||
OGLTexture initFramebufferTexture;
|
||||
initFramebufferTexture.Create();
|
||||
initFramebufferTexture.Allocate(GL_TEXTURE_2D, 1, GL_RGBA8, screen_info.texture.height*scale_factor, screen_info.texture.width*scale_factor);
|
||||
state.texture_units[1].texture_2d = initFramebufferTexture.handle;
|
||||
state.texture_units[1].sampler = samplers[1].handle;
|
||||
|
||||
// Create and bind Framebuffer
|
||||
OGLFramebuffer postFBO;
|
||||
postFBO.Create();
|
||||
state.draw.read_framebuffer = postFBO.handle;
|
||||
state.draw.draw_framebuffer = postFBO.handle;
|
||||
state.Apply();
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, initFramebufferTexture.handle, 0);
|
||||
|
||||
// Create Framebuffer Texture and bind to Framebuffer
|
||||
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
|
||||
state.draw.shader_program = SimplePresent_shader.handle;
|
||||
AttachUniforms();
|
||||
|
||||
state.Apply();
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(rotate_vertices), output_vertices.data());
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
// Draw to screen
|
||||
state.draw.read_framebuffer = old_read_fb;
|
||||
state.draw.draw_framebuffer = old_draw_fb;
|
||||
state.draw.read_framebuffer = originalReadFramebuffer;
|
||||
state.draw.draw_framebuffer = originalDrawFramebuffer;
|
||||
state.Apply();
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(output_vertices), output_vertices.data());
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
||||
|
||||
//Reset
|
||||
initFramebuffer.Release();
|
||||
postFBO.Release();
|
||||
state.texture_units[0].texture_2d = 0;
|
||||
state.texture_units[0].sampler = 0;
|
||||
state.Apply();
|
||||
|
|
|
|||
|
|
@ -80,6 +80,7 @@ private:
|
|||
// Loads framebuffer from emulated memory into the display information structure
|
||||
void LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuffer, ScreenInfo& screen_info,
|
||||
bool right_eye, const Pica::ColorFill& color_fill);
|
||||
void AttachUniforms();
|
||||
|
||||
private:
|
||||
Pica::PicaCore& pica;
|
||||
|
|
@ -91,6 +92,11 @@ private:
|
|||
OGLVertexArray vertex_array;
|
||||
OGLBuffer vertex_buffer;
|
||||
OGLProgram shader;
|
||||
OGLProgram SimplePresent_shader;
|
||||
OGLProgram FXAA_shader;
|
||||
OGLProgram SMAA_PASS_0_shader;
|
||||
OGLProgram SMAA_PASS_1_shader;
|
||||
OGLProgram SMAA_PASS_2_shader;
|
||||
OGLFramebuffer screenshot_framebuffer;
|
||||
std::array<OGLSampler, 2> samplers;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue