changing pipeline part 3

This commit is contained in:
KojoZero 2026-05-02 12:06:58 -07:00
parent e3a0b19ead
commit 9bc89915a1
13 changed files with 576 additions and 63 deletions

View file

@ -13,11 +13,21 @@ set(SHADER_FILES
texture_filtering/mmpx.frag
texture_filtering/x_gradient.frag
texture_filtering/y_gradient.frag
antialiasing/opengl_fxaa.frag
antialiasing/opengl_fxaa.vert
antialiasing/opengl_smaa_pass0.frag
antialiasing/opengl_smaa_pass0.vert
antialiasing/opengl_smaa_pass1.frag
antialiasing/opengl_smaa_pass1.vert
antialiasing/opengl_smaa_pass2.frag
antialiasing/opengl_smaa_pass2.vert
full_screen_triangle.vert
opengl_present.frag
opengl_present.vert
opengl_present_anaglyph.frag
opengl_present_interlaced.frag
opengl_simple_present.frag
opengl_simple_present.vert
vulkan_depth_to_buffer.comp
vulkan_present.frag
vulkan_present.vert

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@ -0,0 +1,256 @@
/**
* @license
* Copyright (c) 2011 NVIDIA Corporation. All rights reserved.
*
* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
* OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR
* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY
* OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE,
* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*/
/*
FXAA_PRESET - Choose compile-in knob preset 0-5.
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required
to apply algorithm.
1.0/3.0 - too little
1.0/4.0 - good start
1.0/8.0 - applies to more edges
1.0/16.0 - overkill
------------------------------------------------------------------------------
FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks.
Perf optimization.
1.0/32.0 - visible limit (smaller isn't visible)
1.0/16.0 - good compromise
1.0/12.0 - upper limit (seeing artifacts)
------------------------------------------------------------------------------
FXAA_SEARCH_STEPS - Maximum number of search steps for end of span.
------------------------------------------------------------------------------
FXAA_SEARCH_THRESHOLD - Controls when to stop searching.
1.0/4.0 - seems to be the best quality wise
------------------------------------------------------------------------------
FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal.
1.0/2.0 - low removal
1.0/3.0 - medium removal
1.0/4.0 - default removal
1.0/8.0 - high removal
0.0 - complete removal
------------------------------------------------------------------------------
FXAA_SUBPIX_CAP - Insures fine detail is not completely removed.
This is important for the transition of sub-pixel detail,
like fences and wires.
3.0/4.0 - default (medium amount of filtering)
7.0/8.0 - high amount of filtering
1.0 - no capping of sub-pixel aliasing removal
*/
//? #version 450
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 int convert_colors;
#ifndef FXAA_PRESET
#define FXAA_PRESET 5
#endif
#if (FXAA_PRESET == 3)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#if (FXAA_PRESET == 4)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
#define FXAA_SEARCH_STEPS 24
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#if (FXAA_PRESET == 5)
#define FXAA_EDGE_THRESHOLD (1.0/8.0)
#define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0)
#define FXAA_SEARCH_STEPS 32
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)
#define FXAA_SUBPIX_CAP (3.0/4.0)
#define FXAA_SUBPIX_TRIM (1.0/4.0)
#endif
#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM))
// Return the luma, the estimation of luminance from rgb inputs.
// This approximates luma using one FMA instruction,
// skipping normalization and tossing out blue.
// FxaaLuma() will range 0.0 to 2.963210702.
float FxaaLuma(vec3 rgb) {
return rgb.y * (0.587/0.299) + rgb.x;
}
vec3 FxaaLerp3(vec3 a, vec3 b, float amountOfA) {
return (vec3(-amountOfA) * b) + ((a * vec3(amountOfA)) + b);
}
vec4 FxaaTexOff(sampler2D tex, vec2 pos, ivec2 off, vec2 rcpFrame) {
float x = pos.x + float(off.x) * rcpFrame.x;
float y = pos.y + float(off.y) * rcpFrame.y;
return texture(tex, vec2(x, y));
}
// pos is the output of FxaaVertexShader interpolated across screen.
// xy -> actual texture position {0.0 to 1.0}
// rcpFrame should be a uniform equal to {1.0/frameWidth, 1.0/frameHeight}
vec3 FxaaPixelShader(vec2 pos, sampler2D tex, vec2 rcpFrame)
{
vec3 rgbN = FxaaTexOff(tex, pos.xy, ivec2( 0,-1), rcpFrame).xyz;
vec3 rgbW = FxaaTexOff(tex, pos.xy, ivec2(-1, 0), rcpFrame).xyz;
vec3 rgbM = FxaaTexOff(tex, pos.xy, ivec2( 0, 0), rcpFrame).xyz;
vec3 rgbE = FxaaTexOff(tex, pos.xy, ivec2( 1, 0), rcpFrame).xyz;
vec3 rgbS = FxaaTexOff(tex, pos.xy, ivec2( 0, 1), rcpFrame).xyz;
float lumaN = FxaaLuma(rgbN);
float lumaW = FxaaLuma(rgbW);
float lumaM = FxaaLuma(rgbM);
float lumaE = FxaaLuma(rgbE);
float lumaS = FxaaLuma(rgbS);
float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));
float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;
if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD))
{
return rgbM;
}
vec3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS;
float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;
float rangeL = abs(lumaL - lumaM);
float blendL = max(0.0, (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE;
blendL = min(FXAA_SUBPIX_CAP, blendL);
vec3 rgbNW = FxaaTexOff(tex, pos.xy, ivec2(-1,-1), rcpFrame).xyz;
vec3 rgbNE = FxaaTexOff(tex, pos.xy, ivec2( 1,-1), rcpFrame).xyz;
vec3 rgbSW = FxaaTexOff(tex, pos.xy, ivec2(-1, 1), rcpFrame).xyz;
vec3 rgbSE = FxaaTexOff(tex, pos.xy, ivec2( 1, 1), rcpFrame).xyz;
rgbL += (rgbNW + rgbNE + rgbSW + rgbSE);
rgbL *= vec3(1.0/9.0);
float lumaNW = FxaaLuma(rgbNW);
float lumaNE = FxaaLuma(rgbNE);
float lumaSW = FxaaLuma(rgbSW);
float lumaSE = FxaaLuma(rgbSE);
float edgeVert =
abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) +
abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) +
abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE));
float edgeHorz =
abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) +
abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) +
abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE));
bool horzSpan = edgeHorz >= edgeVert;
float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;
if(!horzSpan)
{
lumaN = lumaW;
lumaS = lumaE;
}
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;
if (gradientN < gradientS)
{
lumaN = lumaS;
lumaN = lumaS;
gradientN = gradientS;
lengthSign *= -1.0;
}
vec2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);
gradientN *= FXAA_SEARCH_THRESHOLD;
vec2 posP = posN;
vec2 offNP = horzSpan ? vec2(rcpFrame.x, 0.0) : vec2(0.0, rcpFrame.y);
float lumaEndN = lumaN;
float lumaEndP = lumaN;
bool doneN = false;
bool doneP = false;
posN += offNP * vec2(-1.0, -1.0);
posP += offNP * vec2( 1.0, 1.0);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++) {
if(!doneN)
{
lumaEndN = FxaaLuma(texture(tex, posN.xy).xyz);
}
if(!doneP)
{
lumaEndP = FxaaLuma(texture(tex, posP.xy).xyz);
}
doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN);
doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN);
if(doneN && doneP)
{
break;
}
if(!doneN)
{
posN -= offNP;
}
if(!doneP)
{
posP += offNP;
}
}
float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;
float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;
bool directionN = dstN < dstP;
lumaEndN = directionN ? lumaEndN : lumaEndP;
if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))
{
lengthSign = 0.0;
}
float spanLength = (dstP + dstN);
dstN = directionN ? dstN : dstP;
float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign;
vec3 rgbF = texture(tex, vec2(
pos.x + (horzSpan ? 0.0 : subPixelOffset),
pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;
return FxaaLerp3(rgbL, rgbF, blendL);
}
vec3 sRGBToLinear(vec3 c) {
return mix(c / 12.92, pow((c + 0.055) / 1.055, vec3(2.4)), step(0.04045, c));
}
void main()
{
vec4 pixel = vec4(FxaaPixelShader(frag_tex_coord, color_texture, vec2(i_resolution.z, i_resolution.w)), 1.0) * 1.0;
if (convert_colors == 1){
pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a);
}
color = pixel;
}

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@ -0,0 +1,13 @@
//? #version 450
layout(location = 0) in vec2 vert_position;
layout(location = 1) in vec2 vert_tex_coord;
layout(location = 0) out vec2 frag_tex_coord;
uniform vec4 i_resolution;
void main()
{
gl_Position = vec4(vert_position, 0.0, 1.0);
frag_tex_coord = vert_tex_coord;
}

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@ -0,0 +1,31 @@
//? #version 450
// SPDX-License-Identifier: Unlicense
//-----------------------------------------------------------------------------
// Edge Detection Shaders (First 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
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 1) in vec4 offset[3];
layout(location = 0) out vec4 color;
layout(binding = 0) uniform sampler2D color_texture;
#define SMAA_INCLUDE_VS 0
//#include "SMAA.hlsl"
void main() {
if (SMAA_EDT == 0.0) {
color = vec4(SMAALumaEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0);
} else if (SMAA_EDT <= 1.0) {
color = vec4(SMAAColorEdgeDetectionPS(frag_tex_coord, offset, color_texture), 0.0, 0.0);
}
}

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@ -0,0 +1,29 @@
//? #version 450
// SPDX-License-Identifier: Unlicense
//-----------------------------------------------------------------------------
// Edge Detection Shaders (First 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
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0
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[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;
SMAAEdgeDetectionVS(vert_tex_coord, offset);
}

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@ -0,0 +1,28 @@
//? #version 450
// SPDX-License-Identifier: Unlicense
//-----------------------------------------------------------------------------
// Blending Weight Calculation Shader (Second 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
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 1) in vec2 pixcoord;
layout(location = 2) in vec4 offset[3];
layout(location = 0) out vec4 color;
layout(binding = 0) uniform sampler2D color_texture;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
#define SMAA_INCLUDE_VS 0
//#include "SMAA.hlsl"
void main() {
vec4 subsampleIndices = vec4(0.0);
color = SMAABlendingWeightCalculationPS(frag_tex_coord, pixcoord, offset, color_texture, areaTex, searchTex, subsampleIndices);
}

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@ -0,0 +1,29 @@
//? #version 450
// SPDX-License-Identifier: Unlicense
//-----------------------------------------------------------------------------
// Blending Weight Calculation Shader (Second 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
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0
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 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);
}

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@ -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);
}

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@ -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);
}

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@ -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;

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@ -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);

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@ -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();

View file

@ -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;