switched to @turol 2017 smaa fork, fixed opengl smaa implementation

This commit is contained in:
KojoZero 2026-05-09 16:24:27 -07:00
parent 140ab7807c
commit e2c3e2819c
15 changed files with 296 additions and 64 deletions

View file

@ -50,7 +50,7 @@
*
* The shader has three passes, chained together as follows:
*
* |input|------------------·
* |input|------------------<EFBFBD>
* v |
* [ SMAA*EdgeDetection ] |
* v |
@ -60,7 +60,7 @@
* v |
* |blendTex| |
* v |
* [ SMAANeighborhoodBlending ] <------·
* [ SMAANeighborhoodBlending ] <------<EFBFBD>
* v
* |output|
*
@ -105,6 +105,10 @@
* C++ headers, and also as regular DDS files. They'll be needed for the
* 'SMAABlendingWeightCalculation' pass.
*
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* MAKE SURE TO VERTICALLY FLIP THE AREATEX AND SEARCHTEX HEADERS IF USING OPENGL
*
*
* If you use the C++ headers, be sure to load them in the format specified
* inside of them.
*
@ -482,7 +486,7 @@
#endif
/**
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
* On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need
* to be compiled separately.
*/
#ifndef SMAA_INCLUDE_VS
@ -526,6 +530,9 @@
// Porting Functions
#if defined(SMAA_HLSL_3)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 0
#endif // SMAA_FLIP_Y
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
@ -538,6 +545,9 @@
#define SMAA_BRANCH [branch]
#endif
#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 0
#endif // SMAA_FLIP_Y
SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
#define SMAATexture2D(tex) Texture2D tex
@ -557,6 +567,10 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres
#endif
#endif
#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 1
#endif // SMAA_FLIP_Y
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
@ -590,9 +604,28 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres
#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
#endif
#if SMAA_FLIP_Y
#define API_V_DIR(v) -(v)
#define API_V_COORD(v) (1.0 - v)
#define API_V_BELOW(v1, v2) v1 < v2
#define API_V_ABOVE(v1, v2) v1 > v2
#else // VULKAN_FLIP
#define API_V_DIR(v) v
#define API_V_COORD(v) v
#define API_V_BELOW(v1, v2) v1 > v2
#define API_V_ABOVE(v1, v2) v1 < v2
#endif // VULKAN_FLIP
//-----------------------------------------------------------------------------
// Misc functions
#if SMAA_INCLUDE_PS
/**
* Gathers current pixel, and the top-left neighbors.
*/
@ -600,8 +633,14 @@ float3 SMAAGatherNeighbours(float2 texcoord,
float4 offset[3],
SMAATexture2D(tex)) {
#ifdef SMAAGather
#if SMAA_FLIP_Y
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy;
#else // SMAA_FLIP_Y
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
#else
#endif // SMAA_FLIP_Y
#else // SMAAGather
float P = SMAASamplePoint(tex, texcoord).r;
float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
@ -621,6 +660,8 @@ float2 SMAACalculatePredicatedThreshold(float2 texcoord,
return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
}
#endif // SMAA_INCLUDE_PS
/**
* Conditional move:
*/
@ -644,9 +685,9 @@ void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
*/
void SMAAEdgeDetectionVS(float2 texcoord,
out float4 offset[3]) {
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy);
}
/**
@ -658,12 +699,12 @@ void SMAABlendingWeightCalculationVS(float2 texcoord,
pixcoord = texcoord * SMAA_RT_METRICS.zw;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy);
// And these for the searches, they indicate the ends of the loops:
offset[2] = mad(SMAA_RT_METRICS.xxyy,
float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS),
float4(offset[0].xz, offset[1].yw));
}
@ -672,7 +713,7 @@ void SMAABlendingWeightCalculationVS(float2 texcoord,
*/
void SMAANeighborhoodBlendingVS(float2 texcoord,
out float4 offset) {
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
}
#endif // SMAA_INCLUDE_VS
@ -792,11 +833,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
// Calculate left-left and top-top deltas:
float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
t = abs(Cleft - Cleftleft);
t = abs(C - Cleftleft);
delta.z = max(max(t.r, t.g), t.b);
float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
t = abs(Ctop - Ctoptop);
t = abs(C - Ctoptop);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the final maximum delta:
@ -860,6 +901,7 @@ float4 SMAADecodeDiagBilinearAccess(float4 e) {
* These functions allows to perform diagonal pattern searches.
*/
float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
dir.y = API_V_DIR(dir.y);
float4 coord = float4(texcoord, -1.0, 1.0);
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
@ -872,6 +914,7 @@ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out
}
float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
dir.y = API_V_DIR(dir.y);
float4 coord = float4(texcoord, -1.0, 1.0);
coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
@ -909,6 +952,8 @@ float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset)
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
texcoord.y = API_V_COORD(texcoord.y);
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
@ -932,7 +977,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
@ -967,10 +1012,10 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
@ -1009,8 +1054,11 @@ float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
float2 coord = mad(scale, e, bias);
coord.y = API_V_COORD(coord.y);
// Lookup the search texture:
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord));
}
/**
@ -1062,26 +1110,26 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y > end &&
while (API_V_BELOW(texcoord.y, end) &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
}
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y < end &&
while (API_V_ABOVE(texcoord.y, end) &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
}
/**
@ -1098,6 +1146,8 @@ float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float o
// Move to proper place, according to the subpixel offset:
texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
texcoord.y = API_V_COORD(texcoord.y);
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
@ -1113,10 +1163,10 @@ void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 wei
rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r;
weights *= saturate(factor);
#endif
@ -1131,9 +1181,9 @@ void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weigh
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g;
weights *= saturate(factor);
#endif
@ -1233,7 +1283,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
float2 sqrt_d = sqrt(d);
// Fetch the bottom crossing edges:
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g;
// Get the area for this direction:
weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
@ -1280,7 +1330,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
// Calculate the blending offsets:
float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w));
float2 blendingWeight = a.yw;
SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
SMAAMovc(bool2(h, h), blendingWeight, a.xz);
@ -1359,3 +1409,51 @@ void SMAASeparatePS(float4 position,
//-----------------------------------------------------------------------------
#endif // SMAA_INCLUDE_PS
// From http://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/
// NOTE: this is in direct3d texture coord space (origin upper left)
// remember to flip y coordinate
//By CeeJay.dk
//License : CC0 - http://creativecommons.org/publicdomain/zero/1.0/
//Basic Buffer/Layout-less fullscreen triangle vertex shader
vec2 triangleVertex(in int vertID, out vec2 texcoord)
{
/*
//See: https://web.archive.org/web/20140719063725/http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/
1
( 0, 2)
[-1, 3] [ 3, 3]
.
|`.
| `.
| `.
'------`
0 2
( 0, 0) ( 2, 0)
[-1,-1] [ 3,-1]
ID=0 -> Pos=[-1,-1], Tex=(0,0)
ID=1 -> Pos=[-1, 3], Tex=(0,2)
ID=2 -> Pos=[ 3,-1], Tex=(2,0)
*/
texcoord.x = (vertID == 2) ? 2.0 : 0.0;
texcoord.y = (vertID == 1) ? 2.0 : 0.0;
return texcoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
vec2 flipTexCoord(in vec2 tc) {
return tc * vec2(1.0, -1.0) + vec2(0.0, 1.0);
}
vec4 flipTexCoord(in vec4 tc) {
return tc * vec4(1.0, -1.0, 1.0, -1.0) + vec4(0.0, 1.0, 0.0, 1.0);
}

View file

@ -6,6 +6,13 @@
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_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_FLIP_Y 1
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -6,6 +6,7 @@
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_FLIP_Y 1
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -6,6 +6,7 @@
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_FLIP_Y 1
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -6,6 +6,7 @@
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_FLIP_Y 1
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -7,6 +7,7 @@ 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
#define SMAA_FLIP_Y 1
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 1) in vec4 offset;

View file

@ -6,6 +6,7 @@
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_FLIP_Y 1
layout(location = 0) in vec2 vert_position;
layout(location = 1) in vec2 vert_tex_coord;

View file

@ -50,7 +50,7 @@
*
* The shader has three passes, chained together as follows:
*
* |input|------------------·
* |input|------------------<EFBFBD>
* v |
* [ SMAA*EdgeDetection ] |
* v |
@ -60,7 +60,7 @@
* v |
* |blendTex| |
* v |
* [ SMAANeighborhoodBlending ] <------·
* [ SMAANeighborhoodBlending ] <------<EFBFBD>
* v
* |output|
*
@ -105,6 +105,10 @@
* C++ headers, and also as regular DDS files. They'll be needed for the
* 'SMAABlendingWeightCalculation' pass.
*
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* MAKE SURE TO VERTICALLY FLIP THE AREATEX AND SEARCHTEX HEADERS IF USING OPENGL
*
*
* If you use the C++ headers, be sure to load them in the format specified
* inside of them.
*
@ -482,7 +486,7 @@
#endif
/**
* On some compilers, discard cannot be used in vertex shaders. Thus, they need
* On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need
* to be compiled separately.
*/
#ifndef SMAA_INCLUDE_VS
@ -526,6 +530,9 @@
// Porting Functions
#if defined(SMAA_HLSL_3)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 0
#endif // SMAA_FLIP_Y
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
@ -538,6 +545,9 @@
#define SMAA_BRANCH [branch]
#endif
#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 0
#endif // SMAA_FLIP_Y
SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
#define SMAATexture2D(tex) Texture2D tex
@ -557,6 +567,10 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres
#endif
#endif
#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
#ifndef SMAA_FLIP_Y
#define SMAA_FLIP_Y 1
#endif // SMAA_FLIP_Y
#define SMAATexture2D(tex) sampler2D tex
#define SMAATexturePass2D(tex) tex
#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
@ -590,9 +604,28 @@ SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; Addres
#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
#endif
#if SMAA_FLIP_Y
#define API_V_DIR(v) -(v)
#define API_V_COORD(v) (1.0 - v)
#define API_V_BELOW(v1, v2) v1 < v2
#define API_V_ABOVE(v1, v2) v1 > v2
#else // VULKAN_FLIP
#define API_V_DIR(v) v
#define API_V_COORD(v) v
#define API_V_BELOW(v1, v2) v1 > v2
#define API_V_ABOVE(v1, v2) v1 < v2
#endif // VULKAN_FLIP
//-----------------------------------------------------------------------------
// Misc functions
#if SMAA_INCLUDE_PS
/**
* Gathers current pixel, and the top-left neighbors.
*/
@ -600,8 +633,14 @@ float3 SMAAGatherNeighbours(float2 texcoord,
float4 offset[3],
SMAATexture2D(tex)) {
#ifdef SMAAGather
#if SMAA_FLIP_Y
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy;
#else // SMAA_FLIP_Y
return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
#else
#endif // SMAA_FLIP_Y
#else // SMAAGather
float P = SMAASamplePoint(tex, texcoord).r;
float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
@ -621,6 +660,8 @@ float2 SMAACalculatePredicatedThreshold(float2 texcoord,
return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
}
#endif // SMAA_INCLUDE_PS
/**
* Conditional move:
*/
@ -644,9 +685,9 @@ void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
*/
void SMAAEdgeDetectionVS(float2 texcoord,
out float4 offset[3]) {
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, -1.0), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, -2.0), texcoord.xyxy);
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy);
}
/**
@ -658,12 +699,12 @@ void SMAABlendingWeightCalculationVS(float2 texcoord,
pixcoord = texcoord * SMAA_RT_METRICS.zw;
// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, -0.125, 1.25, -0.125), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, -0.25, -0.125, 1.25), texcoord.xyxy);
offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy);
offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy);
// And these for the searches, they indicate the ends of the loops:
offset[2] = mad(SMAA_RT_METRICS.xxyy,
float4(-2.0, 2.0, -2.0, 2.0) * float(SMAA_MAX_SEARCH_STEPS),
float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS),
float4(offset[0].xz, offset[1].yw));
}
@ -672,7 +713,7 @@ void SMAABlendingWeightCalculationVS(float2 texcoord,
*/
void SMAANeighborhoodBlendingVS(float2 texcoord,
out float4 offset) {
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, 1.0), texcoord.xyxy);
offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
}
#endif // SMAA_INCLUDE_VS
@ -792,11 +833,11 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
// Calculate left-left and top-top deltas:
float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
t = abs(Cleft - Cleftleft);
t = abs(C - Cleftleft);
delta.z = max(max(t.r, t.g), t.b);
float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
t = abs(Ctop - Ctoptop);
t = abs(C - Ctoptop);
delta.w = max(max(t.r, t.g), t.b);
// Calculate the final maximum delta:
@ -860,6 +901,7 @@ float4 SMAADecodeDiagBilinearAccess(float4 e) {
* These functions allows to perform diagonal pattern searches.
*/
float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
dir.y = API_V_DIR(dir.y);
float4 coord = float4(texcoord, -1.0, 1.0);
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
@ -872,6 +914,7 @@ float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out
}
float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
dir.y = API_V_DIR(dir.y);
float4 coord = float4(texcoord, -1.0, 1.0);
coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
@ -909,6 +952,8 @@ float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset)
// Move to proper place, according to the subpixel offset:
texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
texcoord.y = API_V_COORD(texcoord.y);
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
@ -932,7 +977,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x + 0.25, d.x, d.y, -d.y - 0.25), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
@ -967,10 +1012,10 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
SMAA_BRANCH
if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
// Fetch the crossing edges:
float4 coords = mad(float4(-d.x, -d.x, d.y, d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
float4 c;
c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, -1)).r;
c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r;
c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
@ -1009,8 +1054,11 @@ float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
float2 coord = mad(scale, e, bias);
coord.y = API_V_COORD(coord.y);
// Lookup the search texture:
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, mad(scale, e, bias)));
return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord));
}
/**
@ -1062,26 +1110,26 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y > end &&
while (API_V_BELOW(texcoord.y, end) &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(-float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
return mad(SMAA_RT_METRICS.y, offset, texcoord.y);
return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
}
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y < end &&
while (API_V_ABOVE(texcoord.y, end) &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
texcoord = mad(float2(0.0, 2.0), SMAA_RT_METRICS.xy, texcoord);
texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
}
float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
}
/**
@ -1098,6 +1146,8 @@ float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float o
// Move to proper place, according to the subpixel offset:
texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
texcoord.y = API_V_COORD(texcoord.y);
// Do it!
return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
}
@ -1113,10 +1163,10 @@ void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 wei
rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, 1)).r;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, 1)).r;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, -2)).r;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, -2)).r;
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r;
weights *= saturate(factor);
#endif
@ -1131,9 +1181,9 @@ void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weigh
float2 factor = float2(1.0, 1.0);
factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, 1)).g;
factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g;
factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, 1)).g;
factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g;
weights *= saturate(factor);
#endif
@ -1233,7 +1283,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
float2 sqrt_d = sqrt(d);
// Fetch the bottom crossing edges:
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, 1)).g;
float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g;
// Get the area for this direction:
weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
@ -1280,7 +1330,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
// Calculate the blending offsets:
float4 blendingOffset = float4(0.0, a.y, 0.0, a.w);
float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w));
float2 blendingWeight = a.yw;
SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
SMAAMovc(bool2(h, h), blendingWeight, a.xz);
@ -1359,3 +1409,51 @@ void SMAASeparatePS(float4 position,
//-----------------------------------------------------------------------------
#endif // SMAA_INCLUDE_PS
// From http://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/
// NOTE: this is in direct3d texture coord space (origin upper left)
// remember to flip y coordinate
//By CeeJay.dk
//License : CC0 - http://creativecommons.org/publicdomain/zero/1.0/
//Basic Buffer/Layout-less fullscreen triangle vertex shader
vec2 triangleVertex(in int vertID, out vec2 texcoord)
{
/*
//See: https://web.archive.org/web/20140719063725/http://www.altdev.co/2011/08/08/interesting-vertex-shader-trick/
1
( 0, 2)
[-1, 3] [ 3, 3]
.
|`.
| `.
| `.
'------`
0 2
( 0, 0) ( 2, 0)
[-1,-1] [ 3,-1]
ID=0 -> Pos=[-1,-1], Tex=(0,0)
ID=1 -> Pos=[-1, 3], Tex=(0,2)
ID=2 -> Pos=[ 3,-1], Tex=(2,0)
*/
texcoord.x = (vertID == 2) ? 2.0 : 0.0;
texcoord.y = (vertID == 1) ? 2.0 : 0.0;
return texcoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0);
}
vec2 flipTexCoord(in vec2 tc) {
return tc * vec2(1.0, -1.0) + vec2(0.0, 1.0);
}
vec4 flipTexCoord(in vec4 tc) {
return tc * vec4(1.0, -1.0, 1.0, -1.0) + vec4(0.0, 1.0, 0.0, 1.0);
}

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
#define SMAA_PRESET_ULTRA
#define SMAA_EDT 1.0

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
layout(location = 0) in vec2 frag_tex_coord;
layout(location = 1) in vec4 offset;

View file

@ -20,6 +20,7 @@ layout (push_constant, std140) uniform DrawInfo {
#define SMAA_RT_METRICS vec4(i_resolution.z, i_resolution.w, i_resolution.x, i_resolution.y)
#define SMAA_GLSL_4
#define SMAA_FLIP_Y 0
layout(location = 0) in vec2 vert_position;
layout(location = 1) in vec2 vert_tex_coord;

View file

@ -339,10 +339,28 @@ void RendererOpenGL::LoadFBToScreenInfo(const Pica::FramebufferConfig& framebuff
}
}
std::vector<unsigned char> flipVertically(const unsigned char* data, int width, int height, int channels)
{
int rowSize = width * channels;
std::vector<unsigned char> flipped(width * height * channels);
for (int y = 0; y < height; y++)
{
const unsigned char* src = data + (height - 1 - y) * rowSize;
unsigned char* dst = flipped.data() + y * rowSize;
memcpy(dst, src, rowSize);
}
return flipped;
}
void RendererOpenGL::AllocateSMAATextures(){
//Load AreaTex and SearchTex to OGLTexture Objects
areatex.Create();
searchtex.Create();
std::vector<unsigned char> areaTexBytes_Flipped = flipVertically(areaTexBytes, AREATEX_WIDTH, AREATEX_HEIGHT, 2);
std::vector<unsigned char> searchTexBytes_Flipped = flipVertically(searchTexBytes, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1);
GLuint old_tex = OpenGLState::GetCurState().texture_units[0].texture_2d;
glBindTexture(GL_TEXTURE_2D, areatex.handle);
@ -350,14 +368,14 @@ void RendererOpenGL::AllocateSMAATextures(){
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT, 0, GL_RG, GL_UNSIGNED_BYTE, areaTexBytes_Flipped.data());
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, searchTexBytes_Flipped.data());
glBindTexture(GL_TEXTURE_2D, old_tex);
}