mirror of
https://github.com/azahar-emu/azahar.git
synced 2026-06-06 02:33:44 -04:00
switched to @turol 2017 smaa fork, fixed opengl smaa implementation
This commit is contained in:
parent
140ab7807c
commit
e2c3e2819c
15 changed files with 296 additions and 64 deletions
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue