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https://github.com/yuzu-emu/yuzu-mainline.git
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OpenGL: Implement FXAA
This commit is contained in:
parent
74e39ed6ee
commit
48cf376462
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@ -13,6 +13,8 @@ set(SHADER_FILES
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convert_depth_to_float.frag
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convert_float_to_depth.frag
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full_screen_triangle.vert
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fxaa.frag
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fxaa.vert
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opengl_copy_bc4.comp
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opengl_present.frag
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opengl_present.vert
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72
src/video_core/host_shaders/fxaa.frag
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72
src/video_core/host_shaders/fxaa.frag
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@ -0,0 +1,72 @@
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// Adapted from
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// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
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#version 460
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (location = 0) in vec4 posPos;
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layout (location = 0) out vec4 frag_color;
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
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vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
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vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
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vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
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vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
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vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
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vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
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/*---------------------------------------------------------*/
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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/*---------------------------------------------------------*/
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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/*---------------------------------------------------------*/
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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/*---------------------------------------------------------*/
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) / textureSize(tex, 0);
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/*--------------------------------------------------------*/
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vec3 rgbA = (1.0 / 2.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
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FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
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FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
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return rgbB;
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}
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void main() {
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frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
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}
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40
src/video_core/host_shaders/fxaa.vert
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40
src/video_core/host_shaders/fxaa.vert
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@ -0,0 +1,40 @@
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// Copyright 2019 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#version 460
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out gl_PerVertex {
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vec4 gl_Position;
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};
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const vec2 vertices[4] =
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vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
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layout (location = 0) out vec4 posPos;
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#ifdef VULKAN
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#define BINDING_COLOR_TEXTURE 1
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#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
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#define BINDING_COLOR_TEXTURE 0
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#endif
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layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
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const float FXAA_SUBPIX_SHIFT = 0;
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void main() {
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#ifdef VULKAN
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vec2 vertex = vertices[gl_VertexIndex];
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#else
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vec2 vertex = vertices[gl_VertexID];
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#endif
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gl_Position = vec4(vertex, 0.0, 1.0);
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vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
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posPos.xy = vert_tex_coord;
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posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
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}
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@ -166,7 +166,7 @@ void OGLFramebuffer::Create() {
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return;
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MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
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glGenFramebuffers(1, &handle);
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glCreateFramebuffers(1, &handle);
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}
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void OGLFramebuffer::Release() {
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@ -21,6 +21,8 @@
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/telemetry_session.h"
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#include "video_core/host_shaders/fxaa_frag.h"
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#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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@ -254,6 +256,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
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void RendererOpenGL::InitOpenGLObjects() {
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// Create shader programs
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fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
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fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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@ -287,6 +291,8 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Clear screen to black
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LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
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fxaa_framebuffer.Create();
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}
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void RendererOpenGL::AddTelemetryFields() {
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@ -338,14 +344,83 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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texture.resource.Release();
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texture.resource.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
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fxaa_texture.Release();
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fxaa_texture.Create(GL_TEXTURE_2D);
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glTextureStorage2D(fxaa_texture.handle, 1, GL_RGBA16F, texture.width, texture.height);
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glNamedFramebufferTexture(fxaa_framebuffer.handle, GL_COLOR_ATTACHMENT0, fxaa_texture.handle,
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0);
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}
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray();
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state_tracker.NotifyPolygonModes();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyColorMask(0);
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state_tracker.NotifyBlend0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyFrontFace();
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state_tracker.NotifyCullTest();
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state_tracker.NotifyDepthTest();
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state_tracker.NotifyStencilTest();
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyFramebufferSRGB();
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state_tracker.NotifyLogicOp();
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state_tracker.NotifyClipControl();
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state_tracker.NotifyAlphaTest();
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state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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glEnable(GL_CULL_FACE);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glBindTextureUnit(0, screen_info.display_texture);
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if (Settings::values.anti_aliasing.GetValue() == Settings::AntiAliasing::Fxaa) {
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program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
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glEnablei(GL_SCISSOR_TEST, 0);
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glScissorIndexed(0, 0, 0,
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framebuffer_crop_rect.GetWidth() != 0 ? framebuffer_crop_rect.GetWidth()
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: screen_info.texture.width,
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framebuffer_crop_rect.GetHeight() != 0 ? framebuffer_crop_rect.GetHeight()
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: screen_info.texture.height);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(screen_info.texture.width),
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static_cast<GLfloat>(screen_info.texture.height));
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glDepthRangeIndexed(0, 0.0, 0.0);
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glBindSampler(0, present_sampler.handle);
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GLint old_read_fb;
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GLint old_draw_fb;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fxaa_framebuffer.handle);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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glBindTextureUnit(0, fxaa_texture.handle);
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}
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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};
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray();
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state_tracker.NotifyPolygonModes();
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state_tracker.NotifyViewport0();
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state_tracker.NotifyScissor0();
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state_tracker.NotifyColorMask(0);
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state_tracker.NotifyBlend0();
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state_tracker.NotifyFramebuffer();
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state_tracker.NotifyFrontFace();
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state_tracker.NotifyCullTest();
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state_tracker.NotifyDepthTest();
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state_tracker.NotifyStencilTest();
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state_tracker.NotifyPolygonOffset();
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state_tracker.NotifyRasterizeEnable();
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state_tracker.NotifyFramebufferSRGB();
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state_tracker.NotifyLogicOp();
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state_tracker.NotifyClipControl();
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state_tracker.NotifyAlphaTest();
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state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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glEnable(GL_CULL_FACE);
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if (screen_info.display_srgb) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glDisable(GL_RASTERIZER_DISCARD);
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glDisable(GL_ALPHA_TEST);
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glDisablei(GL_BLEND, 0);
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glDisablei(GL_SCISSOR_TEST, 0);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
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static_cast<GLfloat>(layout.height));
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glDepthRangeIndexed(0, 0.0, 0.0);
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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@ -482,7 +524,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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glBindTextureUnit(0, screen_info.display_texture);
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if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
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glBindSampler(0, present_sampler.handle);
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} else {
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@ -111,6 +111,8 @@ private:
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OGLSampler present_sampler;
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OGLSampler present_sampler_nn;
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OGLBuffer vertex_buffer;
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OGLProgram fxaa_vertex;
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OGLProgram fxaa_fragment;
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OGLProgram present_vertex;
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OGLProgram present_bilinear_fragment;
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OGLProgram present_bicubic_fragment;
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@ -123,6 +125,8 @@ private:
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/// Display information for Switch screen
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ScreenInfo screen_info;
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OGLTexture fxaa_texture;
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OGLFramebuffer fxaa_framebuffer;
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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