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author | Marshall Mohror <mohror64@gmail.com> | 2021-10-21 01:36:06 +0200 |
---|---|---|
committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-16 22:11:32 +0100 |
commit | 48cf3764626e1ed30450d15e00befb75a4eae329 (patch) | |
tree | d05aa128a7b07349ceb09ebbf515682036fbea9c | |
parent | Frontend: Add anti-aliasing method setting (diff) | |
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-rw-r--r-- | src/video_core/host_shaders/CMakeLists.txt | 2 | ||||
-rw-r--r-- | src/video_core/host_shaders/fxaa.frag | 72 | ||||
-rw-r--r-- | src/video_core/host_shaders/fxaa.vert | 40 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_resource_manager.cpp | 2 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 109 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.h | 4 |
6 files changed, 194 insertions, 35 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt index b0e15773c..6b5ea649a 100644 --- a/src/video_core/host_shaders/CMakeLists.txt +++ b/src/video_core/host_shaders/CMakeLists.txt @@ -13,6 +13,8 @@ set(SHADER_FILES convert_depth_to_float.frag convert_float_to_depth.frag full_screen_triangle.vert + fxaa.frag + fxaa.vert opengl_copy_bc4.comp opengl_present.frag opengl_present.vert diff --git a/src/video_core/host_shaders/fxaa.frag b/src/video_core/host_shaders/fxaa.frag new file mode 100644 index 000000000..23f910d4c --- /dev/null +++ b/src/video_core/host_shaders/fxaa.frag @@ -0,0 +1,72 @@ +// Adapted from +// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/ + +#version 460 + +#ifdef VULKAN + +#define BINDING_COLOR_TEXTURE 1 + +#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv + +#define BINDING_COLOR_TEXTURE 0 + +#endif + +layout (location = 0) in vec4 posPos; + +layout (location = 0) out vec4 frag_color; + +layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; + +const float FXAA_SPAN_MAX = 8.0; +const float FXAA_REDUCE_MUL = 1.0 / 8.0; +const float FXAA_REDUCE_MIN = 1.0 / 128.0; + +#define FxaaTexLod0(t, p) textureLod(t, p, 0.0) +#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o) + +vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) { + + vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; + vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz; + vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz; + vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz; + vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; +/*---------------------------------------------------------*/ + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); +/*---------------------------------------------------------*/ + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); +/*---------------------------------------------------------*/ + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); +/*---------------------------------------------------------*/ + float dirReduce = max( + (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), + FXAA_REDUCE_MIN); + float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); + dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) / textureSize(tex, 0); +/*--------------------------------------------------------*/ + vec3 rgbA = (1.0 / 2.0) * ( + FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz + + FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * ( + FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz + + FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz); + float lumaB = dot(rgbB, luma); + if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; + return rgbB; +} + +void main() { + frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0); +} diff --git a/src/video_core/host_shaders/fxaa.vert b/src/video_core/host_shaders/fxaa.vert new file mode 100644 index 000000000..715fce462 --- /dev/null +++ b/src/video_core/host_shaders/fxaa.vert @@ -0,0 +1,40 @@ +// Copyright 2019 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#version 460 + +out gl_PerVertex { + vec4 gl_Position; +}; + +const vec2 vertices[4] = + vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0)); + +layout (location = 0) out vec4 posPos; + +#ifdef VULKAN + +#define BINDING_COLOR_TEXTURE 1 + +#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv + +#define BINDING_COLOR_TEXTURE 0 + +#endif + +layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture; + +const float FXAA_SUBPIX_SHIFT = 0; + +void main() { +#ifdef VULKAN + vec2 vertex = vertices[gl_VertexIndex]; +#else + vec2 vertex = vertices[gl_VertexID]; +#endif + gl_Position = vec4(vertex, 0.0, 1.0); + vec2 vert_tex_coord = (vertex + 1.0) / 2.0; + posPos.xy = vert_tex_coord; + posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0); +} diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp index 8695c29e3..70947838c 100644 --- a/src/video_core/renderer_opengl/gl_resource_manager.cpp +++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp @@ -166,7 +166,7 @@ void OGLFramebuffer::Create() { return; MICROPROFILE_SCOPE(OpenGL_ResourceCreation); - glGenFramebuffers(1, &handle); + glCreateFramebuffers(1, &handle); } void OGLFramebuffer::Release() { diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 227697c4f..dbe66a1b6 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -21,6 +21,8 @@ #include "core/memory.h" #include "core/perf_stats.h" #include "core/telemetry_session.h" +#include "video_core/host_shaders/fxaa_frag.h" +#include "video_core/host_shaders/fxaa_vert.h" #include "video_core/host_shaders/opengl_present_frag.h" #include "video_core/host_shaders/opengl_present_vert.h" #include "video_core/host_shaders/present_bicubic_frag.h" @@ -254,6 +256,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color void RendererOpenGL::InitOpenGLObjects() { // Create shader programs + fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER); + fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER); present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER); present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER); present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER); @@ -287,6 +291,8 @@ void RendererOpenGL::InitOpenGLObjects() { // Clear screen to black LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture); + + fxaa_framebuffer.Create(); } void RendererOpenGL::AddTelemetryFields() { @@ -338,14 +344,83 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, texture.resource.Release(); texture.resource.Create(GL_TEXTURE_2D); glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); + fxaa_texture.Release(); + fxaa_texture.Create(GL_TEXTURE_2D); + glTextureStorage2D(fxaa_texture.handle, 1, GL_RGBA16F, texture.width, texture.height); + glNamedFramebufferTexture(fxaa_framebuffer.handle, GL_COLOR_ATTACHMENT0, fxaa_texture.handle, + 0); } void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { + // TODO: Signal state tracker about these changes + state_tracker.NotifyScreenDrawVertexArray(); + state_tracker.NotifyPolygonModes(); + state_tracker.NotifyViewport0(); + state_tracker.NotifyScissor0(); + state_tracker.NotifyColorMask(0); + state_tracker.NotifyBlend0(); + state_tracker.NotifyFramebuffer(); + state_tracker.NotifyFrontFace(); + state_tracker.NotifyCullTest(); + state_tracker.NotifyDepthTest(); + state_tracker.NotifyStencilTest(); + state_tracker.NotifyPolygonOffset(); + state_tracker.NotifyRasterizeEnable(); + state_tracker.NotifyFramebufferSRGB(); + state_tracker.NotifyLogicOp(); + state_tracker.NotifyClipControl(); + state_tracker.NotifyAlphaTest(); + + state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); + // Update background color before drawing glClearColor(Settings::values.bg_red.GetValue() / 255.0f, Settings::values.bg_green.GetValue() / 255.0f, Settings::values.bg_blue.GetValue() / 255.0f, 1.0f); + glEnable(GL_CULL_FACE); + glDisable(GL_COLOR_LOGIC_OP); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_POLYGON_OFFSET_FILL); + glDisable(GL_RASTERIZER_DISCARD); + glDisable(GL_ALPHA_TEST); + glDisablei(GL_BLEND, 0); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glCullFace(GL_BACK); + glFrontFace(GL_CW); + glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + + glBindTextureUnit(0, screen_info.display_texture); + + if (Settings::values.anti_aliasing.GetValue() == Settings::AntiAliasing::Fxaa) { + program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle); + + glEnablei(GL_SCISSOR_TEST, 0); + glScissorIndexed(0, 0, 0, + framebuffer_crop_rect.GetWidth() != 0 ? framebuffer_crop_rect.GetWidth() + : screen_info.texture.width, + framebuffer_crop_rect.GetHeight() != 0 ? framebuffer_crop_rect.GetHeight() + : screen_info.texture.height); + glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(screen_info.texture.width), + static_cast<GLfloat>(screen_info.texture.height)); + glDepthRangeIndexed(0, 0.0, 0.0); + + glBindSampler(0, present_sampler.handle); + GLint old_read_fb; + GLint old_draw_fb; + glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb); + glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fxaa_framebuffer.handle); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb); + + glBindTextureUnit(0, fxaa_texture.handle); + } + // Set projection matrix const std::array ortho_matrix = MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); @@ -422,47 +497,14 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { }; glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); - // TODO: Signal state tracker about these changes - state_tracker.NotifyScreenDrawVertexArray(); - state_tracker.NotifyPolygonModes(); - state_tracker.NotifyViewport0(); - state_tracker.NotifyScissor0(); - state_tracker.NotifyColorMask(0); - state_tracker.NotifyBlend0(); - state_tracker.NotifyFramebuffer(); - state_tracker.NotifyFrontFace(); - state_tracker.NotifyCullTest(); - state_tracker.NotifyDepthTest(); - state_tracker.NotifyStencilTest(); - state_tracker.NotifyPolygonOffset(); - state_tracker.NotifyRasterizeEnable(); - state_tracker.NotifyFramebufferSRGB(); - state_tracker.NotifyLogicOp(); - state_tracker.NotifyClipControl(); - state_tracker.NotifyAlphaTest(); - - state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE); - glEnable(GL_CULL_FACE); if (screen_info.display_srgb) { glEnable(GL_FRAMEBUFFER_SRGB); } else { glDisable(GL_FRAMEBUFFER_SRGB); } - glDisable(GL_COLOR_LOGIC_OP); - glDisable(GL_DEPTH_TEST); - glDisable(GL_STENCIL_TEST); - glDisable(GL_POLYGON_OFFSET_FILL); - glDisable(GL_RASTERIZER_DISCARD); - glDisable(GL_ALPHA_TEST); - glDisablei(GL_BLEND, 0); glDisablei(GL_SCISSOR_TEST, 0); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glCullFace(GL_BACK); - glFrontFace(GL_CW); - glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width), static_cast<GLfloat>(layout.height)); - glDepthRangeIndexed(0, 0.0, 0.0); glEnableVertexAttribArray(PositionLocation); glEnableVertexAttribArray(TexCoordLocation); @@ -482,7 +524,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); } - glBindTextureUnit(0, screen_info.display_texture); if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) { glBindSampler(0, present_sampler.handle); } else { diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h index 62a746e41..f6c66f804 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.h +++ b/src/video_core/renderer_opengl/renderer_opengl.h @@ -111,6 +111,8 @@ private: OGLSampler present_sampler; OGLSampler present_sampler_nn; OGLBuffer vertex_buffer; + OGLProgram fxaa_vertex; + OGLProgram fxaa_fragment; OGLProgram present_vertex; OGLProgram present_bilinear_fragment; OGLProgram present_bicubic_fragment; @@ -123,6 +125,8 @@ private: /// Display information for Switch screen ScreenInfo screen_info; + OGLTexture fxaa_texture; + OGLFramebuffer fxaa_framebuffer; /// OpenGL framebuffer data std::vector<u8> gl_framebuffer_data; |