mirror of https://github.com/yuzu-mirror/yuzu
renderer_opengl: implement layer stack composition
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9bdf09bd76
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10cf058518
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/framebuffer_config.h"
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#include "video_core/renderer_opengl/gl_blit_screen.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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#include "video_core/renderer_opengl/present/fxaa.h"
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#include "video_core/renderer_opengl/present/layer.h"
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#include "video_core/renderer_opengl/present/present_uniforms.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/surface.h"
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#include "video_core/textures/decoders.h"
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namespace OpenGL {
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Layer::Layer(RasterizerOpenGL& rasterizer_, Tegra::MaxwellDeviceMemoryManager& device_memory_)
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: rasterizer(rasterizer_), device_memory(device_memory_) {
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// Allocate textures for the screen
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framebuffer_texture.resource.Create(GL_TEXTURE_2D);
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const GLuint texture = framebuffer_texture.resource.handle;
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glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
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// Clear screen to black
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const u8 framebuffer_data[4] = {0, 0, 0, 0};
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glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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framebuffer_data);
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}
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Layer::~Layer() = default;
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GLuint Layer::ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
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std::array<ScreenRectVertex, 4>& out_vertices,
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ProgramManager& program_manager,
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const Tegra::FramebufferConfig& framebuffer,
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const Layout::FramebufferLayout& layout) {
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FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
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auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
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GLuint texture = info.display_texture;
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auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
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if (anti_aliasing != Settings::AntiAliasing::None) {
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glEnablei(GL_SCISSOR_TEST, 0);
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auto viewport_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
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auto viewport_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
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glScissorIndexed(0, 0, 0, viewport_width, viewport_height);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(viewport_width),
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static_cast<GLfloat>(viewport_height));
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switch (anti_aliasing) {
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case Settings::AntiAliasing::Fxaa:
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CreateFXAA();
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texture = fxaa->Draw(program_manager, info.display_texture);
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break;
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case Settings::AntiAliasing::Smaa:
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default:
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CreateSMAA();
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texture = smaa->Draw(program_manager, info.display_texture);
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break;
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}
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}
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glDisablei(GL_SCISSOR_TEST, 0);
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if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
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if (!fsr || fsr->NeedsRecreation(layout.screen)) {
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fsr = std::make_unique<FSR>(layout.screen.GetWidth(), layout.screen.GetHeight());
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}
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texture = fsr->Draw(program_manager, texture, info.scaled_width, info.scaled_height, crop);
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crop = {0, 0, 1, 1};
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}
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out_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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// Map the coordinates to the screen.
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const auto& screen = layout.screen;
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const auto x = screen.left;
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const auto y = screen.top;
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const auto w = screen.GetWidth();
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const auto h = screen.GetHeight();
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out_vertices[0] = ScreenRectVertex(x, y, crop.left, crop.top);
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out_vertices[1] = ScreenRectVertex(x + w, y, crop.right, crop.top);
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out_vertices[2] = ScreenRectVertex(x, y + h, crop.left, crop.bottom);
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out_vertices[3] = ScreenRectVertex(x + w, y + h, crop.right, crop.bottom);
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return texture;
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}
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FramebufferTextureInfo Layer::PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer) {
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// If framebuffer is provided, reload it from memory to a texture
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if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
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framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
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framebuffer_texture.pixel_format != framebuffer.pixel_format ||
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gl_framebuffer_data.empty()) {
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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ConfigureFramebufferTexture(framebuffer);
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}
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// Load the framebuffer from memory if needed
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return LoadFBToScreenInfo(framebuffer);
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}
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FramebufferTextureInfo Layer::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
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const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
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const auto accelerated_info =
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rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
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if (accelerated_info) {
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return *accelerated_info;
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}
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// Reset the screen info's display texture to its own permanent texture
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FramebufferTextureInfo info{};
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info.display_texture = framebuffer_texture.resource.handle;
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info.width = framebuffer.width;
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info.height = framebuffer.height;
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info.scaled_width = framebuffer.width;
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info.scaled_height = framebuffer.height;
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// TODO(Rodrigo): Read this from HLE
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constexpr u32 block_height_log2 = 4;
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const auto pixel_format{
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
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const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
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const u64 size_in_bytes{Tegra::Texture::CalculateSize(
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true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
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const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
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const std::span<const u8> input_data(host_ptr, size_in_bytes);
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Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
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framebuffer.width, framebuffer.height, 1, block_height_log2,
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0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
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// Update existing texture
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// TODO: Test what happens on hardware when you change the framebuffer dimensions so that
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// they differ from the LCD resolution.
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// TODO: Applications could theoretically crash yuzu here by specifying too large
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// framebuffer sizes. We should make sure that this cannot happen.
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glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
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framebuffer.height, framebuffer_texture.gl_format,
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framebuffer_texture.gl_type, gl_framebuffer_data.data());
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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return info;
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}
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void Layer::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
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framebuffer_texture.width = framebuffer.width;
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framebuffer_texture.height = framebuffer.height;
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framebuffer_texture.pixel_format = framebuffer.pixel_format;
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const auto pixel_format{
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VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
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const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
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gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
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bytes_per_pixel);
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GLint internal_format;
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switch (framebuffer.pixel_format) {
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case Service::android::PixelFormat::Rgba8888:
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internal_format = GL_RGBA8;
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framebuffer_texture.gl_format = GL_RGBA;
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framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case Service::android::PixelFormat::Rgb565:
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internal_format = GL_RGB565;
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framebuffer_texture.gl_format = GL_RGB;
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framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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default:
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internal_format = GL_RGBA8;
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framebuffer_texture.gl_format = GL_RGBA;
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framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
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// UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
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// static_cast<u32>(framebuffer.pixel_format));
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break;
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}
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framebuffer_texture.resource.Release();
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framebuffer_texture.resource.Create(GL_TEXTURE_2D);
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glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
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framebuffer_texture.width, framebuffer_texture.height);
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fxaa.reset();
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smaa.reset();
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}
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void Layer::CreateFXAA() {
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smaa.reset();
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if (!fxaa) {
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fxaa = std::make_unique<FXAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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}
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}
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void Layer::CreateSMAA() {
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fxaa.reset();
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if (!smaa) {
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smaa = std::make_unique<SMAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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}
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}
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} // namespace OpenGL
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <memory>
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#include <vector>
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#include "video_core/host1x/gpu_device_memory_manager.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace Layout {
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struct FramebufferLayout;
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}
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namespace Service::android {
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enum class PixelFormat : u32;
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};
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namespace Tegra {
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struct FramebufferConfig;
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}
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namespace OpenGL {
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struct FramebufferTextureInfo;
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class FSR;
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class FXAA;
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class ProgramManager;
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class RasterizerOpenGL;
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class SMAA;
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/// Structure used for storing information about the textures for the Switch screen
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struct TextureInfo {
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OGLTexture resource;
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GLsizei width;
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GLsizei height;
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GLenum gl_format;
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GLenum gl_type;
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Service::android::PixelFormat pixel_format;
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};
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struct ScreenRectVertex;
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class Layer {
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public:
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explicit Layer(RasterizerOpenGL& rasterizer, Tegra::MaxwellDeviceMemoryManager& device_memory);
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~Layer();
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GLuint ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
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std::array<ScreenRectVertex, 4>& out_vertices,
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ProgramManager& program_manager,
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const Tegra::FramebufferConfig& framebuffer,
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const Layout::FramebufferLayout& layout);
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private:
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/// Loads framebuffer from emulated memory into the active OpenGL texture.
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FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
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FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
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void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
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void CreateFXAA();
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void CreateSMAA();
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private:
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RasterizerOpenGL& rasterizer;
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Tegra::MaxwellDeviceMemoryManager& device_memory;
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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/// Display information for Switch screen
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TextureInfo framebuffer_texture;
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std::unique_ptr<FSR> fsr;
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std::unique_ptr<FXAA> fxaa;
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std::unique_ptr<SMAA> smaa;
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};
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} // namespace OpenGL
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@ -0,0 +1,43 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex() = default;
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position{};
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std::array<GLfloat, 2> tex_coord{};
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};
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/**
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* Defines a 1:1 pixel orthographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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static inline std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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}
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} // namespace OpenGL
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