mirror of https://github.com/yuzu-mirror/yuzu
renderer_opengl: split out FXAA
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b90eff4bc6
commit
60ee29aac3
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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/host_shaders/fxaa_frag.h"
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#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/present/fxaa.h"
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#include "video_core/renderer_opengl/present/util.h"
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namespace OpenGL {
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FXAA::FXAA(u32 width, u32 height) {
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vert_shader = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
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frag_shader = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
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sampler = CreateBilinearSampler();
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framebuffer.Create();
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texture.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.handle, 1, GL_RGBA16F, width, height);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
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}
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FXAA::~FXAA() = default;
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GLuint FXAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
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glFrontFace(GL_CCW);
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program_manager.BindPresentPrograms(vert_shader.handle, frag_shader.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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glBindTextureUnit(0, input_texture);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFrontFace(GL_CW);
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return texture.handle;
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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 "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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class ProgramManager;
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class FXAA {
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public:
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explicit FXAA(u32 width, u32 height);
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~FXAA();
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GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
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private:
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OGLProgram vert_shader;
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OGLProgram frag_shader;
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OGLSampler sampler;
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OGLFramebuffer framebuffer;
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OGLTexture texture;
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};
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} // namespace OpenGL
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