mirror of https://github.com/yuzu-mirror/yuzu
renderer_opengl: split out SMAA
parent
0c2e5b64c9
commit
b90eff4bc6
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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/opengl_smaa_glsl.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
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#include "video_core/host_shaders/smaa_edge_detection_frag.h"
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#include "video_core/host_shaders/smaa_edge_detection_vert.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_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/smaa.h"
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#include "video_core/renderer_opengl/present/util.h"
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#include "video_core/smaa_area_tex.h"
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#include "video_core/smaa_search_tex.h"
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namespace OpenGL {
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SMAA::SMAA(u32 width, u32 height) {
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const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
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std::string shader_source{specialized_source};
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ReplaceInclude(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
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return CreateProgram(shader_source, stage);
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};
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edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
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edge_detection_frag = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
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blending_weight_calculation_vert =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
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blending_weight_calculation_frag =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
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neighborhood_blending_vert =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
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neighborhood_blending_frag =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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area_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
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glTextureSubImage2D(area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
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GL_UNSIGNED_BYTE, areaTexBytes);
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search_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
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glTextureSubImage2D(search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
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GL_UNSIGNED_BYTE, searchTexBytes);
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edges_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(edges_tex.handle, 1, GL_RG16F, width, height);
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blend_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(blend_tex.handle, 1, GL_RGBA16F, width, height);
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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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SMAA::~SMAA() = default;
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GLuint SMAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
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glClearColor(0, 0, 0, 0);
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glFrontFace(GL_CCW);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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glBindSampler(0, sampler.handle);
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glBindSampler(1, sampler.handle);
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glBindSampler(2, sampler.handle);
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glBindTextureUnit(0, input_texture);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, edges_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(edge_detection_vert.handle, edge_detection_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, edges_tex.handle);
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glBindTextureUnit(1, area_tex.handle);
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glBindTextureUnit(2, search_tex.handle);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, blend_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(blending_weight_calculation_vert.handle,
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blending_weight_calculation_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, input_texture);
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glBindTextureUnit(1, blend_tex.handle);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
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program_manager.BindPresentPrograms(neighborhood_blending_vert.handle,
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neighborhood_blending_frag.handle);
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glClear(GL_COLOR_BUFFER_BIT);
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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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@ -0,0 +1,35 @@
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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 SMAA {
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public:
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explicit SMAA(u32 width, u32 height);
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~SMAA();
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GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
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private:
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OGLProgram edge_detection_vert;
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OGLProgram blending_weight_calculation_vert;
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OGLProgram neighborhood_blending_vert;
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OGLProgram edge_detection_frag;
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OGLProgram blending_weight_calculation_frag;
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OGLProgram neighborhood_blending_frag;
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OGLTexture area_tex;
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OGLTexture search_tex;
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OGLTexture edges_tex;
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OGLTexture blend_tex;
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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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@ -0,0 +1,32 @@
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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 <string>
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#include "common/assert.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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static inline void ReplaceInclude(std::string& shader_source, std::string_view include_name,
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std::string_view include_content) {
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const std::string include_string = fmt::format("#include \"{}\"", include_name);
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const std::size_t pos = shader_source.find(include_string);
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ASSERT(pos != std::string::npos);
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shader_source.replace(pos, include_string.size(), include_content);
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};
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static inline OGLSampler CreateBilinearSampler() {
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OGLSampler sampler;
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sampler.Create();
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glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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return sampler;
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}
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} // namespace OpenGL
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