renderer_opengl: split out SMAA

This commit is contained in:
Liam
2024-01-14 21:11:28 -05:00
parent 0c2e5b64c9
commit b90eff4bc6
10 changed files with 197 additions and 96 deletions
@@ -0,0 +1,106 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/settings.h"
#include "video_core/fsr.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/fsr.h"
namespace OpenGL {
using namespace FSR;
using FsrConstants = std::array<u32, 4 * 4>;
FSR::FSR(std::string_view fsr_vertex_source, std::string_view fsr_easu_source,
std::string_view fsr_rcas_source)
: fsr_vertex{CreateProgram(fsr_vertex_source, GL_VERTEX_SHADER)},
fsr_easu_frag{CreateProgram(fsr_easu_source, GL_FRAGMENT_SHADER)},
fsr_rcas_frag{CreateProgram(fsr_rcas_source, GL_FRAGMENT_SHADER)} {
glProgramUniform2f(fsr_vertex.handle, 0, 1.0f, 1.0f);
glProgramUniform2f(fsr_vertex.handle, 1, 0.0f, 0.0f);
}
FSR::~FSR() = default;
void FSR::Draw(ProgramManager& program_manager, const Common::Rectangle<u32>& screen,
u32 input_image_width, u32 input_image_height,
const Common::Rectangle<f32>& crop_rect) {
const auto output_image_width = screen.GetWidth();
const auto output_image_height = screen.GetHeight();
if (fsr_intermediate_tex.handle) {
GLint fsr_tex_width, fsr_tex_height;
glGetTextureLevelParameteriv(fsr_intermediate_tex.handle, 0, GL_TEXTURE_WIDTH,
&fsr_tex_width);
glGetTextureLevelParameteriv(fsr_intermediate_tex.handle, 0, GL_TEXTURE_HEIGHT,
&fsr_tex_height);
if (static_cast<u32>(fsr_tex_width) != output_image_width ||
static_cast<u32>(fsr_tex_height) != output_image_height) {
fsr_intermediate_tex.Release();
}
}
if (!fsr_intermediate_tex.handle) {
fsr_intermediate_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(fsr_intermediate_tex.handle, 1, GL_RGB16F, output_image_width,
output_image_height);
glNamedFramebufferTexture(fsr_framebuffer.handle, GL_COLOR_ATTACHMENT0,
fsr_intermediate_tex.handle, 0);
}
GLint old_draw_fb;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
glFrontFace(GL_CW);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fsr_framebuffer.handle);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(output_image_width),
static_cast<GLfloat>(output_image_height));
const f32 input_width = static_cast<f32>(input_image_width);
const f32 input_height = static_cast<f32>(input_image_height);
const f32 output_width = static_cast<f32>(screen.GetWidth());
const f32 output_height = static_cast<f32>(screen.GetHeight());
const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_width;
const f32 viewport_x = crop_rect.left * input_width;
const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_height;
const f32 viewport_y = crop_rect.top * input_height;
FsrConstants constants;
FsrEasuConOffset(constants.data() + 0, constants.data() + 4, constants.data() + 8,
constants.data() + 12, viewport_width, viewport_height, input_width,
input_height, output_width, output_height, viewport_x, viewport_y);
glProgramUniform4uiv(fsr_easu_frag.handle, 0, sizeof(constants), std::data(constants));
program_manager.BindPresentPrograms(fsr_vertex.handle, fsr_easu_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
glBindTextureUnit(0, fsr_intermediate_tex.handle);
const float sharpening =
static_cast<float>(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f;
FsrRcasCon(constants.data(), sharpening);
glProgramUniform4uiv(fsr_rcas_frag.handle, 0, sizeof(constants), std::data(constants));
}
void FSR::InitBuffers() {
fsr_framebuffer.Create();
}
void FSR::ReleaseBuffers() {
fsr_framebuffer.Release();
fsr_intermediate_tex.Release();
}
const OGLProgram& FSR::GetPresentFragmentProgram() const noexcept {
return fsr_rcas_frag;
}
bool FSR::AreBuffersInitialized() const noexcept {
return fsr_framebuffer.handle;
}
} // namespace OpenGL
@@ -0,0 +1,43 @@
// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string_view>
#include "common/common_types.h"
#include "common/math_util.h"
#include "video_core/fsr.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
class ProgramManager;
class FSR {
public:
explicit FSR(std::string_view fsr_vertex_source, std::string_view fsr_easu_source,
std::string_view fsr_rcas_source);
~FSR();
void Draw(ProgramManager& program_manager, const Common::Rectangle<u32>& screen,
u32 input_image_width, u32 input_image_height,
const Common::Rectangle<f32>& crop_rect);
void InitBuffers();
void ReleaseBuffers();
[[nodiscard]] const OGLProgram& GetPresentFragmentProgram() const noexcept;
[[nodiscard]] bool AreBuffersInitialized() const noexcept;
private:
OGLFramebuffer fsr_framebuffer;
OGLProgram fsr_vertex;
OGLProgram fsr_easu_frag;
OGLProgram fsr_rcas_frag;
OGLTexture fsr_intermediate_tex;
};
} // namespace OpenGL
@@ -0,0 +1,108 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "video_core/host_shaders/opengl_smaa_glsl.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
#include "video_core/host_shaders/smaa_edge_detection_frag.h"
#include "video_core/host_shaders/smaa_edge_detection_vert.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/renderer_opengl/present/util.h"
#include "video_core/smaa_area_tex.h"
#include "video_core/smaa_search_tex.h"
namespace OpenGL {
SMAA::SMAA(u32 width, u32 height) {
const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
std::string shader_source{specialized_source};
ReplaceInclude(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
return CreateProgram(shader_source, stage);
};
edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
edge_detection_frag = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
blending_weight_calculation_vert =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
blending_weight_calculation_frag =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
neighborhood_blending_vert =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
neighborhood_blending_frag =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
area_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
glTextureSubImage2D(area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
GL_UNSIGNED_BYTE, areaTexBytes);
search_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
glTextureSubImage2D(search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
GL_UNSIGNED_BYTE, searchTexBytes);
edges_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(edges_tex.handle, 1, GL_RG16F, width, height);
blend_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(blend_tex.handle, 1, GL_RGBA16F, width, height);
sampler = CreateBilinearSampler();
framebuffer.Create();
texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(texture.handle, 1, GL_RGBA16F, width, height);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
}
SMAA::~SMAA() = default;
GLuint SMAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
glClearColor(0, 0, 0, 0);
glFrontFace(GL_CCW);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
glBindSampler(0, sampler.handle);
glBindSampler(1, sampler.handle);
glBindSampler(2, sampler.handle);
glBindTextureUnit(0, input_texture);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, edges_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(edge_detection_vert.handle, edge_detection_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, edges_tex.handle);
glBindTextureUnit(1, area_tex.handle);
glBindTextureUnit(2, search_tex.handle);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, blend_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(blending_weight_calculation_vert.handle,
blending_weight_calculation_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, input_texture);
glBindTextureUnit(1, blend_tex.handle);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
program_manager.BindPresentPrograms(neighborhood_blending_vert.handle,
neighborhood_blending_frag.handle);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
return texture.handle;
}
} // namespace OpenGL
@@ -0,0 +1,35 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
class ProgramManager;
class SMAA {
public:
explicit SMAA(u32 width, u32 height);
~SMAA();
GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
private:
OGLProgram edge_detection_vert;
OGLProgram blending_weight_calculation_vert;
OGLProgram neighborhood_blending_vert;
OGLProgram edge_detection_frag;
OGLProgram blending_weight_calculation_frag;
OGLProgram neighborhood_blending_frag;
OGLTexture area_tex;
OGLTexture search_tex;
OGLTexture edges_tex;
OGLTexture blend_tex;
OGLSampler sampler;
OGLFramebuffer framebuffer;
OGLTexture texture;
};
} // namespace OpenGL
@@ -0,0 +1,32 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <string>
#include "common/assert.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
static inline void ReplaceInclude(std::string& shader_source, std::string_view include_name,
std::string_view include_content) {
const std::string include_string = fmt::format("#include \"{}\"", include_name);
const std::size_t pos = shader_source.find(include_string);
ASSERT(pos != std::string::npos);
shader_source.replace(pos, include_string.size(), include_content);
};
static inline OGLSampler CreateBilinearSampler() {
OGLSampler sampler;
sampler.Create();
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
return sampler;
}
} // namespace OpenGL