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

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@ -116,6 +116,11 @@ add_library(video_core STATIC
renderer_null/null_rasterizer.h
renderer_null/renderer_null.cpp
renderer_null/renderer_null.h
renderer_opengl/present/fsr.cpp
renderer_opengl/present/fsr.h
renderer_opengl/present/smaa.cpp
renderer_opengl/present/smaa.h
renderer_opengl/present/util.h
renderer_opengl/blit_image.cpp
renderer_opengl/blit_image.h
renderer_opengl/gl_blit_screen.cpp
@ -129,8 +134,6 @@ add_library(video_core STATIC
renderer_opengl/gl_device.h
renderer_opengl/gl_fence_manager.cpp
renderer_opengl/gl_fence_manager.h
renderer_opengl/gl_fsr.cpp
renderer_opengl/gl_fsr.h
renderer_opengl/gl_graphics_pipeline.cpp
renderer_opengl/gl_graphics_pipeline.h
renderer_opengl/gl_rasterizer.cpp

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@ -13,22 +13,16 @@
#include "video_core/host_shaders/opengl_present_frag.h"
#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/host_shaders/opengl_smaa_glsl.h"
#include "video_core/host_shaders/present_bicubic_frag.h"
#include "video_core/host_shaders/present_gaussian_frag.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_blit_screen.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/gl_state_tracker.h"
#include "video_core/smaa_area_tex.h"
#include "video_core/smaa_search_tex.h"
#include "video_core/renderer_opengl/present/fsr.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/textures/decoders.h"
namespace OpenGL {
@ -84,24 +78,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
shader_source.replace(pos, include_string.size(), include_content);
};
const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
std::string shader_source{specialized_source};
replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
return CreateProgram(shader_source, stage);
};
smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
smaa_edge_detection_frag =
SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
smaa_blending_weight_calculation_vert =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
smaa_blending_weight_calculation_frag =
SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
smaa_neighborhood_blending_vert =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
smaa_neighborhood_blending_frag =
SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_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);
@ -157,15 +133,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
aa_framebuffer.Create();
smaa_area_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
GL_UNSIGNED_BYTE, areaTexBytes);
smaa_search_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
GL_UNSIGNED_BYTE, searchTexBytes);
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
if (device.HasVertexBufferUnifiedMemory()) {
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
@ -176,6 +143,8 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
}
}
BlitScreen::~BlitScreen() = default;
FramebufferTextureInfo BlitScreen::PrepareRenderTarget(
const Tegra::FramebufferConfig& framebuffer) {
// If framebuffer is provided, reload it from memory to a texture
@ -281,16 +250,10 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
smaa_edges_tex.Release();
smaa_edges_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
smaa_blend_tex.Release();
smaa_blend_tex.Create(GL_TEXTURE_2D);
glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
smaa = std::make_unique<SMAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
}
void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
@ -363,39 +326,10 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTextureUnit(0, aa_texture.handle);
} break;
case Settings::AntiAliasing::Smaa: {
glClearColor(0, 0, 0, 0);
glFrontFace(GL_CCW);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
glBindSampler(1, present_sampler.handle);
glBindSampler(2, present_sampler.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_edges_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
smaa_edge_detection_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, smaa_edges_tex.handle);
glBindTextureUnit(1, smaa_area_tex.handle);
glBindTextureUnit(2, smaa_search_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
smaa_blend_tex.handle, 0);
glClear(GL_COLOR_BUFFER_BIT);
program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
smaa_blending_weight_calculation_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindTextureUnit(0, info.display_texture);
glBindTextureUnit(1, smaa_blend_tex.handle);
glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
aa_texture.handle, 0);
program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
smaa_neighborhood_blending_frag.handle);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
glBindTextureUnit(0, smaa->Draw(program_manager, info.display_texture));
} break;
default:
UNREACHABLE();
@ -403,8 +337,6 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
glBindTextureUnit(0, aa_texture.handle);
}
glDisablei(GL_SCISSOR_TEST, 0);

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@ -8,7 +8,6 @@
#include "core/hle/service/nvnflinger/pixel_format.h"
#include "video_core/host1x/gpu_device_memory_manager.h"
#include "video_core/renderer_opengl/gl_fsr.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace Layout {
@ -22,7 +21,10 @@ struct FramebufferConfig;
namespace OpenGL {
class Device;
class FSR;
class ProgramManager;
class RasterizerOpenGL;
class SMAA;
class StateTracker;
/// Structure used for storing information about the textures for the Switch screen
@ -50,6 +52,7 @@ public:
Tegra::MaxwellDeviceMemoryManager& device_memory,
StateTracker& state_tracker, ProgramManager& program_manager,
Device& device);
~BlitScreen();
void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
@ -87,18 +90,8 @@ private:
OGLTexture aa_texture;
OGLFramebuffer aa_framebuffer;
OGLProgram smaa_edge_detection_vert;
OGLProgram smaa_blending_weight_calculation_vert;
OGLProgram smaa_neighborhood_blending_vert;
OGLProgram smaa_edge_detection_frag;
OGLProgram smaa_blending_weight_calculation_frag;
OGLProgram smaa_neighborhood_blending_frag;
OGLTexture smaa_area_tex;
OGLTexture smaa_search_tex;
OGLTexture smaa_edges_tex;
OGLTexture smaa_blend_tex;
std::unique_ptr<FSR> fsr;
std::unique_ptr<SMAA> smaa;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;

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@ -3,9 +3,9 @@
#include "common/settings.h"
#include "video_core/fsr.h"
#include "video_core/renderer_opengl/gl_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;

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@ -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

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@ -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

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@ -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

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@ -17,7 +17,6 @@
#include "core/frontend/emu_window.h"
#include "core/telemetry_session.h"
#include "video_core/renderer_opengl/gl_blit_screen.h"
#include "video_core/renderer_opengl/gl_fsr.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"

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@ -10,7 +10,6 @@
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/gl_device.h"
#include "video_core/renderer_opengl/gl_fsr.h"
#include "video_core/renderer_opengl/gl_rasterizer.h"
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"