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-rw-r--r--src/video_core/renderer_opengl/present/filters.cpp39
-rw-r--r--src/video_core/renderer_opengl/present/filters.h17
-rw-r--r--src/video_core/renderer_opengl/present/fsr.cpp98
-rw-r--r--src/video_core/renderer_opengl/present/fsr.h39
-rw-r--r--src/video_core/renderer_opengl/present/fxaa.cpp41
-rw-r--r--src/video_core/renderer_opengl/present/fxaa.h27
-rw-r--r--src/video_core/renderer_opengl/present/layer.cpp215
-rw-r--r--src/video_core/renderer_opengl/present/layer.h80
-rw-r--r--src/video_core/renderer_opengl/present/present_uniforms.h43
-rw-r--r--src/video_core/renderer_opengl/present/smaa.cpp102
-rw-r--r--src/video_core/renderer_opengl/present/smaa.h35
-rw-r--r--src/video_core/renderer_opengl/present/util.h43
-rw-r--r--src/video_core/renderer_opengl/present/window_adapt_pass.cpp103
-rw-r--r--src/video_core/renderer_opengl/present/window_adapt_pass.h47
14 files changed, 929 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/present/filters.cpp b/src/video_core/renderer_opengl/present/filters.cpp
new file mode 100644
index 000000000..819e5d77f
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/filters.cpp
@@ -0,0 +1,39 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "video_core/host_shaders/opengl_present_frag.h"
+#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
+#include "video_core/host_shaders/present_bicubic_frag.h"
+#include "video_core/host_shaders/present_gaussian_frag.h"
+#include "video_core/renderer_opengl/present/filters.h"
+#include "video_core/renderer_opengl/present/util.h"
+
+namespace OpenGL {
+
+std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device) {
+ return std::make_unique<WindowAdaptPass>(device, CreateNearestNeighborSampler(),
+ HostShaders::OPENGL_PRESENT_FRAG);
+}
+
+std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device) {
+ return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
+ HostShaders::OPENGL_PRESENT_FRAG);
+}
+
+std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device) {
+ return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
+ HostShaders::PRESENT_BICUBIC_FRAG);
+}
+
+std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device) {
+ return std::make_unique<WindowAdaptPass>(device, CreateBilinearSampler(),
+ HostShaders::PRESENT_GAUSSIAN_FRAG);
+}
+
+std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device) {
+ return std::make_unique<WindowAdaptPass>(
+ device, CreateBilinearSampler(),
+ fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG));
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/filters.h b/src/video_core/renderer_opengl/present/filters.h
new file mode 100644
index 000000000..122ab7436
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/filters.h
@@ -0,0 +1,17 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <memory>
+#include "video_core/renderer_opengl/present/window_adapt_pass.h"
+
+namespace OpenGL {
+
+std::unique_ptr<WindowAdaptPass> MakeNearestNeighbor(const Device& device);
+std::unique_ptr<WindowAdaptPass> MakeBilinear(const Device& device);
+std::unique_ptr<WindowAdaptPass> MakeBicubic(const Device& device);
+std::unique_ptr<WindowAdaptPass> MakeGaussian(const Device& device);
+std::unique_ptr<WindowAdaptPass> MakeScaleForce(const Device& device);
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/fsr.cpp b/src/video_core/renderer_opengl/present/fsr.cpp
new file mode 100644
index 000000000..b764aadae
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fsr.cpp
@@ -0,0 +1,98 @@
+// 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/host_shaders/ffx_a_h.h"
+#include "video_core/host_shaders/ffx_fsr1_h.h"
+#include "video_core/host_shaders/full_screen_triangle_vert.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.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"
+#include "video_core/renderer_opengl/present/util.h"
+
+namespace OpenGL {
+using namespace FSR;
+
+using FsrConstants = std::array<u32, 4 * 4>;
+
+FSR::FSR(u32 output_width_, u32 output_height_) : width(output_width_), height(output_height_) {
+ std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
+ ReplaceInclude(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
+ ReplaceInclude(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
+
+ std::string fsr_easu_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
+ std::string fsr_rcas_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
+ ReplaceInclude(fsr_easu_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+ ReplaceInclude(fsr_rcas_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+
+ vert = CreateProgram(HostShaders::FULL_SCREEN_TRIANGLE_VERT, GL_VERTEX_SHADER);
+ easu_frag = CreateProgram(fsr_easu_source, GL_FRAGMENT_SHADER);
+ rcas_frag = CreateProgram(fsr_rcas_source, GL_FRAGMENT_SHADER);
+
+ glProgramUniform2f(vert.handle, 0, 1.0f, -1.0f);
+ glProgramUniform2f(vert.handle, 1, 0.0f, 1.0f);
+
+ sampler = CreateBilinearSampler();
+ framebuffer.Create();
+
+ easu_tex.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(easu_tex.handle, 1, GL_RGBA16F, width, height);
+
+ rcas_tex.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(rcas_tex.handle, 1, GL_RGBA16F, width, height);
+}
+
+FSR::~FSR() = default;
+
+GLuint FSR::Draw(ProgramManager& program_manager, GLuint texture, u32 input_image_width,
+ u32 input_image_height, const Common::Rectangle<f32>& crop_rect) {
+ 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>(width);
+ const f32 output_height = static_cast<f32>(height);
+ 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 easu_con{};
+ FsrConstants rcas_con{};
+
+ FsrEasuConOffset(easu_con.data() + 0, easu_con.data() + 4, easu_con.data() + 8,
+ easu_con.data() + 12, viewport_width, viewport_height, input_width,
+ input_height, output_width, output_height, viewport_x, viewport_y);
+
+ const float sharpening =
+ static_cast<float>(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f;
+
+ FsrRcasCon(rcas_con.data(), sharpening);
+
+ glProgramUniform4uiv(easu_frag.handle, 0, sizeof(easu_con), easu_con.data());
+ glProgramUniform4uiv(rcas_frag.handle, 0, sizeof(rcas_con), rcas_con.data());
+
+ glFrontFace(GL_CW);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
+ glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, easu_tex.handle, 0);
+ glViewportIndexedf(0, 0.0f, 0.0f, output_width, output_height);
+ program_manager.BindPresentPrograms(vert.handle, easu_frag.handle);
+ glBindTextureUnit(0, texture);
+ glBindSampler(0, sampler.handle);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, rcas_tex.handle, 0);
+ program_manager.BindPresentPrograms(vert.handle, rcas_frag.handle);
+ glBindTextureUnit(0, easu_tex.handle);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ return rcas_tex.handle;
+}
+
+bool FSR::NeedsRecreation(const Common::Rectangle<u32>& screen) {
+ return screen.GetWidth() != width || screen.GetHeight() != height;
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/fsr.h b/src/video_core/renderer_opengl/present/fsr.h
new file mode 100644
index 000000000..606935a01
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fsr.h
@@ -0,0 +1,39 @@
+// 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(u32 output_width, u32 output_height);
+ ~FSR();
+
+ GLuint Draw(ProgramManager& program_manager, GLuint texture, u32 input_image_width,
+ u32 input_image_height, const Common::Rectangle<f32>& crop_rect);
+
+ bool NeedsRecreation(const Common::Rectangle<u32>& screen);
+
+private:
+ const u32 width;
+ const u32 height;
+ OGLFramebuffer framebuffer;
+ OGLSampler sampler;
+ OGLProgram vert;
+ OGLProgram easu_frag;
+ OGLProgram rcas_frag;
+ OGLTexture easu_tex;
+ OGLTexture rcas_tex;
+};
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/fxaa.cpp b/src/video_core/renderer_opengl/present/fxaa.cpp
new file mode 100644
index 000000000..d9b58512d
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fxaa.cpp
@@ -0,0 +1,41 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "video_core/host_shaders/fxaa_frag.h"
+#include "video_core/host_shaders/fxaa_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/fxaa.h"
+#include "video_core/renderer_opengl/present/util.h"
+
+namespace OpenGL {
+
+FXAA::FXAA(u32 width, u32 height) {
+ vert_shader = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
+ frag_shader = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
+
+ 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);
+}
+
+FXAA::~FXAA() = default;
+
+GLuint FXAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
+ glFrontFace(GL_CCW);
+
+ program_manager.BindPresentPrograms(vert_shader.handle, frag_shader.handle);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
+ glBindTextureUnit(0, input_texture);
+ glBindSampler(0, sampler.handle);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ glFrontFace(GL_CW);
+
+ return texture.handle;
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/fxaa.h b/src/video_core/renderer_opengl/present/fxaa.h
new file mode 100644
index 000000000..b898198f1
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fxaa.h
@@ -0,0 +1,27 @@
+// 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 FXAA {
+public:
+ explicit FXAA(u32 width, u32 height);
+ ~FXAA();
+
+ GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
+
+private:
+ OGLProgram vert_shader;
+ OGLProgram frag_shader;
+ OGLSampler sampler;
+ OGLFramebuffer framebuffer;
+ OGLTexture texture;
+};
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/layer.cpp b/src/video_core/renderer_opengl/present/layer.cpp
new file mode 100644
index 000000000..8643e07c6
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/layer.cpp
@@ -0,0 +1,215 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "video_core/framebuffer_config.h"
+#include "video_core/renderer_opengl/gl_blit_screen.h"
+#include "video_core/renderer_opengl/gl_rasterizer.h"
+#include "video_core/renderer_opengl/present/fsr.h"
+#include "video_core/renderer_opengl/present/fxaa.h"
+#include "video_core/renderer_opengl/present/layer.h"
+#include "video_core/renderer_opengl/present/present_uniforms.h"
+#include "video_core/renderer_opengl/present/smaa.h"
+#include "video_core/surface.h"
+#include "video_core/textures/decoders.h"
+
+namespace OpenGL {
+
+Layer::Layer(RasterizerOpenGL& rasterizer_, Tegra::MaxwellDeviceMemoryManager& device_memory_)
+ : rasterizer(rasterizer_), device_memory(device_memory_) {
+ // Allocate textures for the screen
+ framebuffer_texture.resource.Create(GL_TEXTURE_2D);
+
+ const GLuint texture = framebuffer_texture.resource.handle;
+ glTextureStorage2D(texture, 1, GL_RGBA8, 1, 1);
+
+ // Clear screen to black
+ const u8 framebuffer_data[4] = {0, 0, 0, 0};
+ glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
+ framebuffer_data);
+}
+
+Layer::~Layer() = default;
+
+GLuint Layer::ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
+ std::array<ScreenRectVertex, 4>& out_vertices,
+ ProgramManager& program_manager,
+ const Tegra::FramebufferConfig& framebuffer,
+ const Layout::FramebufferLayout& layout) {
+ FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
+ auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
+ GLuint texture = info.display_texture;
+
+ auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
+ if (anti_aliasing != Settings::AntiAliasing::None) {
+ glEnablei(GL_SCISSOR_TEST, 0);
+ auto viewport_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
+ auto viewport_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
+
+ glScissorIndexed(0, 0, 0, viewport_width, viewport_height);
+ glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(viewport_width),
+ static_cast<GLfloat>(viewport_height));
+
+ switch (anti_aliasing) {
+ case Settings::AntiAliasing::Fxaa:
+ CreateFXAA();
+ texture = fxaa->Draw(program_manager, info.display_texture);
+ break;
+ case Settings::AntiAliasing::Smaa:
+ default:
+ CreateSMAA();
+ texture = smaa->Draw(program_manager, info.display_texture);
+ break;
+ }
+ }
+
+ glDisablei(GL_SCISSOR_TEST, 0);
+
+ if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
+ if (!fsr || fsr->NeedsRecreation(layout.screen)) {
+ fsr = std::make_unique<FSR>(layout.screen.GetWidth(), layout.screen.GetHeight());
+ }
+
+ texture = fsr->Draw(program_manager, texture, info.scaled_width, info.scaled_height, crop);
+ crop = {0, 0, 1, 1};
+ }
+
+ out_matrix =
+ MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
+
+ // Map the coordinates to the screen.
+ const auto& screen = layout.screen;
+ const auto x = screen.left;
+ const auto y = screen.top;
+ const auto w = screen.GetWidth();
+ const auto h = screen.GetHeight();
+
+ out_vertices[0] = ScreenRectVertex(x, y, crop.left, crop.top);
+ out_vertices[1] = ScreenRectVertex(x + w, y, crop.right, crop.top);
+ out_vertices[2] = ScreenRectVertex(x, y + h, crop.left, crop.bottom);
+ out_vertices[3] = ScreenRectVertex(x + w, y + h, crop.right, crop.bottom);
+
+ return texture;
+}
+
+FramebufferTextureInfo Layer::PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer) {
+ // If framebuffer is provided, reload it from memory to a texture
+ if (framebuffer_texture.width != static_cast<GLsizei>(framebuffer.width) ||
+ framebuffer_texture.height != static_cast<GLsizei>(framebuffer.height) ||
+ framebuffer_texture.pixel_format != framebuffer.pixel_format ||
+ gl_framebuffer_data.empty()) {
+ // Reallocate texture if the framebuffer size has changed.
+ // This is expected to not happen very often and hence should not be a
+ // performance problem.
+ ConfigureFramebufferTexture(framebuffer);
+ }
+
+ // Load the framebuffer from memory if needed
+ return LoadFBToScreenInfo(framebuffer);
+}
+
+FramebufferTextureInfo Layer::LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer) {
+ const VAddr framebuffer_addr{framebuffer.address + framebuffer.offset};
+ const auto accelerated_info =
+ rasterizer.AccelerateDisplay(framebuffer, framebuffer_addr, framebuffer.stride);
+ if (accelerated_info) {
+ return *accelerated_info;
+ }
+
+ // Reset the screen info's display texture to its own permanent texture
+ FramebufferTextureInfo info{};
+ info.display_texture = framebuffer_texture.resource.handle;
+ info.width = framebuffer.width;
+ info.height = framebuffer.height;
+ info.scaled_width = framebuffer.width;
+ info.scaled_height = framebuffer.height;
+
+ // TODO(Rodrigo): Read this from HLE
+ constexpr u32 block_height_log2 = 4;
+ const auto pixel_format{
+ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
+ const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
+ const u64 size_in_bytes{Tegra::Texture::CalculateSize(
+ true, bytes_per_pixel, framebuffer.stride, framebuffer.height, 1, block_height_log2, 0)};
+ const u8* const host_ptr{device_memory.GetPointer<u8>(framebuffer_addr)};
+ const std::span<const u8> input_data(host_ptr, size_in_bytes);
+ Tegra::Texture::UnswizzleTexture(gl_framebuffer_data, input_data, bytes_per_pixel,
+ framebuffer.width, framebuffer.height, 1, block_height_log2,
+ 0);
+
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(framebuffer.stride));
+
+ // Update existing texture
+ // TODO: Test what happens on hardware when you change the framebuffer dimensions so that
+ // they differ from the LCD resolution.
+ // TODO: Applications could theoretically crash yuzu here by specifying too large
+ // framebuffer sizes. We should make sure that this cannot happen.
+ glTextureSubImage2D(framebuffer_texture.resource.handle, 0, 0, 0, framebuffer.width,
+ framebuffer.height, framebuffer_texture.gl_format,
+ framebuffer_texture.gl_type, gl_framebuffer_data.data());
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+
+ return info;
+}
+
+void Layer::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer) {
+ framebuffer_texture.width = framebuffer.width;
+ framebuffer_texture.height = framebuffer.height;
+ framebuffer_texture.pixel_format = framebuffer.pixel_format;
+
+ const auto pixel_format{
+ VideoCore::Surface::PixelFormatFromGPUPixelFormat(framebuffer.pixel_format)};
+ const u32 bytes_per_pixel{VideoCore::Surface::BytesPerBlock(pixel_format)};
+ gl_framebuffer_data.resize(framebuffer_texture.width * framebuffer_texture.height *
+ bytes_per_pixel);
+
+ GLint internal_format;
+ switch (framebuffer.pixel_format) {
+ case Service::android::PixelFormat::Rgba8888:
+ internal_format = GL_RGBA8;
+ framebuffer_texture.gl_format = GL_RGBA;
+ framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+ case Service::android::PixelFormat::Rgb565:
+ internal_format = GL_RGB565;
+ framebuffer_texture.gl_format = GL_RGB;
+ framebuffer_texture.gl_type = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+ default:
+ internal_format = GL_RGBA8;
+ framebuffer_texture.gl_format = GL_RGBA;
+ framebuffer_texture.gl_type = GL_UNSIGNED_INT_8_8_8_8_REV;
+ // UNIMPLEMENTED_MSG("Unknown framebuffer pixel format: {}",
+ // static_cast<u32>(framebuffer.pixel_format));
+ break;
+ }
+
+ framebuffer_texture.resource.Release();
+ framebuffer_texture.resource.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
+ framebuffer_texture.width, framebuffer_texture.height);
+
+ fxaa.reset();
+ smaa.reset();
+}
+
+void Layer::CreateFXAA() {
+ smaa.reset();
+ if (!fxaa) {
+ fxaa = std::make_unique<FXAA>(
+ Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
+ Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
+ }
+}
+
+void Layer::CreateSMAA() {
+ fxaa.reset();
+ if (!smaa) {
+ smaa = std::make_unique<SMAA>(
+ Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
+ Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
+ }
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/layer.h b/src/video_core/renderer_opengl/present/layer.h
new file mode 100644
index 000000000..ef1055abf
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/layer.h
@@ -0,0 +1,80 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <memory>
+#include <vector>
+
+#include "video_core/host1x/gpu_device_memory_manager.h"
+#include "video_core/renderer_opengl/gl_resource_manager.h"
+
+namespace Layout {
+struct FramebufferLayout;
+}
+
+namespace Service::android {
+enum class PixelFormat : u32;
+};
+
+namespace Tegra {
+struct FramebufferConfig;
+}
+
+namespace OpenGL {
+
+struct FramebufferTextureInfo;
+class FSR;
+class FXAA;
+class ProgramManager;
+class RasterizerOpenGL;
+class SMAA;
+
+/// Structure used for storing information about the textures for the Switch screen
+struct TextureInfo {
+ OGLTexture resource;
+ GLsizei width;
+ GLsizei height;
+ GLenum gl_format;
+ GLenum gl_type;
+ Service::android::PixelFormat pixel_format;
+};
+
+struct ScreenRectVertex;
+
+class Layer {
+public:
+ explicit Layer(RasterizerOpenGL& rasterizer, Tegra::MaxwellDeviceMemoryManager& device_memory);
+ ~Layer();
+
+ GLuint ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
+ std::array<ScreenRectVertex, 4>& out_vertices,
+ ProgramManager& program_manager,
+ const Tegra::FramebufferConfig& framebuffer,
+ const Layout::FramebufferLayout& layout);
+
+private:
+ /// Loads framebuffer from emulated memory into the active OpenGL texture.
+ FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
+ FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
+ void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
+
+ void CreateFXAA();
+ void CreateSMAA();
+
+private:
+ RasterizerOpenGL& rasterizer;
+ Tegra::MaxwellDeviceMemoryManager& device_memory;
+
+ /// OpenGL framebuffer data
+ std::vector<u8> gl_framebuffer_data;
+
+ /// Display information for Switch screen
+ TextureInfo framebuffer_texture;
+
+ std::unique_ptr<FSR> fsr;
+ std::unique_ptr<FXAA> fxaa;
+ std::unique_ptr<SMAA> smaa;
+};
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/present_uniforms.h b/src/video_core/renderer_opengl/present/present_uniforms.h
new file mode 100644
index 000000000..3a19f05c7
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/present_uniforms.h
@@ -0,0 +1,43 @@
+// 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 {
+
+constexpr GLint PositionLocation = 0;
+constexpr GLint TexCoordLocation = 1;
+constexpr GLint ModelViewMatrixLocation = 0;
+
+struct ScreenRectVertex {
+ constexpr ScreenRectVertex() = default;
+
+ constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
+ : position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
+
+ std::array<GLfloat, 2> position{};
+ std::array<GLfloat, 2> tex_coord{};
+};
+
+/**
+ * Defines a 1:1 pixel orthographic projection matrix with (0,0) on the top-left
+ * corner and (width, height) on the lower-bottom.
+ *
+ * The projection part of the matrix is trivial, hence these operations are represented
+ * by a 3x2 matrix.
+ */
+static inline std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
+ std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
+
+ // clang-format off
+ matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
+ matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
+ // Last matrix row is implicitly assumed to be [0, 0, 1].
+ // clang-format on
+
+ return matrix;
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/smaa.cpp b/src/video_core/renderer_opengl/present/smaa.cpp
new file mode 100644
index 000000000..de7f6e502
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/smaa.cpp
@@ -0,0 +1,102 @@
+// 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_ROW_LENGTH, 0);
+
+ 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
diff --git a/src/video_core/renderer_opengl/present/smaa.h b/src/video_core/renderer_opengl/present/smaa.h
new file mode 100644
index 000000000..a48cb4fa9
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/smaa.h
@@ -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
diff --git a/src/video_core/renderer_opengl/present/util.h b/src/video_core/renderer_opengl/present/util.h
new file mode 100644
index 000000000..67f03aa27
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/util.h
@@ -0,0 +1,43 @@
+// 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;
+}
+
+static inline OGLSampler CreateNearestNeighborSampler() {
+ OGLSampler sampler;
+ sampler.Create();
+ glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ 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
diff --git a/src/video_core/renderer_opengl/present/window_adapt_pass.cpp b/src/video_core/renderer_opengl/present/window_adapt_pass.cpp
new file mode 100644
index 000000000..4d681606b
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/window_adapt_pass.cpp
@@ -0,0 +1,103 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "common/settings.h"
+#include "video_core/framebuffer_config.h"
+#include "video_core/host_shaders/opengl_present_vert.h"
+#include "video_core/renderer_opengl/gl_device.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/layer.h"
+#include "video_core/renderer_opengl/present/present_uniforms.h"
+#include "video_core/renderer_opengl/present/window_adapt_pass.h"
+
+namespace OpenGL {
+
+WindowAdaptPass::WindowAdaptPass(const Device& device_, OGLSampler&& sampler_,
+ std::string_view frag_source)
+ : device(device_), sampler(std::move(sampler_)) {
+ vert = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
+ frag = CreateProgram(frag_source, GL_FRAGMENT_SHADER);
+
+ // Generate VBO handle for drawing
+ vertex_buffer.Create();
+
+ // Attach vertex data to VAO
+ glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
+
+ // Query vertex buffer address when the driver supports unified vertex attributes
+ if (device.HasVertexBufferUnifiedMemory()) {
+ glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
+ glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
+ &vertex_buffer_address);
+ }
+}
+
+WindowAdaptPass::~WindowAdaptPass() = default;
+
+void WindowAdaptPass::DrawToFramebuffer(ProgramManager& program_manager, std::list<Layer>& layers,
+ std::span<const Tegra::FramebufferConfig> framebuffers,
+ const Layout::FramebufferLayout& layout) {
+ GLint old_read_fb;
+ GLint old_draw_fb;
+ glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
+
+ const size_t layer_count = framebuffers.size();
+ std::vector<GLuint> textures(layer_count);
+ std::vector<std::array<GLfloat, 3 * 2>> matrices(layer_count);
+ std::vector<std::array<ScreenRectVertex, 4>> vertices(layer_count);
+
+ auto layer_it = layers.begin();
+ for (size_t i = 0; i < layer_count; i++) {
+ textures[i] = layer_it->ConfigureDraw(matrices[i], vertices[i], program_manager,
+ framebuffers[i], layout);
+ layer_it++;
+ }
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
+
+ program_manager.BindPresentPrograms(vert.handle, frag.handle);
+
+ glDisable(GL_FRAMEBUFFER_SRGB);
+ glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
+ static_cast<GLfloat>(layout.height));
+
+ glEnableVertexAttribArray(PositionLocation);
+ glEnableVertexAttribArray(TexCoordLocation);
+ glVertexAttribDivisor(PositionLocation, 0);
+ glVertexAttribDivisor(TexCoordLocation, 0);
+ glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
+ offsetof(ScreenRectVertex, position));
+ glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
+ offsetof(ScreenRectVertex, tex_coord));
+ glVertexAttribBinding(PositionLocation, 0);
+ glVertexAttribBinding(TexCoordLocation, 0);
+ if (device.HasVertexBufferUnifiedMemory()) {
+ glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
+ glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
+ sizeof(decltype(vertices)::value_type));
+ } else {
+ glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
+ }
+
+ glBindSampler(0, sampler.handle);
+
+ // Update background color before drawing
+ glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
+ Settings::values.bg_green.GetValue() / 255.0f,
+ Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (size_t i = 0; i < layer_count; i++) {
+ glBindTextureUnit(0, textures[i]);
+ glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
+ matrices[i].data());
+ glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices[i]), std::data(vertices[i]));
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ }
+}
+
+} // namespace OpenGL
diff --git a/src/video_core/renderer_opengl/present/window_adapt_pass.h b/src/video_core/renderer_opengl/present/window_adapt_pass.h
new file mode 100644
index 000000000..00975a9c6
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/window_adapt_pass.h
@@ -0,0 +1,47 @@
+// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#pragma once
+
+#include <list>
+#include <span>
+
+#include "common/math_util.h"
+#include "video_core/renderer_opengl/gl_resource_manager.h"
+
+namespace Layout {
+struct FramebufferLayout;
+}
+
+namespace Tegra {
+struct FramebufferConfig;
+}
+
+namespace OpenGL {
+
+class Device;
+class Layer;
+class ProgramManager;
+
+class WindowAdaptPass final {
+public:
+ explicit WindowAdaptPass(const Device& device, OGLSampler&& sampler,
+ std::string_view frag_source);
+ ~WindowAdaptPass();
+
+ void DrawToFramebuffer(ProgramManager& program_manager, std::list<Layer>& layers,
+ std::span<const Tegra::FramebufferConfig> framebuffers,
+ const Layout::FramebufferLayout& layout);
+
+private:
+ const Device& device;
+ OGLSampler sampler;
+ OGLProgram vert;
+ OGLProgram frag;
+ OGLBuffer vertex_buffer;
+
+ // GPU address of the vertex buffer
+ GLuint64EXT vertex_buffer_address = 0;
+};
+
+} // namespace OpenGL