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-rw-r--r--src/video_core/renderer_opengl/present/fsr.cpp106
-rw-r--r--src/video_core/renderer_opengl/present/fsr.h43
-rw-r--r--src/video_core/renderer_opengl/present/smaa.cpp108
-rw-r--r--src/video_core/renderer_opengl/present/smaa.h35
-rw-r--r--src/video_core/renderer_opengl/present/util.h32
5 files changed, 324 insertions, 0 deletions
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..e5945b80b
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fsr.cpp
@@ -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
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..a5092e396
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fsr.h
@@ -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
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..a9a0eb6c6
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/smaa.cpp
@@ -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
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..0aa8b110c
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/util.h
@@ -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