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-rw-r--r--src/video_core/host_shaders/CMakeLists.txt2
-rw-r--r--src/video_core/host_shaders/fxaa.frag72
-rw-r--r--src/video_core/host_shaders/fxaa.vert40
-rw-r--r--src/video_core/renderer_opengl/gl_resource_manager.cpp2
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.cpp109
-rw-r--r--src/video_core/renderer_opengl/renderer_opengl.h4
6 files changed, 194 insertions, 35 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index b0e15773c..6b5ea649a 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -13,6 +13,8 @@ set(SHADER_FILES
convert_depth_to_float.frag
convert_float_to_depth.frag
full_screen_triangle.vert
+ fxaa.frag
+ fxaa.vert
opengl_copy_bc4.comp
opengl_present.frag
opengl_present.vert
diff --git a/src/video_core/host_shaders/fxaa.frag b/src/video_core/host_shaders/fxaa.frag
new file mode 100644
index 000000000..23f910d4c
--- /dev/null
+++ b/src/video_core/host_shaders/fxaa.frag
@@ -0,0 +1,72 @@
+// Adapted from
+// https://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/
+
+#version 460
+
+#ifdef VULKAN
+
+#define BINDING_COLOR_TEXTURE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#define BINDING_COLOR_TEXTURE 0
+
+#endif
+
+layout (location = 0) in vec4 posPos;
+
+layout (location = 0) out vec4 frag_color;
+
+layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
+
+const float FXAA_SPAN_MAX = 8.0;
+const float FXAA_REDUCE_MUL = 1.0 / 8.0;
+const float FXAA_REDUCE_MIN = 1.0 / 128.0;
+
+#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
+#define FxaaTexOff(t, p, o) textureLodOffset(t, p, 0.0, o)
+
+vec3 FxaaPixelShader(vec4 posPos, sampler2D tex) {
+
+ vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
+ vec3 rgbNE = FxaaTexOff(tex, posPos.zw, ivec2(1,0)).xyz;
+ vec3 rgbSW = FxaaTexOff(tex, posPos.zw, ivec2(0,1)).xyz;
+ vec3 rgbSE = FxaaTexOff(tex, posPos.zw, ivec2(1,1)).xyz;
+ vec3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz;
+/*---------------------------------------------------------*/
+ vec3 luma = vec3(0.299, 0.587, 0.114);
+ float lumaNW = dot(rgbNW, luma);
+ float lumaNE = dot(rgbNE, luma);
+ float lumaSW = dot(rgbSW, luma);
+ float lumaSE = dot(rgbSE, luma);
+ float lumaM = dot(rgbM, luma);
+/*---------------------------------------------------------*/
+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
+/*---------------------------------------------------------*/
+ vec2 dir;
+ dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
+ dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
+/*---------------------------------------------------------*/
+ float dirReduce = max(
+ (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
+ FXAA_REDUCE_MIN);
+ float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
+ dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
+ max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
+ dir * rcpDirMin)) / textureSize(tex, 0);
+/*--------------------------------------------------------*/
+ vec3 rgbA = (1.0 / 2.0) * (
+ FxaaTexLod0(tex, posPos.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
+ FxaaTexLod0(tex, posPos.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
+ vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
+ FxaaTexLod0(tex, posPos.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
+ FxaaTexLod0(tex, posPos.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
+ float lumaB = dot(rgbB, luma);
+ if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
+ return rgbB;
+}
+
+void main() {
+ frag_color = vec4(FxaaPixelShader(posPos, input_texture), 1.0);
+}
diff --git a/src/video_core/host_shaders/fxaa.vert b/src/video_core/host_shaders/fxaa.vert
new file mode 100644
index 000000000..715fce462
--- /dev/null
+++ b/src/video_core/host_shaders/fxaa.vert
@@ -0,0 +1,40 @@
+// Copyright 2019 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#version 460
+
+out gl_PerVertex {
+ vec4 gl_Position;
+};
+
+const vec2 vertices[4] =
+ vec2[4](vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(-1.0, -1.0), vec2(1.0, -1.0));
+
+layout (location = 0) out vec4 posPos;
+
+#ifdef VULKAN
+
+#define BINDING_COLOR_TEXTURE 1
+
+#else // ^^^ Vulkan ^^^ // vvv OpenGL vvv
+
+#define BINDING_COLOR_TEXTURE 0
+
+#endif
+
+layout (binding = BINDING_COLOR_TEXTURE) uniform sampler2D input_texture;
+
+const float FXAA_SUBPIX_SHIFT = 0;
+
+void main() {
+#ifdef VULKAN
+ vec2 vertex = vertices[gl_VertexIndex];
+#else
+ vec2 vertex = vertices[gl_VertexID];
+#endif
+ gl_Position = vec4(vertex, 0.0, 1.0);
+ vec2 vert_tex_coord = (vertex + 1.0) / 2.0;
+ posPos.xy = vert_tex_coord;
+ posPos.zw = vert_tex_coord - (0.5 + FXAA_SUBPIX_SHIFT) / textureSize(input_texture, 0);
+}
diff --git a/src/video_core/renderer_opengl/gl_resource_manager.cpp b/src/video_core/renderer_opengl/gl_resource_manager.cpp
index 8695c29e3..70947838c 100644
--- a/src/video_core/renderer_opengl/gl_resource_manager.cpp
+++ b/src/video_core/renderer_opengl/gl_resource_manager.cpp
@@ -166,7 +166,7 @@ void OGLFramebuffer::Create() {
return;
MICROPROFILE_SCOPE(OpenGL_ResourceCreation);
- glGenFramebuffers(1, &handle);
+ glCreateFramebuffers(1, &handle);
}
void OGLFramebuffer::Release() {
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp
index 227697c4f..dbe66a1b6 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.cpp
+++ b/src/video_core/renderer_opengl/renderer_opengl.cpp
@@ -21,6 +21,8 @@
#include "core/memory.h"
#include "core/perf_stats.h"
#include "core/telemetry_session.h"
+#include "video_core/host_shaders/fxaa_frag.h"
+#include "video_core/host_shaders/fxaa_vert.h"
#include "video_core/host_shaders/opengl_present_frag.h"
#include "video_core/host_shaders/opengl_present_vert.h"
#include "video_core/host_shaders/present_bicubic_frag.h"
@@ -254,6 +256,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
void RendererOpenGL::InitOpenGLObjects() {
// Create shader programs
+ fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
+ fxaa_fragment = CreateProgram(HostShaders::FXAA_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);
@@ -287,6 +291,8 @@ void RendererOpenGL::InitOpenGLObjects() {
// Clear screen to black
LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
+
+ fxaa_framebuffer.Create();
}
void RendererOpenGL::AddTelemetryFields() {
@@ -338,14 +344,83 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
texture.resource.Release();
texture.resource.Create(GL_TEXTURE_2D);
glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
+ fxaa_texture.Release();
+ fxaa_texture.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(fxaa_texture.handle, 1, GL_RGBA16F, texture.width, texture.height);
+ glNamedFramebufferTexture(fxaa_framebuffer.handle, GL_COLOR_ATTACHMENT0, fxaa_texture.handle,
+ 0);
}
void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
+ // TODO: Signal state tracker about these changes
+ state_tracker.NotifyScreenDrawVertexArray();
+ state_tracker.NotifyPolygonModes();
+ state_tracker.NotifyViewport0();
+ state_tracker.NotifyScissor0();
+ state_tracker.NotifyColorMask(0);
+ state_tracker.NotifyBlend0();
+ state_tracker.NotifyFramebuffer();
+ state_tracker.NotifyFrontFace();
+ state_tracker.NotifyCullTest();
+ state_tracker.NotifyDepthTest();
+ state_tracker.NotifyStencilTest();
+ state_tracker.NotifyPolygonOffset();
+ state_tracker.NotifyRasterizeEnable();
+ state_tracker.NotifyFramebufferSRGB();
+ state_tracker.NotifyLogicOp();
+ state_tracker.NotifyClipControl();
+ state_tracker.NotifyAlphaTest();
+
+ state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
+
// 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);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_COLOR_LOGIC_OP);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ glDisable(GL_RASTERIZER_DISCARD);
+ glDisable(GL_ALPHA_TEST);
+ glDisablei(GL_BLEND, 0);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CW);
+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ glBindTextureUnit(0, screen_info.display_texture);
+
+ if (Settings::values.anti_aliasing.GetValue() == Settings::AntiAliasing::Fxaa) {
+ program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
+
+ glEnablei(GL_SCISSOR_TEST, 0);
+ glScissorIndexed(0, 0, 0,
+ framebuffer_crop_rect.GetWidth() != 0 ? framebuffer_crop_rect.GetWidth()
+ : screen_info.texture.width,
+ framebuffer_crop_rect.GetHeight() != 0 ? framebuffer_crop_rect.GetHeight()
+ : screen_info.texture.height);
+ glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(screen_info.texture.width),
+ static_cast<GLfloat>(screen_info.texture.height));
+ glDepthRangeIndexed(0, 0.0, 0.0);
+
+ glBindSampler(0, present_sampler.handle);
+ GLint old_read_fb;
+ GLint old_draw_fb;
+ glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fxaa_framebuffer.handle);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
+
+ glBindTextureUnit(0, fxaa_texture.handle);
+ }
+
// Set projection matrix
const std::array ortho_matrix =
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
@@ -422,47 +497,14 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
};
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
- // TODO: Signal state tracker about these changes
- state_tracker.NotifyScreenDrawVertexArray();
- state_tracker.NotifyPolygonModes();
- state_tracker.NotifyViewport0();
- state_tracker.NotifyScissor0();
- state_tracker.NotifyColorMask(0);
- state_tracker.NotifyBlend0();
- state_tracker.NotifyFramebuffer();
- state_tracker.NotifyFrontFace();
- state_tracker.NotifyCullTest();
- state_tracker.NotifyDepthTest();
- state_tracker.NotifyStencilTest();
- state_tracker.NotifyPolygonOffset();
- state_tracker.NotifyRasterizeEnable();
- state_tracker.NotifyFramebufferSRGB();
- state_tracker.NotifyLogicOp();
- state_tracker.NotifyClipControl();
- state_tracker.NotifyAlphaTest();
-
- state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
- glEnable(GL_CULL_FACE);
if (screen_info.display_srgb) {
glEnable(GL_FRAMEBUFFER_SRGB);
} else {
glDisable(GL_FRAMEBUFFER_SRGB);
}
- glDisable(GL_COLOR_LOGIC_OP);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_STENCIL_TEST);
- glDisable(GL_POLYGON_OFFSET_FILL);
- glDisable(GL_RASTERIZER_DISCARD);
- glDisable(GL_ALPHA_TEST);
- glDisablei(GL_BLEND, 0);
glDisablei(GL_SCISSOR_TEST, 0);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glCullFace(GL_BACK);
- glFrontFace(GL_CW);
- glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
static_cast<GLfloat>(layout.height));
- glDepthRangeIndexed(0, 0.0, 0.0);
glEnableVertexAttribArray(PositionLocation);
glEnableVertexAttribArray(TexCoordLocation);
@@ -482,7 +524,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
}
- glBindTextureUnit(0, screen_info.display_texture);
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
glBindSampler(0, present_sampler.handle);
} else {
diff --git a/src/video_core/renderer_opengl/renderer_opengl.h b/src/video_core/renderer_opengl/renderer_opengl.h
index 62a746e41..f6c66f804 100644
--- a/src/video_core/renderer_opengl/renderer_opengl.h
+++ b/src/video_core/renderer_opengl/renderer_opengl.h
@@ -111,6 +111,8 @@ private:
OGLSampler present_sampler;
OGLSampler present_sampler_nn;
OGLBuffer vertex_buffer;
+ OGLProgram fxaa_vertex;
+ OGLProgram fxaa_fragment;
OGLProgram present_vertex;
OGLProgram present_bilinear_fragment;
OGLProgram present_bicubic_fragment;
@@ -123,6 +125,8 @@ private:
/// Display information for Switch screen
ScreenInfo screen_info;
+ OGLTexture fxaa_texture;
+ OGLFramebuffer fxaa_framebuffer;
/// OpenGL framebuffer data
std::vector<u8> gl_framebuffer_data;