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author | Liam <byteslice@airmail.cc> | 2024-01-15 03:11:28 +0100 |
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committer | Liam <byteslice@airmail.cc> | 2024-01-31 17:27:20 +0100 |
commit | b90eff4bc666548a77eb58ac152408c80ff952b3 (patch) | |
tree | 1b7532cf61703be3cfe496a74481eeac31a06e92 /src/video_core/renderer_opengl/present/smaa.cpp | |
parent | renderer_vulkan: split up blit screen resources into separate antialias and window adapt passes (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/video_core/renderer_opengl/present/smaa.cpp | 108 |
1 files changed, 108 insertions, 0 deletions
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 |