renderer_opengl: split up blit screen resources into antialias and window adapt passes
This commit is contained in:
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dd2918efd8
commit
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@ -116,6 +116,8 @@ add_library(video_core STATIC
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renderer_null/null_rasterizer.h
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renderer_null/renderer_null.cpp
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renderer_null/renderer_null.h
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renderer_opengl/present/filters.cpp
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renderer_opengl/present/filters.h
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renderer_opengl/present/fsr.cpp
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renderer_opengl/present/fsr.h
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renderer_opengl/present/fxaa.cpp
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@ -123,6 +125,8 @@ add_library(video_core STATIC
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renderer_opengl/present/smaa.cpp
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renderer_opengl/present/smaa.h
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renderer_opengl/present/util.h
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renderer_opengl/present/window_adapt_pass.cpp
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renderer_opengl/present/window_adapt_pass.h
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renderer_opengl/blit_image.cpp
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renderer_opengl/blit_image.h
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renderer_opengl/gl_blit_screen.cpp
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@ -2,100 +2,26 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/framebuffer_config.h"
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#include "video_core/host_shaders/ffx_a_h.h"
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#include "video_core/host_shaders/ffx_fsr1_h.h"
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#include "video_core/host_shaders/full_screen_triangle_vert.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
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#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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#include "video_core/host_shaders/present_gaussian_frag.h"
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#include "video_core/renderer_opengl/gl_blit_screen.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/renderer_opengl/present/filters.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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#include "video_core/renderer_opengl/present/fxaa.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/renderer_opengl/present/window_adapt_pass.h"
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#include "video_core/textures/decoders.h"
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namespace OpenGL {
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namespace {
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constexpr GLint PositionLocation = 0;
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constexpr GLint TexCoordLocation = 1;
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constexpr GLint ModelViewMatrixLocation = 0;
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struct ScreenRectVertex {
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v)
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {}
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std::array<GLfloat, 2> position;
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std::array<GLfloat, 2> tex_coord;
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};
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/**
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* Defines a 1:1 pixel ortographic projection matrix with (0,0) on the top-left
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* corner and (width, height) on the lower-bottom.
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*
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* The projection part of the matrix is trivial, hence these operations are represented
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* by a 3x2 matrix.
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*/
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std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(float width, float height) {
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std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order
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// clang-format off
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matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f;
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matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f;
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// Last matrix row is implicitly assumed to be [0, 0, 1].
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// clang-format on
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return matrix;
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}
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} // namespace
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BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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Tegra::MaxwellDeviceMemoryManager& device_memory_,
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StateTracker& state_tracker_, ProgramManager& program_manager_,
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Device& device_)
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: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
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program_manager(program_manager_), device(device_) {
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// Create shader programs
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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present_gaussian_fragment =
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CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
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present_scaleforce_fragment =
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CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
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GL_FRAGMENT_SHADER);
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// Generate presentation sampler
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present_sampler.Create();
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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present_sampler_nn.Create();
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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// Generate VBO handle for drawing
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vertex_buffer.Create();
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// Attach vertex data to VAO
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glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
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// Allocate textures for the screen
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framebuffer_texture.resource.Create(GL_TEXTURE_2D);
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@ -106,15 +32,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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const u8 framebuffer_data[4] = {0, 0, 0, 0};
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glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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framebuffer_data);
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
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glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
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glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
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&vertex_buffer_address);
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}
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}
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BlitScreen::~BlitScreen() = default;
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@ -219,18 +136,14 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
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glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
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framebuffer_texture.width, framebuffer_texture.height);
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fxaa = std::make_unique<FXAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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smaa = std::make_unique<SMAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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fxaa.reset();
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smaa.reset();
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}
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void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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const Layout::FramebufferLayout& layout) {
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FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
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const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
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auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
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// TODO: Signal state tracker about these changes
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state_tracker.NotifyScreenDrawVertexArray();
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@ -267,15 +180,14 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthRangeIndexed(0, 0.0, 0.0);
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GLint old_read_fb;
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GLint old_draw_fb;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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GLuint texture = info.display_texture;
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auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
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if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
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LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
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anti_aliasing = Settings::AntiAliasing::None;
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Settings::values.anti_aliasing.SetValue(anti_aliasing);
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}
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if (anti_aliasing != Settings::AntiAliasing::None) {
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glEnablei(GL_SCISSOR_TEST, 0);
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auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
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@ -286,137 +198,83 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
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glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
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glBindSampler(0, present_sampler.handle);
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GLint old_read_fb;
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GLint old_draw_fb;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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switch (anti_aliasing) {
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case Settings::AntiAliasing::Fxaa: {
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case Settings::AntiAliasing::Fxaa:
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CreateFXAA();
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texture = fxaa->Draw(program_manager, info.display_texture);
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} break;
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case Settings::AntiAliasing::Smaa: {
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texture = smaa->Draw(program_manager, info.display_texture);
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} break;
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break;
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case Settings::AntiAliasing::Smaa:
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default:
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UNREACHABLE();
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CreateSMAA();
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texture = smaa->Draw(program_manager, info.display_texture);
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break;
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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}
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glDisablei(GL_SCISSOR_TEST, 0);
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if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
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GLint old_read_fb;
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GLint old_draw_fb;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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if (!fsr || fsr->NeedsRecreation(layout.screen)) {
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fsr = std::make_unique<FSR>(layout.screen.GetWidth(), layout.screen.GetHeight());
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}
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texture = fsr->Draw(program_manager, texture, info.scaled_width, info.scaled_height, crop);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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crop = {0, 0, 1, 1};
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}
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glBindTextureUnit(0, texture);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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const auto fragment_handle = [this]() {
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switch (Settings::values.scaling_filter.GetValue()) {
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case Settings::ScalingFilter::Bicubic:
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return present_bicubic_fragment.handle;
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case Settings::ScalingFilter::Gaussian:
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return present_gaussian_fragment.handle;
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case Settings::ScalingFilter::ScaleForce:
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return present_scaleforce_fragment.handle;
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case Settings::ScalingFilter::NearestNeighbor:
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case Settings::ScalingFilter::Bilinear:
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case Settings::ScalingFilter::Fsr:
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default:
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return present_bilinear_fragment.handle;
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}
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}();
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program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
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glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
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ortho_matrix.data());
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f32 left, top, right, bottom;
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if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
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// FSR has already applied the crop, so we just want to render the image
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// it has produced.
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left = 0;
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top = 0;
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right = 1;
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bottom = 1;
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} else {
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// Apply the precomputed crop.
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left = crop.left;
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top = crop.top;
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right = crop.right;
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bottom = crop.bottom;
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}
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// Map the coordinates to the screen.
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const auto& screen = layout.screen;
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const auto x = screen.left;
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const auto y = screen.top;
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const auto w = screen.GetWidth();
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const auto h = screen.GetHeight();
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const std::array vertices = {
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ScreenRectVertex(x, y, left, top),
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ScreenRectVertex(x + w, y, right, top),
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ScreenRectVertex(x, y + h, left, bottom),
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ScreenRectVertex(x + w, y + h, right, bottom),
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};
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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glDisable(GL_FRAMEBUFFER_SRGB);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
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static_cast<GLfloat>(layout.height));
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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glVertexAttribDivisor(PositionLocation, 0);
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glVertexAttribDivisor(TexCoordLocation, 0);
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, position));
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glVertexAttribFormat(TexCoordLocation, 2, GL_FLOAT, GL_FALSE,
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offsetof(ScreenRectVertex, tex_coord));
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glVertexAttribBinding(PositionLocation, 0);
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glVertexAttribBinding(TexCoordLocation, 0);
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if (device.HasVertexBufferUnifiedMemory()) {
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glBindVertexBuffer(0, 0, 0, sizeof(ScreenRectVertex));
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glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, 0, vertex_buffer_address,
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sizeof(vertices));
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} else {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
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glBindSampler(0, present_sampler.handle);
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} else {
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glBindSampler(0, present_sampler_nn.handle);
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}
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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CreateWindowAdapt();
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window_adapt->DrawToFramebuffer(program_manager, texture, layout, crop);
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// TODO
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// program_manager.RestoreGuestPipeline();
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}
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void BlitScreen::CreateFXAA() {
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smaa.reset();
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if (!fxaa) {
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fxaa = std::make_unique<FXAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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}
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}
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void BlitScreen::CreateSMAA() {
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fxaa.reset();
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if (!smaa) {
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smaa = std::make_unique<SMAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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}
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}
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void BlitScreen::CreateWindowAdapt() {
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if (window_adapt && Settings::values.scaling_filter.GetValue() == current_window_adapt) {
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return;
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}
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current_window_adapt = Settings::values.scaling_filter.GetValue();
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switch (current_window_adapt) {
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case Settings::ScalingFilter::NearestNeighbor:
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window_adapt = MakeNearestNeighbor(device);
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break;
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case Settings::ScalingFilter::Bicubic:
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window_adapt = MakeBicubic(device);
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break;
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case Settings::ScalingFilter::Gaussian:
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window_adapt = MakeGaussian(device);
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break;
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case Settings::ScalingFilter::ScaleForce:
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window_adapt = MakeScaleForce(device);
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break;
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case Settings::ScalingFilter::Fsr:
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case Settings::ScalingFilter::Bilinear:
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default:
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window_adapt = MakeBilinear(device);
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break;
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}
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}
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} // namespace OpenGL
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@ -18,6 +18,10 @@ namespace Tegra {
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struct FramebufferConfig;
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}
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namespace Settings {
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enum class ScalingFilter : u32;
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}
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namespace OpenGL {
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class Device;
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@ -27,6 +31,7 @@ class ProgramManager;
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class RasterizerOpenGL;
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class SMAA;
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class StateTracker;
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class WindowAdaptPass;
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/// Structure used for storing information about the textures for the Switch screen
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struct TextureInfo {
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@ -61,29 +66,22 @@ public:
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void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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const Layout::FramebufferLayout& layout);
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|
||||
void RenderScreenshot(const Tegra::FramebufferConfig& framebuffer);
|
||||
|
||||
/// Loads framebuffer from emulated memory into the active OpenGL texture.
|
||||
FramebufferTextureInfo LoadFBToScreenInfo(const Tegra::FramebufferConfig& framebuffer);
|
||||
|
||||
FramebufferTextureInfo PrepareRenderTarget(const Tegra::FramebufferConfig& framebuffer);
|
||||
|
||||
private:
|
||||
void CreateFXAA();
|
||||
void CreateSMAA();
|
||||
void CreateWindowAdapt();
|
||||
|
||||
RasterizerOpenGL& rasterizer;
|
||||
Tegra::MaxwellDeviceMemoryManager& device_memory;
|
||||
StateTracker& state_tracker;
|
||||
ProgramManager& program_manager;
|
||||
Device& device;
|
||||
|
||||
OGLSampler present_sampler;
|
||||
OGLSampler present_sampler_nn;
|
||||
OGLBuffer vertex_buffer;
|
||||
OGLProgram present_vertex;
|
||||
OGLProgram present_bilinear_fragment;
|
||||
OGLProgram present_bicubic_fragment;
|
||||
OGLProgram present_gaussian_fragment;
|
||||
OGLProgram present_scaleforce_fragment;
|
||||
|
||||
/// Display information for Switch screen
|
||||
TextureInfo framebuffer_texture;
|
||||
|
||||
|
@ -91,11 +89,11 @@ private:
|
|||
std::unique_ptr<FXAA> fxaa;
|
||||
std::unique_ptr<SMAA> smaa;
|
||||
|
||||
Settings::ScalingFilter current_window_adapt{};
|
||||
std::unique_ptr<WindowAdaptPass> window_adapt;
|
||||
|
||||
/// OpenGL framebuffer data
|
||||
std::vector<u8> gl_framebuffer_data;
|
||||
|
||||
// GPU address of the vertex buffer
|
||||
GLuint64EXT vertex_buffer_address = 0;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -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
|
|
@ -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
|
|
@ -31,6 +31,7 @@ GLuint FXAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
|
|||
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);
|
||||
|
||||
|
|
|
@ -36,13 +36,7 @@ SMAA::SMAA(u32 width, u32 height) {
|
|||
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);
|
||||
|
|
|
@ -29,4 +29,15 @@ static inline OGLSampler CreateBilinearSampler() {
|
|||
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
|
||||
|
|
|
@ -0,0 +1,128 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "common/settings.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/window_adapt_pass.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
namespace {
|
||||
constexpr GLint PositionLocation = 0;
|
||||
constexpr GLint TexCoordLocation = 1;
|
||||
constexpr GLint ModelViewMatrixLocation = 0;
|
||||
|
||||
struct ScreenRectVertex {
|
||||
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.
|
||||
*/
|
||||
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
|
||||
|
||||
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, GLuint texture,
|
||||
const Layout::FramebufferLayout& layout,
|
||||
const Common::Rectangle<f32>& crop) {
|
||||
glBindTextureUnit(0, texture);
|
||||
|
||||
const std::array ortho_matrix =
|
||||
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
|
||||
|
||||
program_manager.BindPresentPrograms(vert.handle, frag.handle);
|
||||
glProgramUniformMatrix3x2fv(vert.handle, ModelViewMatrixLocation, 1, GL_FALSE,
|
||||
ortho_matrix.data());
|
||||
|
||||
// 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();
|
||||
|
||||
const std::array vertices = {
|
||||
ScreenRectVertex(x, y, crop.left, crop.top),
|
||||
ScreenRectVertex(x + w, y, crop.right, crop.top),
|
||||
ScreenRectVertex(x, y + h, crop.left, crop.bottom),
|
||||
ScreenRectVertex(x + w, y + h, crop.right, crop.bottom),
|
||||
};
|
||||
glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
|
||||
|
||||
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(vertices));
|
||||
} 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);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
}
|
||||
|
||||
} // namespace OpenGL
|
|
@ -0,0 +1,39 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "common/math_util.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
|
||||
namespace Layout {
|
||||
struct FramebufferLayout;
|
||||
}
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
class Device;
|
||||
class ProgramManager;
|
||||
|
||||
class WindowAdaptPass final {
|
||||
public:
|
||||
explicit WindowAdaptPass(const Device& device, OGLSampler&& sampler,
|
||||
std::string_view frag_source);
|
||||
~WindowAdaptPass();
|
||||
|
||||
void DrawToFramebuffer(ProgramManager& program_manager, GLuint texture,
|
||||
const Layout::FramebufferLayout& layout,
|
||||
const Common::Rectangle<f32>& crop);
|
||||
|
||||
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
|
|
@ -113,6 +113,12 @@ RendererOpenGL::RendererOpenGL(Core::TelemetrySession& telemetry_session_,
|
|||
if (!GLAD_GL_ARB_seamless_cubemap_per_texture && !GLAD_GL_AMD_seamless_cubemap_per_texture) {
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
}
|
||||
|
||||
// Enable unified vertex attributes when the driver supports it
|
||||
if (device.HasVertexBufferUnifiedMemory()) {
|
||||
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
|
||||
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
|
||||
}
|
||||
blit_screen = std::make_unique<BlitScreen>(rasterizer, device_memory, state_tracker,
|
||||
program_manager, device);
|
||||
}
|
||||
|
|
|
@ -92,7 +92,9 @@ void WindowAdaptPass::Draw(Scheduler& scheduler, size_t image_index, VkImageView
|
|||
const VkFramebuffer host_framebuffer{*dst->framebuffer};
|
||||
const VkRenderPass renderpass{*render_pass};
|
||||
const VkPipeline graphics_pipeline{*pipeline};
|
||||
const VkPipelineLayout graphics_pipeline_layout{*pipeline_layout};
|
||||
const VkDescriptorSet descriptor_set{descriptor_sets[image_index]};
|
||||
const VkBuffer vertex_buffer{*buffer};
|
||||
const VkExtent2D render_area{
|
||||
.width = dst->width,
|
||||
.height = dst->height,
|
||||
|
@ -134,8 +136,8 @@ void WindowAdaptPass::Draw(Scheduler& scheduler, size_t image_index, VkImageView
|
|||
cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, graphics_pipeline);
|
||||
cmdbuf.SetViewport(0, viewport);
|
||||
cmdbuf.SetScissor(0, scissor);
|
||||
cmdbuf.BindVertexBuffer(0, *buffer, offsetof(BufferData, vertices));
|
||||
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, *pipeline_layout, 0,
|
||||
cmdbuf.BindVertexBuffer(0, vertex_buffer, offsetof(BufferData, vertices));
|
||||
cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, graphics_pipeline_layout, 0,
|
||||
descriptor_set, {});
|
||||
cmdbuf.Draw(4, 1, 0, 0);
|
||||
cmdbuf.EndRenderPass();
|
||||
|
|
|
@ -222,6 +222,9 @@ void Vulkan::RendererVulkan::RenderScreenshot(const Tegra::FramebufferConfig& fr
|
|||
.image = std::move(staging_image),
|
||||
.image_view = std::move(dst_view),
|
||||
.framebuffer = std::move(screenshot_fb),
|
||||
.cmdbuf{},
|
||||
.render_ready{},
|
||||
.present_done{},
|
||||
};
|
||||
}();
|
||||
|
||||
|
|
Loading…
Reference in New Issue