renderer_opengl: split up blit screen resources into antialias and window adapt passes
This commit is contained in:
parent
dd2918efd8
commit
d4de04584f
|
@ -116,6 +116,8 @@ add_library(video_core STATIC
|
|||
renderer_null/null_rasterizer.h
|
||||
renderer_null/renderer_null.cpp
|
||||
renderer_null/renderer_null.h
|
||||
renderer_opengl/present/filters.cpp
|
||||
renderer_opengl/present/filters.h
|
||||
renderer_opengl/present/fsr.cpp
|
||||
renderer_opengl/present/fsr.h
|
||||
renderer_opengl/present/fxaa.cpp
|
||||
|
@ -123,6 +125,8 @@ add_library(video_core STATIC
|
|||
renderer_opengl/present/smaa.cpp
|
||||
renderer_opengl/present/smaa.h
|
||||
renderer_opengl/present/util.h
|
||||
renderer_opengl/present/window_adapt_pass.cpp
|
||||
renderer_opengl/present/window_adapt_pass.h
|
||||
renderer_opengl/blit_image.cpp
|
||||
renderer_opengl/blit_image.h
|
||||
renderer_opengl/gl_blit_screen.cpp
|
||||
|
|
|
@ -2,100 +2,26 @@
|
|||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#include "video_core/framebuffer_config.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/host_shaders/opengl_present_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
|
||||
#include "video_core/host_shaders/opengl_present_vert.h"
|
||||
#include "video_core/host_shaders/present_bicubic_frag.h"
|
||||
#include "video_core/host_shaders/present_gaussian_frag.h"
|
||||
|
||||
#include "video_core/renderer_opengl/gl_blit_screen.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
#include "video_core/renderer_opengl/gl_state_tracker.h"
|
||||
#include "video_core/renderer_opengl/present/filters.h"
|
||||
#include "video_core/renderer_opengl/present/fsr.h"
|
||||
#include "video_core/renderer_opengl/present/fxaa.h"
|
||||
#include "video_core/renderer_opengl/present/smaa.h"
|
||||
#include "video_core/renderer_opengl/present/window_adapt_pass.h"
|
||||
#include "video_core/textures/decoders.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 ortographic 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
|
||||
|
||||
BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
|
||||
Tegra::MaxwellDeviceMemoryManager& device_memory_,
|
||||
StateTracker& state_tracker_, ProgramManager& program_manager_,
|
||||
Device& device_)
|
||||
: rasterizer(rasterizer_), device_memory(device_memory_), state_tracker(state_tracker_),
|
||||
program_manager(program_manager_), device(device_) {
|
||||
// Create shader programs
|
||||
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);
|
||||
present_gaussian_fragment =
|
||||
CreateProgram(HostShaders::PRESENT_GAUSSIAN_FRAG, GL_FRAGMENT_SHADER);
|
||||
present_scaleforce_fragment =
|
||||
CreateProgram(fmt::format("#version 460\n{}", HostShaders::OPENGL_PRESENT_SCALEFORCE_FRAG),
|
||||
GL_FRAGMENT_SHADER);
|
||||
|
||||
// Generate presentation sampler
|
||||
present_sampler.Create();
|
||||
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(present_sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
present_sampler_nn.Create();
|
||||
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(present_sampler_nn.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Generate VBO handle for drawing
|
||||
vertex_buffer.Create();
|
||||
|
||||
// Attach vertex data to VAO
|
||||
glNamedBufferData(vertex_buffer.handle, sizeof(ScreenRectVertex) * 4, nullptr, GL_STREAM_DRAW);
|
||||
|
||||
// Allocate textures for the screen
|
||||
framebuffer_texture.resource.Create(GL_TEXTURE_2D);
|
||||
|
||||
|
@ -106,15 +32,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
|
|||
const u8 framebuffer_data[4] = {0, 0, 0, 0};
|
||||
glClearTexImage(framebuffer_texture.resource.handle, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
framebuffer_data);
|
||||
|
||||
// Enable unified vertex attributes and query vertex buffer address when the driver supports it
|
||||
if (device.HasVertexBufferUnifiedMemory()) {
|
||||
glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
|
||||
glEnableClientState(GL_ELEMENT_ARRAY_UNIFIED_NV);
|
||||
glMakeNamedBufferResidentNV(vertex_buffer.handle, GL_READ_ONLY);
|
||||
glGetNamedBufferParameterui64vNV(vertex_buffer.handle, GL_BUFFER_GPU_ADDRESS_NV,
|
||||
&vertex_buffer_address);
|
||||
}
|
||||
}
|
||||
|
||||
BlitScreen::~BlitScreen() = default;
|
||||
|
@ -219,18 +136,14 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
|
|||
glTextureStorage2D(framebuffer_texture.resource.handle, 1, internal_format,
|
||||
framebuffer_texture.width, framebuffer_texture.height);
|
||||
|
||||
fxaa = std::make_unique<FXAA>(
|
||||
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
|
||||
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
|
||||
smaa = std::make_unique<SMAA>(
|
||||
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
|
||||
Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
|
||||
fxaa.reset();
|
||||
smaa.reset();
|
||||
}
|
||||
|
||||
void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
|
||||
const Layout::FramebufferLayout& layout) {
|
||||
FramebufferTextureInfo info = PrepareRenderTarget(framebuffer);
|
||||
const auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
|
||||
auto crop = Tegra::NormalizeCrop(framebuffer, info.width, info.height);
|
||||
|
||||
// TODO: Signal state tracker about these changes
|
||||
state_tracker.NotifyScreenDrawVertexArray();
|
||||
|
@ -267,15 +180,14 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
|
|||
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glDepthRangeIndexed(0, 0.0, 0.0);
|
||||
|
||||
GLint old_read_fb;
|
||||
GLint old_draw_fb;
|
||||
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
|
||||
|
||||
GLuint texture = info.display_texture;
|
||||
|
||||
auto anti_aliasing = Settings::values.anti_aliasing.GetValue();
|
||||
if (anti_aliasing >= Settings::AntiAliasing::MaxEnum) {
|
||||
LOG_ERROR(Render_OpenGL, "Invalid antialiasing option selected {}", anti_aliasing);
|
||||
anti_aliasing = Settings::AntiAliasing::None;
|
||||
Settings::values.anti_aliasing.SetValue(anti_aliasing);
|
||||
}
|
||||
|
||||
if (anti_aliasing != Settings::AntiAliasing::None) {
|
||||
glEnablei(GL_SCISSOR_TEST, 0);
|
||||
auto scissor_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
|
||||
|
@ -286,137 +198,83 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
|
|||
glScissorIndexed(0, 0, 0, scissor_width, scissor_height);
|
||||
glViewportIndexedf(0, 0.0f, 0.0f, viewport_width, viewport_height);
|
||||
|
||||
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);
|
||||
|
||||
switch (anti_aliasing) {
|
||||
case Settings::AntiAliasing::Fxaa: {
|
||||
case Settings::AntiAliasing::Fxaa:
|
||||
CreateFXAA();
|
||||
texture = fxaa->Draw(program_manager, info.display_texture);
|
||||
} break;
|
||||
case Settings::AntiAliasing::Smaa: {
|
||||
texture = smaa->Draw(program_manager, info.display_texture);
|
||||
} break;
|
||||
break;
|
||||
case Settings::AntiAliasing::Smaa:
|
||||
default:
|
||||
UNREACHABLE();
|
||||
CreateSMAA();
|
||||
texture = smaa->Draw(program_manager, info.display_texture);
|
||||
break;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
|
||||
}
|
||||
|
||||
glDisablei(GL_SCISSOR_TEST, 0);
|
||||
|
||||
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
|
||||
GLint old_read_fb;
|
||||
GLint old_draw_fb;
|
||||
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
|
||||
|
||||
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);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
|
||||
crop = {0, 0, 1, 1};
|
||||
}
|
||||
|
||||
glBindTextureUnit(0, texture);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
|
||||
|
||||
const std::array ortho_matrix =
|
||||
MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
|
||||
|
||||
const auto fragment_handle = [this]() {
|
||||
switch (Settings::values.scaling_filter.GetValue()) {
|
||||
case Settings::ScalingFilter::Bicubic:
|
||||
return present_bicubic_fragment.handle;
|
||||
case Settings::ScalingFilter::Gaussian:
|
||||
return present_gaussian_fragment.handle;
|
||||
case Settings::ScalingFilter::ScaleForce:
|
||||
return present_scaleforce_fragment.handle;
|
||||
case Settings::ScalingFilter::NearestNeighbor:
|
||||
case Settings::ScalingFilter::Bilinear:
|
||||
case Settings::ScalingFilter::Fsr:
|
||||
default:
|
||||
return present_bilinear_fragment.handle;
|
||||
}
|
||||
}();
|
||||
program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
|
||||
glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
|
||||
ortho_matrix.data());
|
||||
|
||||
f32 left, top, right, bottom;
|
||||
if (Settings::values.scaling_filter.GetValue() == Settings::ScalingFilter::Fsr) {
|
||||
// FSR has already applied the crop, so we just want to render the image
|
||||
// it has produced.
|
||||
left = 0;
|
||||
top = 0;
|
||||
right = 1;
|
||||
bottom = 1;
|
||||
} else {
|
||||
// Apply the precomputed crop.
|
||||
left = crop.left;
|
||||
top = crop.top;
|
||||
right = crop.right;
|
||||
bottom = crop.bottom;
|
||||
}
|
||||
|
||||
// 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, left, top),
|
||||
ScreenRectVertex(x + w, y, right, top),
|
||||
ScreenRectVertex(x, y + h, left, bottom),
|
||||
ScreenRectVertex(x + w, y + h, right, 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));
|
||||
}
|
||||
|
||||
if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
|
||||
glBindSampler(0, present_sampler.handle);
|
||||
} else {
|
||||
glBindSampler(0, present_sampler_nn.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);
|
||||
CreateWindowAdapt();
|
||||
window_adapt->DrawToFramebuffer(program_manager, texture, layout, crop);
|
||||
|
||||
// TODO
|
||||
// program_manager.RestoreGuestPipeline();
|
||||
}
|
||||
|
||||
void BlitScreen::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 BlitScreen::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));
|
||||
}
|
||||
}
|
||||
|
||||
void BlitScreen::CreateWindowAdapt() {
|
||||
if (window_adapt && Settings::values.scaling_filter.GetValue() == current_window_adapt) {
|
||||
return;
|
||||
}
|
||||
|
||||
current_window_adapt = Settings::values.scaling_filter.GetValue();
|
||||
switch (current_window_adapt) {
|
||||
case Settings::ScalingFilter::NearestNeighbor:
|
||||
window_adapt = MakeNearestNeighbor(device);
|
||||
break;
|
||||
case Settings::ScalingFilter::Bicubic:
|
||||
window_adapt = MakeBicubic(device);
|
||||
break;
|
||||
case Settings::ScalingFilter::Gaussian:
|
||||
window_adapt = MakeGaussian(device);
|
||||
break;
|
||||
case Settings::ScalingFilter::ScaleForce:
|
||||
window_adapt = MakeScaleForce(device);
|
||||
break;
|
||||
case Settings::ScalingFilter::Fsr:
|
||||
case Settings::ScalingFilter::Bilinear:
|
||||
default:
|
||||
window_adapt = MakeBilinear(device);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace OpenGL
|
||||
|
|
|
@ -18,6 +18,10 @@ namespace Tegra {
|
|||
struct FramebufferConfig;
|
||||
}
|
||||
|
||||
namespace Settings {
|
||||
enum class ScalingFilter : u32;
|
||||
}
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
class Device;
|
||||
|
@ -27,6 +31,7 @@ class ProgramManager;
|
|||
class RasterizerOpenGL;
|
||||
class SMAA;
|
||||
class StateTracker;
|
||||
class WindowAdaptPass;
|
||||
|
||||
/// Structure used for storing information about the textures for the Switch screen
|
||||
struct TextureInfo {
|
||||
|
@ -61,29 +66,22 @@ public:
|
|||
void DrawScreen(const Tegra::FramebufferConfig& framebuffer,
|
||||
const Layout::FramebufferLayout& layout);
|
||||
|
||||
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
|
||||
|
|
39
src/video_core/renderer_opengl/present/filters.cpp
Normal file
39
src/video_core/renderer_opengl/present/filters.cpp
Normal file
|
@ -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
|
17
src/video_core/renderer_opengl/present/filters.h
Normal file
17
src/video_core/renderer_opengl/present/filters.h
Normal file
|
@ -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
|
||||
|
|
128
src/video_core/renderer_opengl/present/window_adapt_pass.cpp
Normal file
128
src/video_core/renderer_opengl/present/window_adapt_pass.cpp
Normal file
|
@ -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
|
39
src/video_core/renderer_opengl/present/window_adapt_pass.h
Normal file
39
src/video_core/renderer_opengl/present/window_adapt_pass.h
Normal file
|
@ -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 a new issue