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video_core: add texture filtering (#5017)

video_core: add texture filtering
This commit is contained in:
Marshall Mohror 2020-03-16 09:42:05 -05:00 committed by GitHub
parent ad3c464e2d
commit a7d3489dc9
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 70 deletions

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@ -128,6 +128,10 @@ void Config::ReadValues() {
static_cast<u16>(sdl2_config->GetInteger("Renderer", "frame_limit", 100));
Settings::values.use_vsync_new =
static_cast<u16>(sdl2_config->GetInteger("Renderer", "use_vsync_new", 1));
Settings::values.texture_filter_name =
sdl2_config->GetString("Renderer", "texture_filter_name", "none");
Settings::values.texture_filter_factor =
sdl2_config->GetInteger("Renderer", "texture_filter_factor", 1);
Settings::values.render_3d = static_cast<Settings::StereoRenderOption>(
sdl2_config->GetInteger("Renderer", "render_3d", 0));

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@ -126,6 +126,10 @@ use_disk_shader_cache =
# factor for the 3DS resolution
resolution_factor =
# Texture filter name and scale factor
texture_filter_name =
texture_filter_factor =
# Turns on the frame limiter, which will limit frames output to the target game speed
# 0: Off, 1: On (default)
use_frame_limit =

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@ -448,6 +448,13 @@ void Config::ReadRendererValues() {
Settings::values.bg_green = ReadSetting(QStringLiteral("bg_green"), 0.0).toFloat();
Settings::values.bg_blue = ReadSetting(QStringLiteral("bg_blue"), 0.0).toFloat();
Settings::values.texture_filter_name =
ReadSetting(QStringLiteral("texture_filter_name"), QStringLiteral("none"))
.toString()
.toStdString();
Settings::values.texture_filter_factor =
ReadSetting(QStringLiteral("texture_filter_factor"), 1).toInt();
qt_config->endGroup();
}
@ -879,6 +886,12 @@ void Config::SaveRendererValues() {
WriteSetting(QStringLiteral("bg_green"), (double)Settings::values.bg_green, 0.0);
WriteSetting(QStringLiteral("bg_blue"), (double)Settings::values.bg_blue, 0.0);
WriteSetting(QStringLiteral("texture_filter_name"),
QString::fromStdString(Settings::values.texture_filter_name),
QStringLiteral("none"));
WriteSetting(QStringLiteral("texture_filter_factor"), Settings::values.texture_filter_factor,
1);
qt_config->endGroup();
}

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@ -8,10 +8,18 @@
#include "core/settings.h"
#include "ui_configure_enhancements.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_manager.h"
ConfigureEnhancements::ConfigureEnhancements(QWidget* parent)
: QWidget(parent), ui(new Ui::ConfigureEnhancements) {
ui->setupUi(this);
for (const auto& filter : OpenGL::TextureFilterManager::TextureFilterMap())
ui->texture_filter_combobox->addItem(QString::fromStdString(filter.first.data()));
connect(ui->texture_filter_combobox, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
&ConfigureEnhancements::updateTextureFilter);
SetConfiguration();
ui->layoutBox->setEnabled(!Settings::values.custom_layout);
@ -52,6 +60,15 @@ void ConfigureEnhancements::SetConfiguration() {
ui->factor_3d->setValue(Settings::values.factor_3d);
updateShaders(Settings::values.render_3d);
ui->toggle_linear_filter->setChecked(Settings::values.filter_mode);
ui->texture_scale_spinbox->setValue(Settings::values.texture_filter_factor);
int tex_filter_idx = ui->texture_filter_combobox->findText(
QString::fromStdString(Settings::values.texture_filter_name));
if (tex_filter_idx == -1) {
ui->texture_filter_combobox->setCurrentIndex(0);
} else {
ui->texture_filter_combobox->setCurrentIndex(tex_filter_idx);
}
updateTextureFilter(tex_filter_idx);
ui->layout_combobox->setCurrentIndex(static_cast<int>(Settings::values.layout_option));
ui->swap_screen->setChecked(Settings::values.swap_screen);
ui->toggle_disk_shader_cache->setChecked(Settings::values.use_hw_shader &&
@ -88,6 +105,17 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
}
}
void ConfigureEnhancements::updateTextureFilter(int index) {
if (index == -1)
return;
ui->texture_filter_group->setEnabled(index != 0);
const auto& clamp = OpenGL::TextureFilterManager::TextureFilterMap()
.at(ui->texture_filter_combobox->currentText().toStdString())
.clamp_scale;
ui->texture_scale_spinbox->setMinimum(clamp.min);
ui->texture_scale_spinbox->setMaximum(clamp.max);
}
void ConfigureEnhancements::RetranslateUI() {
ui->retranslateUi(this);
}
@ -101,6 +129,8 @@ void ConfigureEnhancements::ApplyConfiguration() {
Settings::values.pp_shader_name =
ui->shader_combobox->itemText(ui->shader_combobox->currentIndex()).toStdString();
Settings::values.filter_mode = ui->toggle_linear_filter->isChecked();
Settings::values.texture_filter_name = ui->texture_filter_combobox->currentText().toStdString();
Settings::values.texture_filter_factor = ui->texture_scale_spinbox->value();
Settings::values.layout_option =
static_cast<Settings::LayoutOption>(ui->layout_combobox->currentIndex());
Settings::values.swap_screen = ui->swap_screen->isChecked();

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@ -27,6 +27,7 @@ public:
private:
void updateShaders(Settings::StereoRenderOption stereo_option);
void updateTextureFilter(int index);
Ui::ConfigureEnhancements* ui;
QColor bg_color;

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@ -117,6 +117,56 @@
</item>
</layout>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<item>
<widget class="QLabel" name="label_5">
<property name="text">
<string>Texture Filter</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="texture_filter_combobox"/>
</item>
</layout>
</item>
<item>
<widget class="QWidget" name="texture_filter_group" native="true">
<layout class="QVBoxLayout" name="verticalLayout_7">
<property name="leftMargin">
<number>16</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_8">
<item>
<widget class="QLabel" name="label_6">
<property name="text">
<string>Texture Scale Factor</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="texture_scale_spinbox">
<property name="minimum">
<number>1</number>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
</item>

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@ -13,6 +13,7 @@
#include "core/hle/service/mic_u.h"
#include "core/settings.h"
#include "video_core/renderer_base.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_manager.h"
#include "video_core/video_core.h"
namespace Settings {
@ -38,6 +39,9 @@ void Apply() {
VideoCore::g_renderer_sampler_update_requested = true;
VideoCore::g_renderer_shader_update_requested = true;
OpenGL::TextureFilterManager::GetInstance().SetTextureFilter(values.texture_filter_name,
values.texture_filter_factor);
auto& system = Core::System::GetInstance();
if (system.IsPoweredOn()) {
Core::DSP().SetSink(values.sink_id, values.audio_device_id);
@ -83,6 +87,8 @@ void LogSettings() {
LogSetting("Renderer_FrameLimit", Settings::values.frame_limit);
LogSetting("Renderer_PostProcessingShader", Settings::values.pp_shader_name);
LogSetting("Renderer_FilterMode", Settings::values.filter_mode);
LogSetting("Renderer_TextureFilterFactor", Settings::values.texture_filter_factor);
LogSetting("Renderer_TextureFilterName", Settings::values.texture_filter_name);
LogSetting("Stereoscopy_Render3d", static_cast<int>(Settings::values.render_3d));
LogSetting("Stereoscopy_Factor3d", Settings::values.factor_3d);
LogSetting("Layout_LayoutOption", static_cast<int>(Settings::values.layout_option));

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@ -147,6 +147,8 @@ struct Values {
u16 resolution_factor;
bool use_frame_limit;
u16 frame_limit;
u16 texture_filter_factor;
std::string texture_filter_name;
LayoutOption layout_option;
bool swap_screen;

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@ -50,6 +50,15 @@ add_library(video_core STATIC
renderer_opengl/post_processing_opengl.h
renderer_opengl/renderer_opengl.cpp
renderer_opengl/renderer_opengl.h
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.cpp
renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h
renderer_opengl/texture_filters/bicubic/bicubic.cpp
renderer_opengl/texture_filters/bicubic/bicubic.h
renderer_opengl/texture_filters/texture_filter_interface.h
renderer_opengl/texture_filters/texture_filter_manager.cpp
renderer_opengl/texture_filters/texture_filter_manager.h
renderer_opengl/texture_filters/xbrz/xbrz_freescale.cpp
renderer_opengl/texture_filters/xbrz/xbrz_freescale.h
shader/debug_data.h
shader/shader.cpp
shader/shader.h
@ -80,6 +89,35 @@ add_library(video_core STATIC
video_core.h
)
set(SHADER_FILES
renderer_opengl/texture_filters/anime4k/refine.frag
renderer_opengl/texture_filters/anime4k/refine.vert
renderer_opengl/texture_filters/anime4k/x_gradient.frag
renderer_opengl/texture_filters/anime4k/y_gradient.frag
renderer_opengl/texture_filters/anime4k/y_gradient.vert
renderer_opengl/texture_filters/bicubic/bicubic.frag
renderer_opengl/texture_filters/tex_coord.vert
renderer_opengl/texture_filters/xbrz/xbrz_freescale.frag
renderer_opengl/texture_filters/xbrz/xbrz_freescale.vert
)
include(${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake)
foreach(shader_file ${SHADER_FILES})
get_filename_component(shader_file_name ${shader_file} NAME)
GetShaderHeaderFile(${shader_file_name})
list(APPEND SHADER_HEADERS ${shader_header_file})
endforeach()
add_custom_target(shaders
BYPRODUCTS ${SHADER_HEADERS}
COMMAND cmake -P ${CMAKE_CURRENT_SOURCE_DIR}/generate_shaders.cmake
SOURCES ${SHADER_FILES}
)
add_dependencies(video_core shaders)
target_include_directories(video_core PRIVATE ${CMAKE_CURRENT_BINARY_DIR})
if(ARCHITECTURE_x86_64)
target_sources(video_core
PRIVATE

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@ -0,0 +1,16 @@
function(GetShaderHeaderFile shader_file_name)
set(shader_header_file ${CMAKE_CURRENT_BINARY_DIR}/shaders/${shader_file_name} PARENT_SCOPE)
endfunction()
foreach(shader_file ${SHADER_FILES})
file(READ ${shader_file} shader)
get_filename_component(shader_file_name ${shader_file} NAME)
string(REPLACE . _ shader_name ${shader_file_name})
GetShaderHeaderFile(${shader_file_name})
file(WRITE ${shader_header_file}
"#pragma once\n"
"constexpr std::string_view ${shader_name} = R\"(\n"
"${shader}"
")\";\n"
)
endforeach()

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@ -34,6 +34,7 @@
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_manager.h"
#include "video_core/utils.h"
#include "video_core/video_core.h"
@ -42,12 +43,6 @@ namespace OpenGL {
using SurfaceType = SurfaceParams::SurfaceType;
using PixelFormat = SurfaceParams::PixelFormat;
struct FormatTuple {
GLint internal_format;
GLenum format;
GLenum type;
};
static constexpr std::array<FormatTuple, 5> fb_format_tuples = {{
{GL_RGBA8, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8}, // RGBA8
{GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE}, // RGB8
@ -74,9 +69,7 @@ static constexpr std::array<FormatTuple, 4> depth_format_tuples = {{
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8}, // D24S8
}};
static constexpr FormatTuple tex_tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE};
static const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
const FormatTuple& GetFormatTuple(PixelFormat pixel_format) {
const SurfaceType type = SurfaceParams::GetFormatType(pixel_format);
if (type == SurfaceType::Color) {
ASSERT(static_cast<std::size_t>(pixel_format) < fb_format_tuples.size());
@ -745,9 +738,8 @@ void CachedSurface::LoadGLBuffer(PAddr load_start, PAddr load_end) {
if (texture_src_data == nullptr)
return;
if (gl_buffer == nullptr) {
gl_buffer_size = width * height * GetGLBytesPerPixel(pixel_format);
gl_buffer.reset(new u8[gl_buffer_size]);
if (gl_buffer.empty()) {
gl_buffer.resize(width * height * GetGLBytesPerPixel(pixel_format));
}
// TODO: Should probably be done in ::Memory:: and check for other regions too
@ -819,7 +811,7 @@ void CachedSurface::FlushGLBuffer(PAddr flush_start, PAddr flush_end) {
if (dst_buffer == nullptr)
return;
ASSERT(gl_buffer_size == width * height * GetGLBytesPerPixel(pixel_format));
ASSERT(gl_buffer.size() == width * height * GetGLBytesPerPixel(pixel_format));
// TODO: Should probably be done in ::Memory:: and check for other regions too
// same as loadglbuffer()
@ -858,8 +850,7 @@ void CachedSurface::FlushGLBuffer(PAddr flush_start, PAddr flush_end) {
}
}
bool CachedSurface::LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_info,
Common::Rectangle<u32>& custom_rect) {
bool CachedSurface::LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_info) {
bool result = false;
auto& custom_tex_cache = Core::System::GetInstance().CustomTexCache();
const auto& image_interface = Core::System::GetInstance().GetImageInterface();
@ -889,13 +880,6 @@ bool CachedSurface::LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_inf
}
}
if (result) {
custom_rect.left = (custom_rect.left / width) * tex_info.width;
custom_rect.top = (custom_rect.top / height) * tex_info.height;
custom_rect.right = (custom_rect.right / width) * tex_info.width;
custom_rect.bottom = (custom_rect.bottom / height) * tex_info.height;
}
return result;
}
@ -943,31 +927,31 @@ void CachedSurface::DumpTexture(GLuint target_tex, u64 tex_hash) {
}
MICROPROFILE_DEFINE(OpenGL_TextureUL, "OpenGL", "Texture Upload", MP_RGB(128, 192, 64));
void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint read_fb_handle,
void CachedSurface::UploadGLTexture(Common::Rectangle<u32> rect, GLuint read_fb_handle,
GLuint draw_fb_handle) {
if (type == SurfaceType::Fill)
return;
MICROPROFILE_SCOPE(OpenGL_TextureUL);
ASSERT(gl_buffer_size == width * height * GetGLBytesPerPixel(pixel_format));
ASSERT(gl_buffer.size() == width * height * GetGLBytesPerPixel(pixel_format));
// Read custom texture
auto& custom_tex_cache = Core::System::GetInstance().CustomTexCache();
std::string dump_path; // Has to be declared here for logging later
u64 tex_hash = 0;
// Required for rect to function properly with custom textures
Common::Rectangle custom_rect = rect;
if (Settings::values.dump_textures || Settings::values.custom_textures)
tex_hash = Common::ComputeHash64(gl_buffer.get(), gl_buffer_size);
tex_hash = Common::ComputeHash64(gl_buffer.data(), gl_buffer.size());
if (Settings::values.custom_textures)
is_custom = LoadCustomTexture(tex_hash, custom_tex_info, custom_rect);
is_custom = LoadCustomTexture(tex_hash, custom_tex_info);
TextureFilterInterface* const texture_filter =
is_custom ? nullptr : TextureFilterManager::GetInstance().GetTextureFilter();
const u16 default_scale = texture_filter ? texture_filter->scale_factor : 1;
// Load data from memory to the surface
GLint x0 = static_cast<GLint>(custom_rect.left);
GLint y0 = static_cast<GLint>(custom_rect.bottom);
GLint x0 = static_cast<GLint>(rect.left);
GLint y0 = static_cast<GLint>(rect.bottom);
std::size_t buffer_offset = (y0 * stride + x0) * GetGLBytesPerPixel(pixel_format);
const FormatTuple& tuple = GetFormatTuple(pixel_format);
@ -976,7 +960,7 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
// If not 1x scale, create 1x texture that we will blit from to replace texture subrect in
// surface
OGLTexture unscaled_tex;
if (res_scale != 1) {
if (res_scale != default_scale) {
x0 = 0;
y0 = 0;
@ -985,8 +969,8 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
AllocateSurfaceTexture(unscaled_tex.handle, GetFormatTuple(PixelFormat::RGBA8),
custom_tex_info.width, custom_tex_info.height);
} else {
AllocateSurfaceTexture(unscaled_tex.handle, tuple, custom_rect.GetWidth(),
custom_rect.GetHeight());
AllocateSurfaceTexture(unscaled_tex.handle, tuple, rect.GetWidth() * default_scale,
rect.GetHeight() * default_scale);
}
target_tex = unscaled_tex.handle;
}
@ -1012,6 +996,16 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
glActiveTexture(GL_TEXTURE0);
glTexSubImage2D(GL_TEXTURE_2D, 0, x0, y0, custom_tex_info.width, custom_tex_info.height,
GL_RGBA, GL_UNSIGNED_BYTE, custom_tex_info.tex.data());
} else if (texture_filter) {
if (res_scale == default_scale) {
AllocateSurfaceTexture(texture.handle, GetFormatTuple(pixel_format),
rect.GetWidth() * default_scale,
rect.GetHeight() * default_scale);
cur_state.texture_units[0].texture_2d = texture.handle;
cur_state.Apply();
}
texture_filter->scale(*this, {(u32)x0, (u32)y0, rect.GetWidth(), rect.GetHeight()},
buffer_offset);
} else {
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(stride));
@ -1022,21 +1016,23 @@ void CachedSurface::UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint r
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
if (Settings::values.dump_textures && !is_custom)
if (Settings::values.dump_textures && !is_custom && !texture_filter)
DumpTexture(target_tex, tex_hash);
cur_state.texture_units[0].texture_2d = old_tex;
cur_state.Apply();
if (res_scale != 1) {
auto scaled_rect = custom_rect;
if (res_scale != default_scale) {
auto scaled_rect = rect;
scaled_rect.left *= res_scale;
scaled_rect.top *= res_scale;
scaled_rect.right *= res_scale;
scaled_rect.bottom *= res_scale;
BlitTextures(unscaled_tex.handle, {0, custom_rect.GetHeight(), custom_rect.GetWidth(), 0},
texture.handle, scaled_rect, type, read_fb_handle, draw_fb_handle);
auto from_rect =
is_custom ? Common::Rectangle<u32>{0, custom_tex_info.height, custom_tex_info.width, 0}
: Common::Rectangle<u32>{0, rect.GetHeight(), rect.GetWidth(), 0};
BlitTextures(unscaled_tex.handle, from_rect, texture.handle, scaled_rect, type,
read_fb_handle, draw_fb_handle);
}
InvalidateAllWatcher();
@ -1050,9 +1046,8 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
MICROPROFILE_SCOPE(OpenGL_TextureDL);
if (gl_buffer == nullptr) {
gl_buffer_size = width * height * GetGLBytesPerPixel(pixel_format);
gl_buffer.reset(new u8[gl_buffer_size]);
if (gl_buffer.empty()) {
gl_buffer.resize(width * height * GetGLBytesPerPixel(pixel_format));
}
OpenGLState state = OpenGLState::GetCurState();
@ -1090,7 +1085,7 @@ void CachedSurface::DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint
if (GLES) {
GetTexImageOES(GL_TEXTURE_2D, 0, tuple.format, tuple.type, rect.GetHeight(),
rect.GetWidth(), 0, &gl_buffer[buffer_offset],
gl_buffer_size - buffer_offset);
gl_buffer.size() - buffer_offset);
} else {
glGetTexImage(GL_TEXTURE_2D, 0, tuple.format, tuple.type, &gl_buffer[buffer_offset]);
}
@ -1373,8 +1368,8 @@ Surface RasterizerCacheOpenGL::GetSurface(const SurfaceParams& params, ScaleMatc
if (surface == nullptr) {
u16 target_res_scale = params.res_scale;
if (match_res_scale != ScaleMatch::Exact) {
// This surface may have a subrect of another surface with a higher res_scale, find it
// to adjust our params
// This surface may have a subrect of another surface with a higher res_scale, find
// it to adjust our params
SurfaceParams find_params = params;
Surface expandable = FindMatch<MatchFlags::Expand | MatchFlags::Invalid>(
surface_cache, find_params, match_res_scale);
@ -1423,7 +1418,6 @@ SurfaceRect_Tuple RasterizerCacheOpenGL::GetSurfaceSubRect(const SurfaceParams&
surface = FindMatch<MatchFlags::SubRect | MatchFlags::Invalid>(surface_cache, params,
ScaleMatch::Ignore);
if (surface != nullptr) {
ASSERT(surface->res_scale < params.res_scale);
SurfaceParams new_params = *surface;
new_params.res_scale = params.res_scale;
@ -1503,6 +1497,11 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
params.height = info.height;
params.is_tiled = true;
params.pixel_format = SurfaceParams::PixelFormatFromTextureFormat(info.format);
TextureFilterInterface* filter{};
params.res_scale = (filter = TextureFilterManager::GetInstance().GetTextureFilter())
? filter->scale_factor
: 1;
params.UpdateParams();
u32 min_width = info.width >> max_level;
@ -1520,6 +1519,8 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
}
auto surface = GetSurface(params, ScaleMatch::Ignore, true);
if (!surface)
return nullptr;
// Update mipmap if necessary
if (max_level != 0) {
@ -1546,8 +1547,8 @@ Surface RasterizerCacheOpenGL::GetTextureSurface(const Pica::Texture::TextureInf
width = surface->custom_tex_info.width;
height = surface->custom_tex_info.height;
} else {
width = surface->width * surface->res_scale;
height = surface->height * surface->res_scale;
width = surface->GetScaledWidth();
height = surface->GetScaledHeight();
}
for (u32 level = surface->max_level + 1; level <= max_level; ++level) {
glTexImage2D(GL_TEXTURE_2D, level, format_tuple.internal_format, width >> level,
@ -1645,9 +1646,10 @@ const CachedTextureCube& RasterizerCacheOpenGL::GetTextureCube(const TextureCube
if (surface) {
face.watcher = surface->CreateWatcher();
} else {
// Can occur when texture address is invalid. We mark the watcher with nullptr in
// this case and the content of the face wouldn't get updated. These are usually
// leftover setup in the texture unit and games are not supposed to draw using them.
// Can occur when texture address is invalid. We mark the watcher with nullptr
// in this case and the content of the face wouldn't get updated. These are
// usually leftover setup in the texture unit and games are not supposed to draw
// using them.
face.watcher = nullptr;
}
}
@ -1713,7 +1715,9 @@ SurfaceSurfaceRect_Tuple RasterizerCacheOpenGL::GetFramebufferSurfaces(
// update resolution_scale_factor and reset cache if changed
static u16 resolution_scale_factor = VideoCore::GetResolutionScaleFactor();
if (resolution_scale_factor != VideoCore::GetResolutionScaleFactor()) {
if (resolution_scale_factor != VideoCore::GetResolutionScaleFactor() ||
TextureFilterManager::GetInstance().IsUpdated()) {
TextureFilterManager::GetInstance().Reset();
resolution_scale_factor = VideoCore::GetResolutionScaleFactor();
FlushAll();
while (!surface_cache.empty())
@ -1936,8 +1940,8 @@ void RasterizerCacheOpenGL::FlushRegion(PAddr addr, u32 size, Surface flush_surf
for (auto& pair : RangeFromInterval(dirty_regions, flush_interval)) {
// small sizes imply that this most likely comes from the cpu, flush the entire region
// the point is to avoid thousands of small writes every frame if the cpu decides to access
// that region, anything higher than 8 you're guaranteed it comes from a service
// the point is to avoid thousands of small writes every frame if the cpu decides to
// access that region, anything higher than 8 you're guaranteed it comes from a service
const auto interval = size <= 8 ? pair.first : pair.first & flush_interval;
auto& surface = pair.second;
@ -2031,7 +2035,7 @@ Surface RasterizerCacheOpenGL::CreateSurface(const SurfaceParams& params) {
surface->texture.Create();
surface->gl_buffer_size = 0;
surface->gl_buffer.resize(0);
surface->invalid_regions.insert(surface->GetInterval());
AllocateSurfaceTexture(surface->texture.handle, GetFormatTuple(surface->pixel_format),
surface->GetScaledWidth(), surface->GetScaledHeight());

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@ -382,21 +382,18 @@ struct CachedSurface : SurfaceParams, std::enable_shared_from_this<CachedSurface
: SurfaceParams::GetFormatBpp(format) / 8;
}
std::unique_ptr<u8[]> gl_buffer;
std::size_t gl_buffer_size = 0;
std::vector<u8> gl_buffer;
// Read/Write data in 3DS memory to/from gl_buffer
void LoadGLBuffer(PAddr load_start, PAddr load_end);
void FlushGLBuffer(PAddr flush_start, PAddr flush_end);
// Custom texture loading and dumping
bool LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_info,
Common::Rectangle<u32>& custom_rect);
bool LoadCustomTexture(u64 tex_hash, Core::CustomTexInfo& tex_info);
void DumpTexture(GLuint target_tex, u64 tex_hash);
// Upload/Download data in gl_buffer in/to this surface's texture
void UploadGLTexture(const Common::Rectangle<u32>& rect, GLuint read_fb_handle,
GLuint draw_fb_handle);
void UploadGLTexture(Common::Rectangle<u32> rect, GLuint read_fb_handle, GLuint draw_fb_handle);
void DownloadGLTexture(const Common::Rectangle<u32>& rect, GLuint read_fb_handle,
GLuint draw_fb_handle);
@ -525,4 +522,14 @@ private:
std::unordered_map<TextureCubeConfig, CachedTextureCube> texture_cube_cache;
};
struct FormatTuple {
GLint internal_format;
GLenum format;
GLenum type;
};
constexpr FormatTuple tex_tuple = {GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE};
const FormatTuple& GetFormatTuple(SurfaceParams::PixelFormat pixel_format);
} // namespace OpenGL

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@ -38,6 +38,13 @@ constexpr GLuint ShadowTexturePZ = 5;
constexpr GLuint ShadowTextureNZ = 6;
} // namespace ImageUnits
struct Viewport {
GLint x;
GLint y;
GLsizei width;
GLsizei height;
};
class OpenGLState {
public:
struct {
@ -135,12 +142,7 @@ public:
GLsizei height;
} scissor;
struct {
GLint x;
GLint y;
GLsizei width;
GLsizei height;
} viewport;
Viewport viewport;
std::array<bool, 2> clip_distance; // GL_CLIP_DISTANCE

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@ -32,6 +32,7 @@
#include "video_core/renderer_opengl/gl_vars.h"
#include "video_core/renderer_opengl/post_processing_opengl.h"
#include "video_core/renderer_opengl/renderer_opengl.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_manager.h"
#include "video_core/video_core.h"
namespace Frontend {
@ -1178,10 +1179,14 @@ VideoCore::ResultStatus RendererOpenGL::Init() {
RefreshRasterizerSetting();
TextureFilterManager::GetInstance().Reset();
return VideoCore::ResultStatus::Success;
}
/// Shutdown the renderer
void RendererOpenGL::ShutDown() {}
void RendererOpenGL::ShutDown() {
TextureFilterManager::GetInstance().Destroy();
}
} // namespace OpenGL

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@ -0,0 +1,138 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// modified from
// https://github.com/bloc97/Anime4K/blob/533cee5f7018d0e57ad2a26d76d43f13b9d8782a/glsl/Anime4K_Adaptive_v1.0RC2_UltraFast.glsl
// MIT License
//
// Copyright(c) 2019 bloc97
//
// Permission is hereby granted,
// free of charge,
// to any person obtaining a copy of this software and associated documentation
// files(the "Software"),
// to deal in the Software without restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and / or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all copies
// or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS",
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
#include "shaders/refine.frag"
#include "shaders/refine.vert"
#include "shaders/tex_coord.vert"
#include "shaders/x_gradient.frag"
#include "shaders/y_gradient.frag"
#include "shaders/y_gradient.vert"
namespace OpenGL {
Anime4kUltrafast::Anime4kUltrafast(u16 scale_factor) : TextureFilterInterface(scale_factor) {
const OpenGLState cur_state = OpenGLState::GetCurState();
const auto setup_temp_tex = [this, scale_factor](TempTex& texture, GLint internal_format,
GLint format) {
texture.fbo.Create();
texture.tex.Create();
state.draw.draw_framebuffer = texture.fbo.handle;
state.Apply();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, texture.tex.handle);
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, internal_format, 1024 * scale_factor,
1024 * scale_factor, 0, format, GL_HALF_FLOAT, nullptr);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE,
texture.tex.handle, 0);
};
setup_temp_tex(LUMAD, GL_R16F, GL_RED);
setup_temp_tex(XY, GL_RG16F, GL_RG);
vao.Create();
out_fbo.Create();
for (std::size_t idx = 0; idx < samplers.size(); ++idx) {
samplers[idx].Create();
state.texture_units[idx].sampler = samplers[idx].handle;
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_MIN_FILTER,
idx == 0 ? GL_LINEAR : GL_NEAREST);
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_MAG_FILTER,
idx == 0 ? GL_LINEAR : GL_NEAREST);
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(samplers[idx].handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
state.draw.vertex_array = vao.handle;
gradient_x_program.Create(tex_coord_vert.data(), x_gradient_frag.data());
gradient_y_program.Create(y_gradient_vert.data(), y_gradient_frag.data());
refine_program.Create(refine_vert.data(), refine_frag.data());
state.draw.shader_program = gradient_y_program.handle;
state.Apply();
glUniform1i(glGetUniformLocation(gradient_y_program.handle, "tex_input"), 2);
state.draw.shader_program = refine_program.handle;
state.Apply();
glUniform1i(glGetUniformLocation(refine_program.handle, "LUMAD"), 1);
cur_state.Apply();
}
void Anime4kUltrafast::scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) {
const OpenGLState cur_state = OpenGLState::GetCurState();
OGLTexture src_tex;
src_tex.Create();
state.viewport = RectToViewport(rect);
state.texture_units[0].texture_2d = src_tex.handle;
state.draw.draw_framebuffer = XY.fbo.handle;
state.draw.shader_program = gradient_x_program.handle;
state.Apply();
const FormatTuple tuple = GetFormatTuple(surface.pixel_format);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(surface.stride));
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, rect.GetWidth(), rect.GetHeight(), 0,
tuple.format, tuple.type, &surface.gl_buffer[buffer_offset]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_RECTANGLE, LUMAD.tex.handle);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_RECTANGLE, XY.tex.handle);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// gradient y pass
state.draw.draw_framebuffer = LUMAD.fbo.handle;
state.draw.shader_program = gradient_y_program.handle;
state.Apply();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// refine pass
state.draw.draw_framebuffer = out_fbo.handle;
state.draw.shader_program = refine_program.handle;
state.Apply();
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
cur_state.texture_units[0].texture_2d, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
cur_state.Apply();
}
} // namespace OpenGL

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@ -0,0 +1,45 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_interface.h"
namespace OpenGL {
class Anime4kUltrafast : public TextureFilterInterface {
public:
static TextureFilterInfo GetInfo() {
TextureFilterInfo info;
info.name = "Anime4K Ultrafast";
info.clamp_scale = {2, 2};
info.constructor = std::make_unique<Anime4kUltrafast, u16>;
return info;
}
Anime4kUltrafast(u16 scale_factor);
void scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) override;
private:
OpenGLState state{};
OGLVertexArray vao;
OGLFramebuffer out_fbo;
struct TempTex {
OGLTexture tex;
OGLFramebuffer fbo;
};
TempTex LUMAD;
TempTex XY;
std::array<OGLSampler, 3> samplers;
OGLProgram gradient_x_program, gradient_y_program, refine_program;
};
} // namespace OpenGL

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@ -0,0 +1,117 @@
//? #version 330
in vec2 tex_coord;
in vec2 input_max;
out vec4 frag_color;
uniform sampler2D HOOKED;
uniform sampler2DRect LUMAD;
uniform sampler2DRect LUMAG;
const float LINE_DETECT_THRESHOLD = 0.4;
const float STRENGTH = 0.6;
// the original shader used the alpha channel for luminance,
// which doesn't work for our use case
struct RGBAL {
vec4 c;
float l;
};
vec4 getAverage(vec4 cc, vec4 a, vec4 b, vec4 c) {
return cc * (1 - STRENGTH) + ((a + b + c) / 3) * STRENGTH;
}
#define GetRGBAL(offset) \
RGBAL(textureOffset(HOOKED, tex_coord, offset), \
texture(LUMAD, clamp(gl_FragCoord.xy + offset, vec2(0.0), input_max)).x)
float min3v(float a, float b, float c) {
return min(min(a, b), c);
}
float max3v(float a, float b, float c) {
return max(max(a, b), c);
}
vec4 Compute() {
RGBAL cc = GetRGBAL(ivec2(0));
if (cc.l > LINE_DETECT_THRESHOLD) {
return cc.c;
}
RGBAL tl = GetRGBAL(ivec2(-1, -1));
RGBAL t = GetRGBAL(ivec2(0, -1));
RGBAL tr = GetRGBAL(ivec2(1, -1));
RGBAL l = GetRGBAL(ivec2(-1, 0));
RGBAL r = GetRGBAL(ivec2(1, 0));
RGBAL bl = GetRGBAL(ivec2(-1, 1));
RGBAL b = GetRGBAL(ivec2(0, 1));
RGBAL br = GetRGBAL(ivec2(1, 1));
// Kernel 0 and 4
float maxDark = max3v(br.l, b.l, bl.l);
float minLight = min3v(tl.l, t.l, tr.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, tl.c, t.c, tr.c);
} else {
maxDark = max3v(tl.l, t.l, tr.l);
minLight = min3v(br.l, b.l, bl.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, br.c, b.c, bl.c);
}
}
// Kernel 1 and 5
maxDark = max3v(cc.l, l.l, b.l);
minLight = min3v(r.l, t.l, tr.l);
if (minLight > maxDark) {
return getAverage(cc.c, r.c, t.c, tr.c);
} else {
maxDark = max3v(cc.l, r.l, t.l);
minLight = min3v(bl.l, l.l, b.l);
if (minLight > maxDark) {
return getAverage(cc.c, bl.c, l.c, b.c);
}
}
// Kernel 2 and 6
maxDark = max3v(l.l, tl.l, bl.l);
minLight = min3v(r.l, br.l, tr.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, r.c, br.c, tr.c);
} else {
maxDark = max3v(r.l, br.l, tr.l);
minLight = min3v(l.l, tl.l, bl.l);
if (minLight > cc.l && minLight > maxDark) {
return getAverage(cc.c, l.c, tl.c, bl.c);
}
}
// Kernel 3 and 7
maxDark = max3v(cc.l, l.l, t.l);
minLight = min3v(r.l, br.l, b.l);
if (minLight > maxDark) {
return getAverage(cc.c, r.c, br.c, b.c);
} else {
maxDark = max3v(cc.l, r.l, b.l);
minLight = min3v(t.l, l.l, tl.l);
if (minLight > maxDark) {
return getAverage(cc.c, t.c, l.c, tl.c);
}
}
return cc.c;
}
void main() {
frag_color = Compute();
}

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@ -0,0 +1,14 @@
//? #version 330
out vec2 tex_coord;
out vec2 input_max;
uniform sampler2D HOOKED;
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));
void main() {
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
input_max = textureSize(HOOKED, 0) * 2.0 - 1.0;
}

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@ -0,0 +1,18 @@
//? #version 330
in vec2 tex_coord;
out vec2 frag_color;
uniform sampler2D tex_input;
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
// TODO: improve handling of alpha channel
#define GetLum(xoffset) dot(K, textureOffset(tex_input, tex_coord, ivec2(xoffset, 0)).rgb)
void main() {
float l = GetLum(-1);
float c = GetLum(0);
float r = GetLum(1);
frag_color = vec2(r - l, l + 2.0 * c + r);
}

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@ -0,0 +1,16 @@
//? #version 330
in vec2 input_max;
out float frag_color;
uniform sampler2DRect tex_input;
void main() {
vec2 t = texture(tex_input, min(gl_FragCoord.xy + vec2(0.0, 1.0), input_max)).xy;
vec2 c = texture(tex_input, gl_FragCoord.xy).xy;
vec2 b = texture(tex_input, max(gl_FragCoord.xy - vec2(0.0, 1.0), vec2(0.0))).xy;
vec2 grad = vec2(t.x + 2 * c.x + b.x, b.y - t.y);
frag_color = 1 - length(grad);
}

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@ -0,0 +1,12 @@
//? #version 330
out vec2 input_max;
uniform sampler2D tex_size;
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));
void main() {
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
input_max = textureSize(tex_size, 0) * 2 - 1;
}

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@ -0,0 +1,56 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h"
#include "shaders/bicubic.frag"
#include "shaders/tex_coord.vert"
namespace OpenGL {
Bicubic::Bicubic(u16 scale_factor) : TextureFilterInterface(scale_factor) {
program.Create(tex_coord_vert.data(), bicubic_frag.data());
vao.Create();
draw_fbo.Create();
src_sampler.Create();
state.draw.shader_program = program.handle;
state.draw.vertex_array = vao.handle;
state.draw.shader_program = program.handle;
state.draw.draw_framebuffer = draw_fbo.handle;
state.texture_units[0].sampler = src_sampler.handle;
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void Bicubic::scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) {
const OpenGLState cur_state = OpenGLState::GetCurState();
OGLTexture src_tex;
src_tex.Create();
state.texture_units[0].texture_2d = src_tex.handle;
state.viewport = RectToViewport(rect);
state.Apply();
const FormatTuple tuple = GetFormatTuple(surface.pixel_format);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(surface.stride));
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, rect.GetWidth(), rect.GetHeight(), 0,
tuple.format, tuple.type, &surface.gl_buffer[buffer_offset]);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
cur_state.texture_units[0].texture_2d, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, NULL, 0);
cur_state.Apply();
}
} // namespace OpenGL

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@ -0,0 +1,52 @@
//? #version 330
in vec2 tex_coord;
out vec4 frag_color;
uniform sampler2D input_texture;
// from http://www.java-gaming.org/index.php?topic=35123.0
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
vec4 s = n * n * n;
float x = s.x;
float y = s.y - 4.0 * s.x;
float z = s.z - 4.0 * s.y + 6.0 * s.x;
float w = 6.0 - x - y - z;
return vec4(x, y, z, w) * (1.0 / 6.0);
}
vec4 textureBicubic(sampler2D sampler, vec2 texCoords) {
vec2 texSize = textureSize(sampler, 0);
vec2 invTexSize = 1.0 / texSize;
texCoords = texCoords * texSize - 0.5;
vec2 fxy = fract(texCoords);
texCoords -= fxy;
vec4 xcubic = cubic(fxy.x);
vec4 ycubic = cubic(fxy.y);
vec4 c = texCoords.xxyy + vec2(-0.5, +1.5).xyxy;
vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
vec4 offset = c + vec4(xcubic.yw, ycubic.yw) / s;
offset *= invTexSize.xxyy;
vec4 sample0 = texture(sampler, offset.xz);
vec4 sample1 = texture(sampler, offset.yz);
vec4 sample2 = texture(sampler, offset.xw);
vec4 sample3 = texture(sampler, offset.yw);
float sx = s.x / (s.x + s.y);
float sy = s.z / (s.z + s.w);
return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy);
}
void main() {
frag_color = textureBicubic(input_texture, tex_coord);
}

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@ -0,0 +1,32 @@
// Copyright 2020 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_interface.h"
namespace OpenGL {
class Bicubic : public TextureFilterInterface {
public:
static TextureFilterInfo GetInfo() {
TextureFilterInfo info;
info.name = "Bicubic";
info.constructor = std::make_unique<Bicubic, u16>;
return info;
}
Bicubic(u16 scale_factor);
void scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) override;
private:
OpenGLState state{};
OGLProgram program{};
OGLVertexArray vao{};
OGLFramebuffer draw_fbo{};
OGLSampler src_sampler{};
};
} // namespace OpenGL

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@ -0,0 +1,10 @@
//? #version 330
out vec2 tex_coord;
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));
void main() {
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
}

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@ -0,0 +1,38 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <functional>
#include <string_view>
#include "common/common_types.h"
#include "common/math_util.h"
namespace OpenGL {
struct CachedSurface;
struct Viewport;
class TextureFilterInterface {
public:
const u16 scale_factor{};
TextureFilterInterface(u16 scale_factor) : scale_factor{scale_factor} {}
virtual void scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) = 0;
virtual ~TextureFilterInterface() = default;
protected:
Viewport RectToViewport(const Common::Rectangle<u32>& rect);
};
// every texture filter should have a static GetInfo function
struct TextureFilterInfo {
std::string_view name;
struct {
u16 min, max;
} clamp_scale{1, 10};
std::function<std::unique_ptr<TextureFilterInterface>(u16 scale_factor)> constructor;
};
} // namespace OpenGL

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@ -0,0 +1,89 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "common/logging/log.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_filters/anime4k/anime4k_ultrafast.h"
#include "video_core/renderer_opengl/texture_filters/bicubic/bicubic.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_manager.h"
#include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h"
namespace OpenGL {
Viewport TextureFilterInterface::RectToViewport(const Common::Rectangle<u32>& rect) {
return {
static_cast<GLint>(rect.left) * scale_factor,
static_cast<GLint>(rect.top) * scale_factor,
static_cast<GLsizei>(rect.GetWidth()) * scale_factor,
static_cast<GLsizei>(rect.GetHeight()) * scale_factor,
};
}
namespace {
template <typename T>
std::pair<std::string_view, TextureFilterInfo> FilterMapPair() {
return {T::GetInfo().name, T::GetInfo()};
};
struct NoFilter {
static TextureFilterInfo GetInfo() {
TextureFilterInfo info;
info.name = TextureFilterManager::NONE;
info.clamp_scale = {1, 1};
info.constructor = [](u16) { return nullptr; };
return info;
}
};
} // namespace
const std::map<std::string_view, TextureFilterInfo, TextureFilterManager::FilterNameComp>&
TextureFilterManager::TextureFilterMap() {
static const std::map<std::string_view, TextureFilterInfo, FilterNameComp> filter_map{
FilterMapPair<NoFilter>(),
FilterMapPair<Anime4kUltrafast>(),
FilterMapPair<Bicubic>(),
FilterMapPair<XbrzFreescale>(),
};
return filter_map;
}
void TextureFilterManager::SetTextureFilter(std::string filter_name, u16 new_scale_factor) {
if (name == filter_name && scale_factor == new_scale_factor)
return;
std::lock_guard<std::mutex> lock{mutex};
name = std::move(filter_name);
scale_factor = new_scale_factor;
updated = true;
}
TextureFilterInterface* TextureFilterManager::GetTextureFilter() const {
return filter.get();
}
bool TextureFilterManager::IsUpdated() const {
return updated;
}
void TextureFilterManager::Reset() {
std::lock_guard<std::mutex> lock{mutex};
updated = false;
auto iter = TextureFilterMap().find(name);
if (iter == TextureFilterMap().end()) {
LOG_ERROR(Render_OpenGL, "Invalid texture filter: {}", name);
filter = nullptr;
return;
}
const auto& filter_info = iter->second;
u16 clamped_scale =
std::clamp(scale_factor, filter_info.clamp_scale.min, filter_info.clamp_scale.max);
if (clamped_scale != scale_factor)
LOG_ERROR(Render_OpenGL, "Invalid scale factor {} for texture filter {}, clamped to {}",
scale_factor, filter_info.name, clamped_scale);
filter = filter_info.constructor(clamped_scale);
}
} // namespace OpenGL

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// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <map>
#include <memory>
#include <mutex>
#include <string_view>
#include <tuple>
#include "video_core/renderer_opengl/texture_filters/texture_filter_interface.h"
namespace OpenGL {
class TextureFilterManager {
public:
static constexpr std::string_view NONE = "none";
struct FilterNameComp {
bool operator()(const std::string_view a, const std::string_view b) const {
bool na = a == NONE;
bool nb = b == NONE;
if (na | nb)
return na & !nb;
return a < b;
}
};
// function ensures map is initialized before use
static const std::map<std::string_view, TextureFilterInfo, FilterNameComp>& TextureFilterMap();
static TextureFilterManager& GetInstance() {
static TextureFilterManager singleton;
return singleton;
}
void Destroy() {
filter.reset();
}
void SetTextureFilter(std::string filter_name, u16 new_scale_factor);
TextureFilterInterface* GetTextureFilter() const;
// returns true if filter has been changed and a cache reset is needed
bool IsUpdated() const;
void Reset();
private:
std::atomic<bool> updated{false};
std::mutex mutex;
std::string name{"none"};
u16 scale_factor{1};
std::unique_ptr<TextureFilterInterface> filter;
};
} // namespace OpenGL

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@ -0,0 +1,100 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// adapted from
// https://github.com/libretro/glsl-shaders/blob/d7a8b8eb2a61a5732da4cbe2e0f9ad30600c3f17/xbrz/shaders/xbrz-freescale.glsl
// xBRZ freescale
// based on :
// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
//
// This file is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 2 of the License, or
// (at your option) any later version.
//
// This file is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with the this software. If not, see <http://www.gnu.org/licenses/>.
// Hyllian's xBR-vertex code and texel mapping
// Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "video_core/renderer_opengl/gl_rasterizer_cache.h"
#include "video_core/renderer_opengl/texture_filters/xbrz/xbrz_freescale.h"
#include "shaders/xbrz_freescale.frag"
#include "shaders/xbrz_freescale.vert"
namespace OpenGL {
XbrzFreescale::XbrzFreescale(u16 scale_factor) : TextureFilterInterface(scale_factor) {
const OpenGLState cur_state = OpenGLState::GetCurState();
program.Create(xbrz_freescale_vert.data(), xbrz_freescale_frag.data());
vao.Create();
draw_fbo.Create();
src_sampler.Create();
state.draw.shader_program = program.handle;
state.Apply();
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(src_sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glUniform1f(glGetUniformLocation(program.handle, "scale"), static_cast<GLfloat>(scale_factor));
cur_state.Apply();
state.draw.vertex_array = vao.handle;
state.draw.shader_program = program.handle;
state.draw.draw_framebuffer = draw_fbo.handle;
state.texture_units[0].sampler = src_sampler.handle;
}
void XbrzFreescale::scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) {
const OpenGLState cur_state = OpenGLState::GetCurState();
OGLTexture src_tex;
src_tex.Create();
state.texture_units[0].texture_2d = src_tex.handle;
state.viewport = RectToViewport(rect);
state.Apply();
const FormatTuple tuple = GetFormatTuple(surface.pixel_format);
glPixelStorei(GL_UNPACK_ROW_LENGTH, static_cast<GLint>(surface.stride));
glActiveTexture(GL_TEXTURE0);
glTexImage2D(GL_TEXTURE_2D, 0, tuple.internal_format, rect.GetWidth(), rect.GetHeight(), 0,
tuple.format, tuple.type, &surface.gl_buffer[buffer_offset]);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
cur_state.texture_units[0].texture_2d, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, NULL, 0);
cur_state.Apply();
}
} // namespace OpenGL

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@ -0,0 +1,242 @@
//? #version 330
in vec2 tex_coord;
in vec2 source_size;
in vec2 output_size;
out vec4 frag_color;
uniform sampler2D tex;
uniform float scale;
const int BLEND_NONE = 0;
const int BLEND_NORMAL = 1;
const int BLEND_DOMINANT = 2;
const float LUMINANCE_WEIGHT = 1.0;
const float EQUAL_COLOR_TOLERANCE = 30.0 / 255.0;
const float STEEP_DIRECTION_THRESHOLD = 2.2;
const float DOMINANT_DIRECTION_THRESHOLD = 3.6;
float ColorDist(vec4 a, vec4 b) {
// https://en.wikipedia.org/wiki/YCbCr#ITU-R_BT.2020_conversion
const vec3 K = vec3(0.2627, 0.6780, 0.0593);
const mat3 MATRIX = mat3(K, -.5 * K.r / (1.0 - K.b), -.5 * K.g / (1.0 - K.b), .5, .5,
-.5 * K.g / (1.0 - K.r), -.5 * K.b / (1.0 - K.r));
vec4 diff = a - b;
vec3 YCbCr = diff.rgb * MATRIX;
// LUMINANCE_WEIGHT is currently 1, otherwise y would be multiplied by it
float d = length(YCbCr);
return sqrt(a.a * b.a * d * d + diff.a * diff.a);
}
bool IsPixEqual(const vec4 pixA, const vec4 pixB) {
return ColorDist(pixA, pixB) < EQUAL_COLOR_TOLERANCE;
}
float GetLeftRatio(vec2 center, vec2 origin, vec2 direction) {
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
return smoothstep(-sqrt(2.0) / 2.0, sqrt(2.0) / 2.0, v);
}
vec2 pos = fract(tex_coord * source_size) - vec2(0.5, 0.5);
vec2 coord = tex_coord - pos / source_size;
#define P(x, y) textureOffset(tex, coord, ivec2(x, y))
void main() {
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
vec4 A = P(-1, -1);
vec4 B = P(0, -1);
vec4 C = P(1, -1);
vec4 D = P(-1, 0);
vec4 E = P(0, 0);
vec4 F = P(1, 0);
vec4 G = P(-1, 1);
vec4 H = P(0, 1);
vec4 I = P(1, 1);
// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE, BLEND_NONE, BLEND_NONE, BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((E == F && H == I) || (E == H && F == I))) {
float dist_H_F = ColorDist(G, E) + ColorDist(E, C) + ColorDist(P(0, 2), I) +
ColorDist(I, P(2, 0)) + (4.0 * ColorDist(H, F));
float dist_E_I = ColorDist(D, H) + ColorDist(H, P(1, 2)) + ColorDist(B, F) +
ColorDist(F, P(2, 1)) + (4.0 * ColorDist(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && E != F && E != H)
? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL)
: BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((D == E && G == H) || (D == G && E == H))) {
float dist_G_E = ColorDist(P(-2, 1), D) + ColorDist(D, B) + ColorDist(P(-1, 2), H) +
ColorDist(H, F) + (4.0 * ColorDist(G, E));
float dist_D_H = ColorDist(P(-2, 0), G) + ColorDist(G, P(0, 2)) + ColorDist(A, E) +
ColorDist(E, I) + (4.0 * ColorDist(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && E != D && E != H)
? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL)
: BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((B == C && E == F) || (B == E && C == F))) {
float dist_E_C = ColorDist(D, B) + ColorDist(B, P(1, -2)) + ColorDist(H, F) +
ColorDist(F, P(2, -1)) + (4.0 * ColorDist(E, C));
float dist_B_F = ColorDist(A, E) + ColorDist(E, I) + ColorDist(P(0, -2), C) +
ColorDist(C, P(2, 0)) + (4.0 * ColorDist(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && E != B && E != F)
? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL)
: BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((A == B && D == E) || (A == D && B == E))) {
float dist_D_B = ColorDist(P(-2, 0), A) + ColorDist(A, P(0, -2)) + ColorDist(G, E) +
ColorDist(E, C) + (4.0 * ColorDist(D, B));
float dist_A_E = ColorDist(P(-2, -1), D) + ColorDist(D, H) + ColorDist(P(-1, -2), B) +
ColorDist(B, F) + (4.0 * ColorDist(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && E != D && E != B)
? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL)
: BLEND_NONE;
}
vec4 res = E;
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (blendResult.z != BLEND_NONE) {
float dist_F_G = ColorDist(F, G);
float dist_H_C = ColorDist(H, C);
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) &&
IsPixEqual(F, C) && !IsPixEqual(E, I))));
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
ivec2 direction = ivec2(1, -1);
if (doLineBlend) {
bool haveShallowLine =
(STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && E != G && D != G;
bool haveSteepLine =
(STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && E != C && B != C;
origin = haveShallowLine ? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine ? 1 : 0;
direction.y -= haveSteepLine ? 1 : 0;
}
vec4 blendPix = mix(H, F, step(ColorDist(E, F), ColorDist(E, H)));
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (blendResult.w != BLEND_NONE) {
float dist_H_A = ColorDist(H, A);
float dist_D_I = ColorDist(D, I);
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) &&
IsPixEqual(H, I) && !IsPixEqual(E, G))));
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
ivec2 direction = ivec2(1, 1);
if (doLineBlend) {
bool haveShallowLine =
(STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && E != A && B != A;
bool haveSteepLine =
(STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && E != I && F != I;
origin = haveShallowLine ? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine ? 1 : 0;
direction.x += haveSteepLine ? 1 : 0;
}
origin = origin;
direction = direction;
vec4 blendPix = mix(H, D, step(ColorDist(E, D), ColorDist(E, H)));
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (blendResult.y != BLEND_NONE) {
float dist_B_I = ColorDist(B, I);
float dist_F_A = ColorDist(F, A);
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) &&
IsPixEqual(B, A) && !IsPixEqual(E, C))));
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
ivec2 direction = ivec2(-1, -1);
if (doLineBlend) {
bool haveShallowLine =
(STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && E != I && H != I;
bool haveSteepLine =
(STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && E != A && D != A;
origin = haveShallowLine ? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine ? 1 : 0;
direction.x -= haveSteepLine ? 1 : 0;
}
vec4 blendPix = mix(F, B, step(ColorDist(E, B), ColorDist(E, F)));
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (blendResult.x != BLEND_NONE) {
float dist_D_C = ColorDist(D, C);
float dist_B_G = ColorDist(B, G);
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) &&
IsPixEqual(D, G) && !IsPixEqual(E, A))));
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
ivec2 direction = ivec2(-1, 1);
if (doLineBlend) {
bool haveShallowLine =
(STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && E != C && F != C;
bool haveSteepLine =
(STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && E != G && H != G;
origin = haveShallowLine ? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine ? 1 : 0;
direction.y += haveSteepLine ? 1 : 0;
}
vec4 blendPix = mix(D, B, step(ColorDist(E, B), ColorDist(E, D)));
res = mix(res, blendPix, GetLeftRatio(pos, origin, direction));
}
frag_color = res;
}

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@ -0,0 +1,33 @@
// Copyright 2019 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
#include "video_core/renderer_opengl/gl_state.h"
#include "video_core/renderer_opengl/texture_filters/texture_filter_interface.h"
namespace OpenGL {
class XbrzFreescale : public TextureFilterInterface {
public:
static TextureFilterInfo GetInfo() {
TextureFilterInfo info;
info.name = "xBRZ freescale";
info.constructor = std::make_unique<XbrzFreescale, u16>;
return info;
}
XbrzFreescale(u16 scale_factor);
void scale(CachedSurface& surface, const Common::Rectangle<u32>& rect,
std::size_t buffer_offset) override;
private:
OpenGLState state{};
OGLProgram program{};
OGLVertexArray vao{};
OGLFramebuffer draw_fbo{};
OGLSampler src_sampler{};
};
} // namespace OpenGL

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//? #version 330
out vec2 tex_coord;
out vec2 source_size;
out vec2 output_size;
uniform sampler2D tex;
uniform float scale;
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));
void main() {
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0);
tex_coord = (vertices[gl_VertexID] + 1.0) / 2.0;
source_size = textureSize(tex, 0);
output_size = source_size * scale;
}

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@ -57,6 +57,7 @@ ResultStatus Init(Frontend::EmuWindow& emu_window, Memory::MemorySystem& memory)
void Shutdown() {
Pica::Shutdown();
g_renderer->ShutDown();
g_renderer.reset();
LOG_DEBUG(Render, "shutdown OK");