GPU: Implement dithering on OpenGL backend

This commit is contained in:
Connor McLaughlin 2019-11-01 22:47:32 +10:00
parent 1d1da1d82c
commit ac82383abe
5 changed files with 76 additions and 22 deletions

View File

@ -181,10 +181,22 @@ protected:
BitField<u32, bool, 28, 1> shading_enable; // 0 - flat, 1 = gouroud
BitField<u32, Primitive, 29, 21> primitive;
// Helper functions.
bool IsTextureEnabled() const { return (primitive != Primitive::Line && texture_enable); }
bool IsTextureBlendingEnabled() const { return (IsTextureEnabled() && !raw_texture_enable); }
bool IsTransparencyEnabled() const { return transparency_enable; }
// Returns true if dithering should be enabled. Depends on the primitive type.
bool IsDitheringEnabled() const
{
switch (primitive)
{
case Primitive::Polygon:
return shading_enable || !raw_texture_enable;
case Primitive::Line:
return true;
case Primitive::Rectangle:
default:
return false;
}
}
};
// TODO: Use BitField to do sign extending instead
@ -241,6 +253,12 @@ protected:
}
};
// 4x4 dither matrix.
static constexpr s32 DITHER_MATRIX[4][4] = {{-4, +0, -3, +1}, // row 0
{+2, -2, +3, -1}, // row 1
{-3, +1, -4, +0}, // row 2
{+4, -1, +2, -2}}; // row 3
void SoftReset();
// Sets dots per scanline

View File

@ -241,7 +241,7 @@ void main()
return ss.str();
}
std::string GPU_HW::GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode)
std::string GPU_HW::GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode, bool dithering)
{
const TextureMode actual_texture_mode = texture_mode & ~TextureMode::RawTextureBit;
const bool raw_texture = (texture_mode & TextureMode::RawTextureBit) == TextureMode::RawTextureBit;
@ -258,6 +258,16 @@ std::string GPU_HW::GenerateFragmentShader(HWBatchRenderMode transparency, Textu
DefineMacro(ss, "PALETTE_4_BIT", actual_texture_mode == GPU::TextureMode::Palette4Bit);
DefineMacro(ss, "PALETTE_8_BIT", actual_texture_mode == GPU::TextureMode::Palette8Bit);
DefineMacro(ss, "RAW_TEXTURE", raw_texture);
DefineMacro(ss, "DITHERING", dithering);
ss << "const int[16] s_dither_values = int[16]( ";
for (u32 i = 0; i < 16; i++)
{
if (i > 0)
ss << ", ";
ss << DITHER_MATRIX[i / 4][i % 4];
}
ss << " );\n";
ss << R"(
in vec3 v_col0;
@ -271,6 +281,22 @@ uniform vec2 u_transparent_alpha;
out vec4 o_col0;
vec4 ApplyDithering(vec4 col)
{
ivec3 icol = ivec3(col.rgb * vec3(255.0, 255.0, 255.0));
// apply dither
ivec2 fc = ivec2(gl_FragCoord.xy) & ivec2(3, 3);
int offset = s_dither_values[fc.y * 4 + fc.x];
icol += ivec3(offset, offset, offset);
// saturate
icol = clamp(icol, ivec3(0, 0, 0), ivec3(255, 255, 255));
// clip to 5-bit range
return vec4((icol.rgb >> 3) / vec3(31.0, 31.0, 31.0), col.a);
}
#if TEXTURED
ivec2 ApplyNativeTextureWindow(ivec2 coords)
{
@ -370,6 +396,10 @@ void main()
o_col0 = vec4(v_col0, 0.0);
#endif
#endif
#if DITHERING
o_col0 = ApplyDithering(o_col0);
#endif
}
)";
@ -547,13 +577,15 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
const TransparencyMode transparency_mode =
rc.transparency_enable ? m_render_state.transparency_mode : TransparencyMode::Disabled;
const HWPrimitive rc_primitive = GetPrimitiveForCommand(rc);
const bool dithering_enable = rc.IsDitheringEnabled() ? m_GPUSTAT.dither_enable : false;
if (!IsFlushed())
{
const u32 max_added_vertices = num_vertices + 2;
const bool buffer_overflow = (m_batch.vertices.size() + max_added_vertices) >= MAX_BATCH_VERTEX_COUNT;
if (buffer_overflow || rc_primitive == HWPrimitive::LineStrip || m_batch.texture_mode != texture_mode ||
m_batch.transparency_mode != transparency_mode || m_batch.primitive != rc_primitive ||
m_render_state.IsTexturePageChanged() || m_render_state.IsTextureWindowChanged())
dithering_enable != m_batch.dithering || m_render_state.IsTexturePageChanged() ||
m_render_state.IsTextureWindowChanged())
{
FlushRender();
}
@ -563,6 +595,7 @@ void GPU_HW::DispatchRenderCommand(RenderCommand rc, u32 num_vertices, const u32
m_batch.primitive = rc_primitive;
m_batch.texture_mode = texture_mode;
m_batch.transparency_mode = transparency_mode;
m_batch.dithering = dithering_enable;
if (m_render_state.IsTexturePageChanged())
{

View File

@ -44,14 +44,15 @@ protected:
struct HWRenderBatch
{
HWPrimitive primitive;
TextureMode texture_mode;
u32 texture_page_x;
u32 texture_page_y;
u32 texture_palette_x;
u32 texture_palette_y;
HWPrimitive primitive;
TextureMode texture_mode;
TransparencyMode transparency_mode;
std::array<u8, 4> texture_window_values;
bool dithering;
std::vector<HWVertex> vertices;
@ -100,7 +101,7 @@ protected:
}
std::string GenerateVertexShader(bool textured);
std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode);
std::string GenerateFragmentShader(HWBatchRenderMode transparency, TextureMode texture_mode, bool dithering);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);

View File

@ -121,8 +121,6 @@ void GPU_HW_OpenGL::DrawRendererStatsWindow()
ImGui::NextColumn();
ImGui::Text("%u", m_last_stats.num_vertices);
ImGui::NextColumn();
}
ImGui::End();
@ -246,10 +244,14 @@ bool GPU_HW_OpenGL::CompilePrograms()
{
for (u32 texture_mode = 0; texture_mode < 9; texture_mode++)
{
if (!CompileProgram(m_render_programs[render_mode][texture_mode], static_cast<HWBatchRenderMode>(render_mode),
static_cast<TextureMode>(texture_mode)))
for (u8 dithering = 0; dithering < 2; dithering++)
{
return false;
if (!CompileProgram(m_render_programs[render_mode][texture_mode][dithering],
static_cast<HWBatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
ConvertToBoolUnchecked(dithering)))
{
return false;
}
}
}
}
@ -280,11 +282,12 @@ bool GPU_HW_OpenGL::CompilePrograms()
return true;
}
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode)
bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode,
bool dithering)
{
const bool textured = texture_mode != TextureMode::Disabled;
const std::string vs = GenerateVertexShader(textured);
const std::string fs = GenerateFragmentShader(render_mode, texture_mode);
const std::string fs = GenerateFragmentShader(render_mode, texture_mode, dithering);
if (!prog.Compile(vs.c_str(), fs.c_str()))
return false;
@ -319,7 +322,8 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, HWBatchRenderMode render_m
void GPU_HW_OpenGL::SetDrawState(HWBatchRenderMode render_mode)
{
const GL::Program& prog = m_render_programs[static_cast<u32>(render_mode)][static_cast<u32>(m_batch.texture_mode)];
const GL::Program& prog =
m_render_programs[static_cast<u32>(render_mode)][static_cast<u32>(m_batch.texture_mode)][m_batch.dithering];
prog.Bind();
prog.Uniform2i(0, m_drawing_offset.x, m_drawing_offset.y);

View File

@ -42,8 +42,6 @@ private:
u32 num_vram_read_texture_updates;
};
void DrawRendererStatistics();
std::tuple<s32, s32> ConvertToFramebufferCoordinates(s32 x, s32 y);
void SetMaxResolutionScale();
@ -55,7 +53,7 @@ private:
void CreateVertexBuffer();
bool CompilePrograms();
bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode);
bool CompileProgram(GL::Program& prog, HWBatchRenderMode render_mode, TextureMode texture_mode, bool dithering);
void SetDrawState(HWBatchRenderMode render_mode);
// downsample texture - used for readbacks at >1xIR.
@ -72,8 +70,8 @@ private:
bool m_drawing_area_changed = true;
bool m_show_renderer_statistics = false;
std::array<std::array<GL::Program, 9>, 4> m_render_programs; // [render_mode][texture_mode]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
std::array<std::array<std::array<GL::Program, 2>, 9>, 4> m_render_programs; // [render_mode][texture_mode][dithering]
std::array<std::array<GL::Program, 2>, 2> m_display_programs; // [depth_24][interlaced]
GLStats m_stats = {};
GLStats m_last_stats = {};