gsdx-ogl: support latest fxaa version

Only tested on Nvidia, please report any issue with your driver

Note: requires GL4 GPU
This commit is contained in:
Gregory Hainaut 2014-11-09 17:23:17 +01:00
parent ff39dffe23
commit 8c90e7cafc
5 changed files with 689 additions and 2479 deletions

View File

@ -34,8 +34,7 @@ eval {
print "Disable MD5\n";
};
# Keep the old FXAA for now
my @gsdx_res = qw/convert.glsl interlace.glsl merge.glsl shadeboost.glsl tfx.glsl old_fxaa.fx/;
my @gsdx_res = qw/convert.glsl interlace.glsl merge.glsl shadeboost.glsl tfx.glsl fxaa.fx/;
my $gsdx_path = File::Spec->catdir(dirname(abs_path($0)), "..", "plugins", "GSdx", "res");
my $gsdx_out = File::Spec->catdir($gsdx_path, "glsl_source.h");
glsl2h($gsdx_path, $gsdx_out, \@gsdx_res);

View File

@ -40,7 +40,6 @@ uint32 g_vertex_upload_byte = 0;
static const uint32 g_merge_cb_index = 10;
static const uint32 g_interlace_cb_index = 11;
static const uint32 g_shadeboost_cb_index = 12;
static const uint32 g_fxaa_cb_index = 13;
static const uint32 g_fx_cb_index = 14;
GSDeviceOGL::GSDeviceOGL()
@ -919,13 +918,15 @@ void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
// Lazy compile
if (!m_fxaa.ps) {
std::string fxaa_macro = "#define FXAA_GLSL_130 1\n";
if (GLLoader::found_GL_ARB_gpu_shader5) {
// This extension become core on openGL4
if (GLLoader::found_GL_ARB_gpu_shader5) { // GL4.0 extension
// Hardcoded in the new shader
//fxaa_macro += "#define FXAA_GATHER4_ALPHA 1\n";
fxaa_macro += "#extension GL_ARB_gpu_shader5 : enable\n";
fxaa_macro += "#define FXAA_GATHER4_ALPHA 1\n";
} else {
fprintf(stderr, "FXAA requires the GL_ARB_gpu_shader5 extension. Please either disable FXAA or upgrade your GPU/driver.\n");
return;
}
m_fxaa.cb = new GSUniformBufferOGL(g_fxaa_cb_index, sizeof(FXAAConstantBuffer));
m_fxaa.ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, old_fxaa_fx, fxaa_macro);
m_fxaa.ps = m_shader->Compile("fxaa.fx", "ps_main", GL_FRAGMENT_SHADER, fxaa_fx, fxaa_macro);
}
GSVector2i s = dt->GetSize();
@ -933,13 +934,6 @@ void GSDeviceOGL::DoFXAA(GSTexture* st, GSTexture* dt)
GSVector4 sr(0, 0, 1, 1);
GSVector4 dr(0, 0, s.x, s.y);
FXAAConstantBuffer cb;
cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f);
cb.rcpFrameOpt = GSVector4::zero();
m_fxaa.cb->upload(&cb);
StretchRect(st, sr, dt, dr, m_fxaa.ps, true);
}

View File

@ -1,4 +1,8 @@
#ifdef SHADER_MODEL
#if defined(SHADER_MODEL) || defined(FXAA_GLSL_130)
#ifndef FXAA_GLSL_130
#define FXAA_GLSL_130 0
#endif
#define UHQ_FXAA 1 //High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11.
#define FxaaSubpixMax 0.0 //[0.00 to 1.00] Amount of subpixel aliasing removal. 0.00: Edge only antialiasing (no blurring)
@ -7,6 +11,29 @@
/*------------------------------------------------------------------------------
[GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
struct vertex_basic
{
vec4 p;
vec2 t;
};
#ifdef ENABLE_BINDLESS_TEX
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
in SHADER
{
vec4 p;
vec2 t;
} PSin;
layout(location = 0) out vec4 SV_Target0;
#else
#if (SHADER_MODEL >= 0x400)
Texture2D Texture : register(t0);
@ -47,59 +74,7 @@ struct PS_OUTPUT
#endif
};
float RGBLuminance(float3 color)
{
const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
return dot(color.rgb, lumCoeff);
}
#define PixelSize float2(_rcpFrame.x, _rcpFrame.y)
/*------------------------------------------------------------------------------
[GAMMA PREPASS CODE SECTION]
------------------------------------------------------------------------------*/
float3 RGBGammaToLinear(float3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.0404482362771082) ?
color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ?
color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ?
color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
return color;
}
float3 LinearToRGBGamma(float3 color, float gamma)
{
color = saturate(color);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
float4 PreGammaPass(float4 color, float2 uv0)
{
#if (SHADER_MODEL >= 0x400)
color = Texture.Sample(TextureSampler, uv0);
#else
color = tex2D(TextureSampler, uv0);
#endif
const float GammaConst = 2.233;
color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
color.rgb = LinearToRGBGamma(color.rgb, GammaConst);
color.a = RGBLuminance(color.rgb);
return color;
}
#endif
/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
@ -111,6 +86,8 @@ float4 PreGammaPass(float4 color, float2 uv0)
#elif (SHADER_MODEL >= 0x400)
#define FXAA_HLSL_4 1
#define FXAA_GATHER4_ALPHA 0
#elif (FXAA_GLSL_130 == 1)
#define FXAA_GATHER4_ALPHA 1
#else
#define FXAA_HLSL_3 1
#define FXAA_GATHER4_ALPHA 0
@ -138,6 +115,24 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FxaaSat(x) saturate(x)
#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
#elif (FXAA_GLSL_130 == 1)
#define int2 ivec2
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define FxaaDiscard discard
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D
#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
// use #extension GL_ARB_gpu_shader5 : enable
#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#endif
#endif
#define FxaaEdgeThreshold 0.063
@ -156,6 +151,69 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
#define FXAA_QUALITY__P11 8.0
#define FXAA_QUALITY__P12 8.0
/*------------------------------------------------------------------------------
[GAMMA PREPASS CODE SECTION]
------------------------------------------------------------------------------*/
float RGBLuminance(float3 color)
{
const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
return dot(color.rgb, lumCoeff);
}
#if (FXAA_GLSL_130 == 0)
#define PixelSize float2(_rcpFrame.x, _rcpFrame.y)
#endif
float3 RGBGammaToLinear(float3 color, float gamma)
{
color = FxaaSat(color);
color.r = (color.r <= 0.0404482362771082) ?
color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma);
color.g = (color.g <= 0.0404482362771082) ?
color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma);
color.b = (color.b <= 0.0404482362771082) ?
color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma);
return color;
}
float3 LinearToRGBGamma(float3 color, float gamma)
{
color = FxaaSat(color);
color.r = (color.r <= 0.00313066844250063) ?
color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055;
color.g = (color.g <= 0.00313066844250063) ?
color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055;
color.b = (color.b <= 0.00313066844250063) ?
color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055;
return color;
}
float4 PreGammaPass(float4 color, float2 uv0)
{
#if (SHADER_MODEL >= 0x400)
color = Texture.Sample(TextureSampler, uv0);
#elif (FXAA_GLSL_130 == 1)
color = texture(TextureSampler, uv0);
#else
color = tex2D(TextureSampler, uv0);
#endif
const float GammaConst = 2.233;
color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
color.rgb = LinearToRGBGamma(color.rgb, GammaConst);
color.a = RGBLuminance(color.rgb);
return color;
}
/*------------------------------------------------------------------------------
[FXAA CODE SECTION]
------------------------------------------------------------------------------*/
float FxaaLuma(float4 rgba)
{
rgba.w = RGBLuminance(rgba.xyz);
@ -463,7 +521,11 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
return float4(FxaaTexTop(tex, posM).xyz, lumaM);
}
#if (FXAA_GLSL_130 == 1)
float4 FxaaPass(float4 FxaaColor, float2 uv0)
#else
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
#endif
{
FxaaTex tex;
@ -473,6 +535,13 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
Texture.GetDimensions(PixelSize.x, PixelSize.y);
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#elif (FXAA_GLSL_130 == 1)
tex = TextureSampler;
vec2 PixelSize = textureSize(tex, 0);
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
#else
tex = TextureSampler;
@ -485,6 +554,18 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
/*------------------------------------------------------------------------------
[MAIN() & COMBINE PASS CODE SECTION]
------------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
void ps_main()
{
vec4 color = texture(TextureSampler, PSin.t);
color = PreGammaPass(color, PSin.t);
color = FxaaPass(color, PSin.t);
SV_Target0 = color;
}
#else
PS_OUTPUT ps_main(VS_OUTPUT input)
{
@ -506,4 +587,7 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
return output;
}
#endif
#endif

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