Add area sampling scaler to allow for super-sampled anti-aliasing. (#7304)

* Add area sampling scaler to allow for super-sampled anti-aliasing.

* Area scaling filter doesn't have a scaling level.

* Add further clarification to the tooltip on how to achieve supersampling.

* ShaderHelper: Merge the two CompileProgram functions.

* Convert tabs to spaces in area scaling shaders

* Fixup Vulkan and OpenGL project files.

* AreaScaling: Replace texture() by texelFetch() and use integer vectors.

No functional difference, but it cleans up the code a bit.

* AreaScaling: Delete unused sharpening level member.

Also rename _scale to _sharpeningLevel for clarity and consistency.

* AreaScaling: Delete unused scaleX/scaleY uniforms.

* AreaScaling: Force the alpha to 1 when storing the pixel.

* AreaScaling: Remove left-over sharpening buffer.
This commit is contained in:
ZenoArrows 2024-09-17 20:30:50 +02:00 committed by GitHub
parent cf77c011e4
commit f39e89ece7
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15 changed files with 489 additions and 18 deletions

View file

@ -0,0 +1,106 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.OpenGL.Image;
using System;
using static Ryujinx.Graphics.OpenGL.Effects.ShaderHelper;
namespace Ryujinx.Graphics.OpenGL.Effects
{
internal class AreaScalingFilter : IScalingFilter
{
private readonly OpenGLRenderer _renderer;
private int _inputUniform;
private int _outputUniform;
private int _srcX0Uniform;
private int _srcX1Uniform;
private int _srcY0Uniform;
private int _scalingShaderProgram;
private int _srcY1Uniform;
private int _dstX0Uniform;
private int _dstX1Uniform;
private int _dstY0Uniform;
private int _dstY1Uniform;
public float Level { get; set; }
public AreaScalingFilter(OpenGLRenderer renderer)
{
Initialize();
_renderer = renderer;
}
public void Dispose()
{
if (_scalingShaderProgram != 0)
{
GL.DeleteProgram(_scalingShaderProgram);
}
}
private void Initialize()
{
var scalingShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/area_scaling.glsl");
_scalingShaderProgram = CompileProgram(scalingShader, ShaderType.ComputeShader);
_inputUniform = GL.GetUniformLocation(_scalingShaderProgram, "Source");
_outputUniform = GL.GetUniformLocation(_scalingShaderProgram, "imgOutput");
_srcX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX0");
_srcX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX1");
_srcY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY0");
_srcY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY1");
_dstX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX0");
_dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
_dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
_dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
}
public void Run(
TextureView view,
TextureView destinationTexture,
int width,
int height,
Extents2D source,
Extents2D destination)
{
int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
GL.ActiveTexture(TextureUnit.Texture0);
int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
int threadGroupWorkRegionDim = 16;
int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
// Scaling pass
GL.UseProgram(_scalingShaderProgram);
view.Bind(0);
GL.Uniform1(_inputUniform, 0);
GL.Uniform1(_outputUniform, 0);
GL.Uniform1(_srcX0Uniform, (float)source.X1);
GL.Uniform1(_srcX1Uniform, (float)source.X2);
GL.Uniform1(_srcY0Uniform, (float)source.Y1);
GL.Uniform1(_srcY1Uniform, (float)source.Y2);
GL.Uniform1(_dstX0Uniform, (float)destination.X1);
GL.Uniform1(_dstX1Uniform, (float)destination.X2);
GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
GL.DispatchCompute(dispatchX, dispatchY, 1);
GL.UseProgram(previousProgram);
GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
(_renderer.Pipeline as Pipeline).RestoreImages1And2();
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
GL.ActiveTexture((TextureUnit)previousUnit);
}
}
}

View file

@ -18,7 +18,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
private int _srcY0Uniform;
private int _scalingShaderProgram;
private int _sharpeningShaderProgram;
private float _scale = 1;
private float _sharpeningLevel = 1;
private int _srcY1Uniform;
private int _dstX0Uniform;
private int _dstX1Uniform;
@ -30,10 +30,10 @@ namespace Ryujinx.Graphics.OpenGL.Effects
public float Level
{
get => _scale;
get => _sharpeningLevel;
set
{
_scale = MathF.Max(0.01f, value);
_sharpeningLevel = MathF.Max(0.01f, value);
}
}

View file

@ -1,4 +1,5 @@
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common.Logging;
namespace Ryujinx.Graphics.OpenGL.Effects
{
@ -6,18 +7,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
{
public static int CompileProgram(string shaderCode, ShaderType shaderType)
{
var shader = GL.CreateShader(shaderType);
GL.ShaderSource(shader, shaderCode);
GL.CompileShader(shader);
var program = GL.CreateProgram();
GL.AttachShader(program, shader);
GL.LinkProgram(program);
GL.DetachShader(program, shader);
GL.DeleteShader(shader);
return program;
return CompileProgram(new string[] { shaderCode }, shaderType);
}
public static int CompileProgram(string[] shaders, ShaderType shaderType)
@ -26,6 +16,15 @@ namespace Ryujinx.Graphics.OpenGL.Effects
GL.ShaderSource(shader, shaders.Length, shaders, (int[])null);
GL.CompileShader(shader);
GL.GetShader(shader, ShaderParameter.CompileStatus, out int isCompiled);
if (isCompiled == 0)
{
string log = GL.GetShaderInfoLog(shader);
Logger.Error?.Print(LogClass.Gpu, $"Failed to compile effect shader:\n\n{log}\n");
GL.DeleteShader(shader);
return 0;
}
var program = GL.CreateProgram();
GL.AttachShader(program, shader);
GL.LinkProgram(program);

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@ -0,0 +1,119 @@
#version 430 core
precision mediump float;
layout (local_size_x = 16, local_size_y = 16) in;
layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
layout( location=1 ) uniform sampler2D Source;
layout( location=2 ) uniform float srcX0;
layout( location=3 ) uniform float srcX1;
layout( location=4 ) uniform float srcY0;
layout( location=5 ) uniform float srcY1;
layout( location=6 ) uniform float dstX0;
layout( location=7 ) uniform float dstX1;
layout( location=8 ) uniform float dstY0;
layout( location=9 ) uniform float dstY1;
/***** Area Sampling *****/
// By Sam Belliveau and Filippo Tarpini. Public Domain license.
// Effectively a more accurate sharp bilinear filter when upscaling,
// that also works as a mathematically perfect downscale filter.
// https://entropymine.com/imageworsener/pixelmixing/
// https://github.com/obsproject/obs-studio/pull/1715
// https://legacy.imagemagick.org/Usage/filter/
vec4 AreaSampling(vec2 xy)
{
// Determine the sizes of the source and target images.
vec2 source_size = vec2(abs(srcX1 - srcX0), abs(srcY1 - srcY0));
vec2 target_size = vec2(abs(dstX1 - dstX0), abs(dstY1 - dstY0));
vec2 inverted_target_size = vec2(1.0) / target_size;
// Compute the top-left and bottom-right corners of the target pixel box.
vec2 t_beg = floor(xy - vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1));
vec2 t_end = t_beg + vec2(1.0, 1.0);
// Convert the target pixel box to source pixel box.
vec2 beg = t_beg * inverted_target_size * source_size;
vec2 end = t_end * inverted_target_size * source_size;
// Compute the top-left and bottom-right corners of the pixel box.
ivec2 f_beg = ivec2(beg);
ivec2 f_end = ivec2(end);
// Compute how much of the start and end pixels are covered horizontally & vertically.
float area_w = 1.0 - fract(beg.x);
float area_n = 1.0 - fract(beg.y);
float area_e = fract(end.x);
float area_s = fract(end.y);
// Compute the areas of the corner pixels in the pixel box.
float area_nw = area_n * area_w;
float area_ne = area_n * area_e;
float area_sw = area_s * area_w;
float area_se = area_s * area_e;
// Initialize the color accumulator.
vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0);
// Accumulate corner pixels.
avg_color += area_nw * texelFetch(Source, ivec2(f_beg.x, f_beg.y), 0);
avg_color += area_ne * texelFetch(Source, ivec2(f_end.x, f_beg.y), 0);
avg_color += area_sw * texelFetch(Source, ivec2(f_beg.x, f_end.y), 0);
avg_color += area_se * texelFetch(Source, ivec2(f_end.x, f_end.y), 0);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x - 0.5);
int y_range = int(f_end.y - f_beg.y - 0.5);
// Accumulate top and bottom edge pixels.
for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x)
{
avg_color += area_n * texelFetch(Source, ivec2(x, f_beg.y), 0);
avg_color += area_s * texelFetch(Source, ivec2(x, f_end.y), 0);
}
// Accumulate left and right edge pixels and all the pixels in between.
for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y)
{
avg_color += area_w * texelFetch(Source, ivec2(f_beg.x, y), 0);
avg_color += area_e * texelFetch(Source, ivec2(f_end.x, y), 0);
for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x)
{
avg_color += texelFetch(Source, ivec2(x, y), 0);
}
}
// Compute the area of the pixel box that was sampled.
float area_corners = area_nw + area_ne + area_sw + area_se;
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
float area_center = float(x_range) * float(y_range);
// Return the normalized average color.
return avg_color / (area_corners + area_edges + area_center);
}
float insideBox(vec2 v, vec2 bLeft, vec2 tRight) {
vec2 s = step(bLeft, v) - step(tRight, v);
return s.x * s.y;
}
vec2 translateDest(vec2 pos) {
vec2 translatedPos = vec2(pos.x, pos.y);
translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
translatedPos.y = dstY0 > dstY1 ? dstY0 + dstY1 - translatedPos.y - 1 : translatedPos.y;
return translatedPos;
}
void main()
{
vec2 bLeft = vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1);
vec2 tRight = vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0);
ivec2 loc = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
if (insideBox(loc, bLeft, tRight) == 0) {
imageStore(imgOutput, loc, vec4(0, 0, 0, 1));
return;
}
vec4 outColor = AreaSampling(loc);
imageStore(imgOutput, ivec2(translateDest(loc)), vec4(outColor.rgb, 1));
}

View file

@ -85,4 +85,4 @@ void main() {
CurrFilter(gxy);
gxy.x -= 8u;
CurrFilter(gxy);
}
}

View file

@ -21,6 +21,7 @@
<EmbeddedResource Include="Effects\Shaders\ffx_fsr1.h" />
<EmbeddedResource Include="Effects\Shaders\ffx_a.h" />
<EmbeddedResource Include="Effects\Shaders\fsr_scaling.glsl" />
<EmbeddedResource Include="Effects\Shaders\area_scaling.glsl" />
</ItemGroup>
<ItemGroup>

View file

@ -373,6 +373,16 @@ namespace Ryujinx.Graphics.OpenGL
_isLinear = false;
_scalingFilter.Level = _scalingFilterLevel;
RecreateUpscalingTexture();
break;
case ScalingFilter.Area:
if (_scalingFilter is not AreaScalingFilter)
{
_scalingFilter?.Dispose();
_scalingFilter = new AreaScalingFilter(_renderer);
}
_isLinear = false;
RecreateUpscalingTexture();
break;
}