GPU: Add adaptive and box downsampling modes

This commit is contained in:
Connor McLaughlin
2020-12-30 16:26:20 +10:00
parent 5236583544
commit 3cb2cd8235
23 changed files with 1180 additions and 69 deletions

View File

@ -273,6 +273,9 @@ void GPU_HW_OpenGL::SetCapabilities(HostDisplay* host_display)
m_max_resolution_scale = std::min<int>(m_max_resolution_scale, line_width_range[1]);
}
// adaptive smoothing would require texture views, which aren't in GLES.
m_supports_adaptive_downsampling = false;
}
bool GPU_HW_OpenGL::CreateFramebuffer()
@ -307,6 +310,15 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
m_vram_depth_texture.GetGLId(), 0);
Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
if (m_downsample_mode == GPUDownsampleMode::Box)
{
if (!m_downsample_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE) ||
!m_downsample_texture.CreateFramebuffer())
{
return false;
}
}
SetFullVRAMDirtyRectangle();
return true;
}
@ -394,7 +406,7 @@ bool GPU_HW_OpenGL::CompilePrograms()
m_pgxp_depth_buffer, m_supports_dual_source_blend);
Common::Timer compile_time;
const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 5;
const int progress_total = (4 * 9 * 2 * 2) + (2 * 3) + 6;
int progress_value = 0;
#define UPDATE_PROGRESS() \
do \
@ -579,6 +591,28 @@ bool GPU_HW_OpenGL::CompilePrograms()
}
UPDATE_PROGRESS();
if (m_downsample_mode == GPUDownsampleMode::Box)
{
prog = shader_cache.GetProgram(shadergen.GenerateScreenQuadVertexShader(), {},
shadergen.GenerateBoxSampleDownsampleFragmentShader(),
[this, use_binding_layout](GL::Program& prog) {
if (!IsGLES() && !use_binding_layout)
prog.BindFragData(0, "o_col0");
});
if (!prog)
return false;
if (!use_binding_layout)
{
prog->Bind();
prog->Uniform1i("samp0", 0);
}
m_downsample_program = std::move(*prog);
}
UPDATE_PROGRESS();
#undef UPDATE_PROGRESS
return true;
@ -748,11 +782,19 @@ void GPU_HW_OpenGL::UpdateDisplay()
!IsUsingMultisampling() && (scaled_vram_offset_x + scaled_display_width) <= m_vram_texture.GetWidth() &&
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture.GetHeight())
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), scaled_vram_offset_x,
m_vram_texture.GetHeight() - scaled_vram_offset_y, scaled_display_width,
-static_cast<s32>(scaled_display_height));
if (IsUsingDownsampling())
{
DownsampleFramebuffer(m_vram_texture, scaled_vram_offset_x, scaled_vram_offset_y, scaled_display_width,
scaled_display_height);
}
else
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_vram_texture.GetGLId())),
HostDisplayPixelFormat::RGBA8, m_vram_texture.GetWidth(),
m_vram_texture.GetHeight(), scaled_vram_offset_x,
m_vram_texture.GetHeight() - scaled_vram_offset_y, scaled_display_width,
-static_cast<s32>(scaled_display_height));
}
}
else
{
@ -779,10 +821,17 @@ void GPU_HW_OpenGL::UpdateDisplay()
glBindVertexArray(m_attributeless_vao_id);
glDrawArrays(GL_TRIANGLES, 0, 3);
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
HostDisplayPixelFormat::RGBA8, m_display_texture.GetWidth(),
m_display_texture.GetHeight(), 0, scaled_display_height, scaled_display_width,
-static_cast<s32>(scaled_display_height));
if (IsUsingDownsampling())
{
DownsampleFramebuffer(m_display_texture, 0, 0, scaled_display_width, scaled_display_height);
}
else
{
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_display_texture.GetGLId())),
HostDisplayPixelFormat::RGBA8, m_display_texture.GetWidth(),
m_display_texture.GetHeight(), 0, scaled_display_height, scaled_display_width,
-static_cast<s32>(scaled_display_height));
}
// restore state
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo_id);
@ -1136,6 +1185,37 @@ void GPU_HW_OpenGL::ClearDepthBuffer()
m_last_depth_z = 1.0f;
}
void GPU_HW_OpenGL::DownsampleFramebuffer(GL::Texture& source, u32 left, u32 top, u32 width, u32 height)
{
DebugAssert(m_downsample_mode != GPUDownsampleMode::Adaptive);
DownsampleFramebufferBoxFilter(source, left, top, width, height);
}
void GPU_HW_OpenGL::DownsampleFramebufferBoxFilter(GL::Texture& source, u32 left, u32 top, u32 width, u32 height)
{
const u32 ds_left = left / m_resolution_scale;
const u32 ds_top = top / m_resolution_scale;
const u32 ds_width = width / m_resolution_scale;
const u32 ds_height = height / m_resolution_scale;
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glViewport(ds_left, m_downsample_texture.GetHeight() - ds_top - ds_height, ds_width, ds_height);
glBindVertexArray(m_attributeless_vao_id);
source.Bind();
m_downsample_texture.BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_downsample_program.Bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
RestoreGraphicsAPIState();
m_host_display->SetDisplayTexture(reinterpret_cast<void*>(static_cast<uintptr_t>(m_downsample_texture.GetGLId())),
HostDisplayPixelFormat::RGBA8, m_downsample_texture.GetWidth(),
m_downsample_texture.GetHeight(), ds_left,
m_downsample_texture.GetHeight() - ds_top, ds_width, -static_cast<s32>(ds_height));
}
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
{
return std::make_unique<GPU_HW_OpenGL>();