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.
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15 changed files with 489 additions and 18 deletions
101
src/Ryujinx.Graphics.Vulkan/Effects/AreaScalingFilter.cs
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101
src/Ryujinx.Graphics.Vulkan/Effects/AreaScalingFilter.cs
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Silk.NET.Vulkan;
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using System;
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using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
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using Format = Silk.NET.Vulkan.Format;
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using SamplerCreateInfo = Ryujinx.Graphics.GAL.SamplerCreateInfo;
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namespace Ryujinx.Graphics.Vulkan.Effects
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{
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internal class AreaScalingFilter : IScalingFilter
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{
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private readonly VulkanRenderer _renderer;
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private PipelineHelperShader _pipeline;
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private ISampler _sampler;
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private ShaderCollection _scalingProgram;
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private Device _device;
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public float Level { get; set; }
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public AreaScalingFilter(VulkanRenderer renderer, Device device)
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{
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_device = device;
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_renderer = renderer;
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Initialize();
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}
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public void Dispose()
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{
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_pipeline.Dispose();
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_scalingProgram.Dispose();
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_sampler.Dispose();
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}
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public void Initialize()
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{
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_pipeline = new PipelineHelperShader(_renderer, _device);
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_pipeline.Initialize();
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var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/AreaScaling.spv");
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var scalingResourceLayout = new ResourceLayoutBuilder()
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.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
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.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
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.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
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_sampler = _renderer.CreateSampler(SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(scalingShader, ShaderStage.Compute, TargetLanguage.Spirv),
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}, scalingResourceLayout);
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}
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public void Run(
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TextureView view,
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CommandBufferScoped cbs,
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Auto<DisposableImageView> destinationTexture,
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Format format,
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int width,
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int height,
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Extent2D source,
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Extent2D destination)
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{
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_scalingProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
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ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
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{
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source.X1,
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source.X2,
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source.Y1,
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source.Y2,
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destination.X1,
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destination.X2,
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destination.Y1,
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destination.Y2,
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};
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int rangeSize = dimensionsBuffer.Length * sizeof(float);
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using var buffer = _renderer.BufferManager.ReserveOrCreate(_renderer, cbs, rangeSize);
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buffer.Holder.SetDataUnchecked(buffer.Offset, dimensionsBuffer);
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int threadGroupWorkRegionDim = 16;
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int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, buffer.Range) });
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_pipeline.SetImage(0, destinationTexture);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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_pipeline.Finish();
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}
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}
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}
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122
src/Ryujinx.Graphics.Vulkan/Effects/Shaders/AreaScaling.glsl
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122
src/Ryujinx.Graphics.Vulkan/Effects/Shaders/AreaScaling.glsl
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// Scaling
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#version 430 core
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layout (local_size_x = 16, local_size_y = 16) in;
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layout( rgba8, binding = 0, set = 3) uniform image2D imgOutput;
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layout( binding = 1, set = 2) uniform sampler2D Source;
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layout( binding = 2 ) uniform dimensions{
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float srcX0;
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float srcX1;
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float srcY0;
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float srcY1;
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float dstX0;
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float dstX1;
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float dstY0;
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float dstY1;
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};
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/***** Area Sampling *****/
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// By Sam Belliveau and Filippo Tarpini. Public Domain license.
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// Effectively a more accurate sharp bilinear filter when upscaling,
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// that also works as a mathematically perfect downscale filter.
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// https://entropymine.com/imageworsener/pixelmixing/
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// https://github.com/obsproject/obs-studio/pull/1715
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// https://legacy.imagemagick.org/Usage/filter/
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vec4 AreaSampling(vec2 xy)
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{
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// Determine the sizes of the source and target images.
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vec2 source_size = vec2(abs(srcX1 - srcX0), abs(srcY1 - srcY0));
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vec2 target_size = vec2(abs(dstX1 - dstX0), abs(dstY1 - dstY0));
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vec2 inverted_target_size = vec2(1.0) / target_size;
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// Compute the top-left and bottom-right corners of the target pixel box.
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vec2 t_beg = floor(xy - vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1));
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vec2 t_end = t_beg + vec2(1.0, 1.0);
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// Convert the target pixel box to source pixel box.
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vec2 beg = t_beg * inverted_target_size * source_size;
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vec2 end = t_end * inverted_target_size * source_size;
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// Compute the top-left and bottom-right corners of the pixel box.
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ivec2 f_beg = ivec2(beg);
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ivec2 f_end = ivec2(end);
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// Compute how much of the start and end pixels are covered horizontally & vertically.
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float area_w = 1.0 - fract(beg.x);
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float area_n = 1.0 - fract(beg.y);
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float area_e = fract(end.x);
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float area_s = fract(end.y);
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// Compute the areas of the corner pixels in the pixel box.
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float area_nw = area_n * area_w;
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float area_ne = area_n * area_e;
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float area_sw = area_s * area_w;
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float area_se = area_s * area_e;
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// Initialize the color accumulator.
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vec4 avg_color = vec4(0.0, 0.0, 0.0, 0.0);
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// Accumulate corner pixels.
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avg_color += area_nw * texelFetch(Source, ivec2(f_beg.x, f_beg.y), 0);
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avg_color += area_ne * texelFetch(Source, ivec2(f_end.x, f_beg.y), 0);
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avg_color += area_sw * texelFetch(Source, ivec2(f_beg.x, f_end.y), 0);
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avg_color += area_se * texelFetch(Source, ivec2(f_end.x, f_end.y), 0);
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// Determine the size of the pixel box.
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int x_range = int(f_end.x - f_beg.x - 0.5);
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int y_range = int(f_end.y - f_beg.y - 0.5);
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// Accumulate top and bottom edge pixels.
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for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x)
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{
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avg_color += area_n * texelFetch(Source, ivec2(x, f_beg.y), 0);
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avg_color += area_s * texelFetch(Source, ivec2(x, f_end.y), 0);
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}
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// Accumulate left and right edge pixels and all the pixels in between.
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for (int y = f_beg.y + 1; y <= f_beg.y + y_range; ++y)
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{
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avg_color += area_w * texelFetch(Source, ivec2(f_beg.x, y), 0);
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avg_color += area_e * texelFetch(Source, ivec2(f_end.x, y), 0);
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for (int x = f_beg.x + 1; x <= f_beg.x + x_range; ++x)
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{
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avg_color += texelFetch(Source, ivec2(x, y), 0);
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}
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}
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// Compute the area of the pixel box that was sampled.
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float area_corners = area_nw + area_ne + area_sw + area_se;
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float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
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float area_center = float(x_range) * float(y_range);
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// Return the normalized average color.
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return avg_color / (area_corners + area_edges + area_center);
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}
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float insideBox(vec2 v, vec2 bLeft, vec2 tRight) {
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vec2 s = step(bLeft, v) - step(tRight, v);
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return s.x * s.y;
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}
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vec2 translateDest(vec2 pos) {
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vec2 translatedPos = vec2(pos.x, pos.y);
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translatedPos.x = dstX1 < dstX0 ? dstX1 - translatedPos.x : translatedPos.x;
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translatedPos.y = dstY0 < dstY1 ? dstY1 + dstY0 - translatedPos.y - 1 : translatedPos.y;
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return translatedPos;
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}
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void main()
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{
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vec2 bLeft = vec2(dstX0 < dstX1 ? dstX0 : dstX1, dstY0 < dstY1 ? dstY0 : dstY1);
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vec2 tRight = vec2(dstX1 > dstX0 ? dstX1 : dstX0, dstY1 > dstY0 ? dstY1 : dstY0);
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ivec2 loc = ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y);
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if (insideBox(loc, bLeft, tRight) == 0) {
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imageStore(imgOutput, loc, vec4(0, 0, 0, 1));
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return;
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}
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vec4 outColor = AreaSampling(loc);
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imageStore(imgOutput, ivec2(translateDest(loc)), vec4(outColor.rgb, 1));
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}
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BIN
src/Ryujinx.Graphics.Vulkan/Effects/Shaders/AreaScaling.spv
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BIN
src/Ryujinx.Graphics.Vulkan/Effects/Shaders/AreaScaling.spv
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Binary file not shown.
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<ItemGroup>
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<EmbeddedResource Include="Effects\Textures\SmaaAreaTexture.bin" />
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<EmbeddedResource Include="Effects\Textures\SmaaSearchTexture.bin" />
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<EmbeddedResource Include="Effects\Shaders\AreaScaling.spv" />
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<EmbeddedResource Include="Effects\Shaders\FsrScaling.spv" />
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<EmbeddedResource Include="Effects\Shaders\FsrSharpening.spv" />
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<EmbeddedResource Include="Effects\Shaders\Fxaa.spv" />
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@ -568,6 +568,13 @@ namespace Ryujinx.Graphics.Vulkan
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_scalingFilter.Level = _scalingFilterLevel;
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break;
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case ScalingFilter.Area:
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if (_scalingFilter is not AreaScalingFilter)
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{
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_scalingFilter?.Dispose();
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_scalingFilter = new AreaScalingFilter(_gd, _device);
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}
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break;
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}
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}
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}
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