renderer_opengl: split out SMAA
This commit is contained in:
parent
0c2e5b64c9
commit
b90eff4bc6
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@ -116,6 +116,11 @@ add_library(video_core STATIC
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renderer_null/null_rasterizer.h
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renderer_null/renderer_null.cpp
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renderer_null/renderer_null.h
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renderer_opengl/present/fsr.cpp
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renderer_opengl/present/fsr.h
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renderer_opengl/present/smaa.cpp
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renderer_opengl/present/smaa.h
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renderer_opengl/present/util.h
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renderer_opengl/blit_image.cpp
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renderer_opengl/blit_image.h
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renderer_opengl/gl_blit_screen.cpp
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@ -129,8 +134,6 @@ add_library(video_core STATIC
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renderer_opengl/gl_device.h
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renderer_opengl/gl_fence_manager.cpp
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renderer_opengl/gl_fence_manager.h
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renderer_opengl/gl_fsr.cpp
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renderer_opengl/gl_fsr.h
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renderer_opengl/gl_graphics_pipeline.cpp
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renderer_opengl/gl_graphics_pipeline.h
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renderer_opengl/gl_rasterizer.cpp
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@ -13,22 +13,16 @@
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_scaleforce_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/opengl_smaa_glsl.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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#include "video_core/host_shaders/present_gaussian_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
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#include "video_core/host_shaders/smaa_edge_detection_frag.h"
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#include "video_core/host_shaders/smaa_edge_detection_vert.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
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#include "video_core/renderer_opengl/gl_blit_screen.h"
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#include "video_core/renderer_opengl/gl_rasterizer.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/gl_state_tracker.h"
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#include "video_core/smaa_area_tex.h"
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#include "video_core/smaa_search_tex.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/textures/decoders.h"
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namespace OpenGL {
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@ -84,24 +78,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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shader_source.replace(pos, include_string.size(), include_content);
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};
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const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
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std::string shader_source{specialized_source};
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replace_include(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
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return CreateProgram(shader_source, stage);
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};
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smaa_edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
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smaa_edge_detection_frag =
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SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
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smaa_blending_weight_calculation_vert =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
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smaa_blending_weight_calculation_frag =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
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smaa_neighborhood_blending_vert =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
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smaa_neighborhood_blending_frag =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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@ -157,15 +133,6 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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aa_framebuffer.Create();
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smaa_area_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(smaa_area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
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glTextureSubImage2D(smaa_area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
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GL_UNSIGNED_BYTE, areaTexBytes);
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smaa_search_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(smaa_search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
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glTextureSubImage2D(smaa_search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
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GL_UNSIGNED_BYTE, searchTexBytes);
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// Enable unified vertex attributes and query vertex buffer address when the driver supports it
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if (device.HasVertexBufferUnifiedMemory()) {
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glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
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@ -176,6 +143,8 @@ BlitScreen::BlitScreen(RasterizerOpenGL& rasterizer_,
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}
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}
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BlitScreen::~BlitScreen() = default;
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FramebufferTextureInfo BlitScreen::PrepareRenderTarget(
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const Tegra::FramebufferConfig& framebuffer) {
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// If framebuffer is provided, reload it from memory to a texture
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@ -281,16 +250,10 @@ void BlitScreen::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& fra
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0, aa_texture.handle, 0);
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smaa_edges_tex.Release();
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smaa_edges_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(smaa_edges_tex.handle, 1, GL_RG16F,
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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smaa_blend_tex.Release();
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smaa_blend_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(smaa_blend_tex.handle, 1, GL_RGBA16F,
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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smaa = std::make_unique<SMAA>(
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
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Settings::values.resolution_info.ScaleUp(framebuffer_texture.height));
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}
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void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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@ -363,39 +326,10 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindTextureUnit(0, aa_texture.handle);
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} break;
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case Settings::AntiAliasing::Smaa: {
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glClearColor(0, 0, 0, 0);
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glFrontFace(GL_CCW);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aa_framebuffer.handle);
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glBindSampler(1, present_sampler.handle);
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glBindSampler(2, present_sampler.handle);
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
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smaa_edges_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(smaa_edge_detection_vert.handle,
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smaa_edge_detection_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, smaa_edges_tex.handle);
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glBindTextureUnit(1, smaa_area_tex.handle);
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glBindTextureUnit(2, smaa_search_tex.handle);
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
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smaa_blend_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(smaa_blending_weight_calculation_vert.handle,
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smaa_blending_weight_calculation_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, info.display_texture);
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glBindTextureUnit(1, smaa_blend_tex.handle);
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glNamedFramebufferTexture(aa_framebuffer.handle, GL_COLOR_ATTACHMENT0,
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aa_texture.handle, 0);
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program_manager.BindPresentPrograms(smaa_neighborhood_blending_vert.handle,
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smaa_neighborhood_blending_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFrontFace(GL_CW);
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glBindTextureUnit(0, smaa->Draw(program_manager, info.display_texture));
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} break;
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default:
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UNREACHABLE();
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@ -403,8 +337,6 @@ void BlitScreen::DrawScreen(const Tegra::FramebufferConfig& framebuffer,
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glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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glBindTextureUnit(0, aa_texture.handle);
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}
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glDisablei(GL_SCISSOR_TEST, 0);
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@ -8,7 +8,6 @@
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#include "core/hle/service/nvnflinger/pixel_format.h"
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#include "video_core/host1x/gpu_device_memory_manager.h"
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#include "video_core/renderer_opengl/gl_fsr.h"
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace Layout {
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@ -22,7 +21,10 @@ struct FramebufferConfig;
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namespace OpenGL {
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class Device;
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class FSR;
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class ProgramManager;
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class RasterizerOpenGL;
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class SMAA;
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class StateTracker;
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/// Structure used for storing information about the textures for the Switch screen
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@ -50,6 +52,7 @@ public:
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Tegra::MaxwellDeviceMemoryManager& device_memory,
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StateTracker& state_tracker, ProgramManager& program_manager,
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Device& device);
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~BlitScreen();
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void ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuffer);
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@ -87,18 +90,8 @@ private:
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OGLTexture aa_texture;
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OGLFramebuffer aa_framebuffer;
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OGLProgram smaa_edge_detection_vert;
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OGLProgram smaa_blending_weight_calculation_vert;
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OGLProgram smaa_neighborhood_blending_vert;
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OGLProgram smaa_edge_detection_frag;
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OGLProgram smaa_blending_weight_calculation_frag;
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OGLProgram smaa_neighborhood_blending_frag;
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OGLTexture smaa_area_tex;
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OGLTexture smaa_search_tex;
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OGLTexture smaa_edges_tex;
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OGLTexture smaa_blend_tex;
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std::unique_ptr<FSR> fsr;
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std::unique_ptr<SMAA> smaa;
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/// OpenGL framebuffer data
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std::vector<u8> gl_framebuffer_data;
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@ -3,9 +3,9 @@
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#include "common/settings.h"
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#include "video_core/fsr.h"
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#include "video_core/renderer_opengl/gl_fsr.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/present/fsr.h"
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namespace OpenGL {
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using namespace FSR;
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@ -0,0 +1,108 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "video_core/host_shaders/opengl_smaa_glsl.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_frag.h"
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#include "video_core/host_shaders/smaa_blending_weight_calculation_vert.h"
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#include "video_core/host_shaders/smaa_edge_detection_frag.h"
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#include "video_core/host_shaders/smaa_edge_detection_vert.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_frag.h"
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#include "video_core/host_shaders/smaa_neighborhood_blending_vert.h"
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#include "video_core/renderer_opengl/gl_shader_manager.h"
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#include "video_core/renderer_opengl/gl_shader_util.h"
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#include "video_core/renderer_opengl/present/smaa.h"
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#include "video_core/renderer_opengl/present/util.h"
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#include "video_core/smaa_area_tex.h"
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#include "video_core/smaa_search_tex.h"
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namespace OpenGL {
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SMAA::SMAA(u32 width, u32 height) {
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const auto SmaaShader = [&](std::string_view specialized_source, GLenum stage) {
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std::string shader_source{specialized_source};
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ReplaceInclude(shader_source, "opengl_smaa.glsl", HostShaders::OPENGL_SMAA_GLSL);
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return CreateProgram(shader_source, stage);
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};
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edge_detection_vert = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_VERT, GL_VERTEX_SHADER);
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edge_detection_frag = SmaaShader(HostShaders::SMAA_EDGE_DETECTION_FRAG, GL_FRAGMENT_SHADER);
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blending_weight_calculation_vert =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_VERT, GL_VERTEX_SHADER);
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blending_weight_calculation_frag =
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SmaaShader(HostShaders::SMAA_BLENDING_WEIGHT_CALCULATION_FRAG, GL_FRAGMENT_SHADER);
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neighborhood_blending_vert =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_VERT, GL_VERTEX_SHADER);
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neighborhood_blending_frag =
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SmaaShader(HostShaders::SMAA_NEIGHBORHOOD_BLENDING_FRAG, GL_FRAGMENT_SHADER);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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area_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(area_tex.handle, 1, GL_RG8, AREATEX_WIDTH, AREATEX_HEIGHT);
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glTextureSubImage2D(area_tex.handle, 0, 0, 0, AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG,
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GL_UNSIGNED_BYTE, areaTexBytes);
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search_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(search_tex.handle, 1, GL_R8, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT);
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glTextureSubImage2D(search_tex.handle, 0, 0, 0, SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_RED,
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GL_UNSIGNED_BYTE, searchTexBytes);
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edges_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(edges_tex.handle, 1, GL_RG16F, width, height);
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blend_tex.Create(GL_TEXTURE_2D);
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glTextureStorage2D(blend_tex.handle, 1, GL_RGBA16F, width, height);
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sampler = CreateBilinearSampler();
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framebuffer.Create();
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texture.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.handle, 1, GL_RGBA16F, width, height);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
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}
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SMAA::~SMAA() = default;
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GLuint SMAA::Draw(ProgramManager& program_manager, GLuint input_texture) {
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glClearColor(0, 0, 0, 0);
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glFrontFace(GL_CCW);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
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glBindSampler(0, sampler.handle);
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glBindSampler(1, sampler.handle);
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glBindSampler(2, sampler.handle);
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glBindTextureUnit(0, input_texture);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, edges_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(edge_detection_vert.handle, edge_detection_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, edges_tex.handle);
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glBindTextureUnit(1, area_tex.handle);
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glBindTextureUnit(2, search_tex.handle);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, blend_tex.handle, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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program_manager.BindPresentPrograms(blending_weight_calculation_vert.handle,
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blending_weight_calculation_frag.handle);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glBindTextureUnit(0, input_texture);
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glBindTextureUnit(1, blend_tex.handle);
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glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, texture.handle, 0);
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program_manager.BindPresentPrograms(neighborhood_blending_vert.handle,
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neighborhood_blending_frag.handle);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glFrontFace(GL_CW);
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return texture.handle;
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}
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} // namespace OpenGL
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@ -0,0 +1,35 @@
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// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "video_core/renderer_opengl/gl_resource_manager.h"
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namespace OpenGL {
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class ProgramManager;
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class SMAA {
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public:
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explicit SMAA(u32 width, u32 height);
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~SMAA();
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GLuint Draw(ProgramManager& program_manager, GLuint input_texture);
|
||||
|
||||
private:
|
||||
OGLProgram edge_detection_vert;
|
||||
OGLProgram blending_weight_calculation_vert;
|
||||
OGLProgram neighborhood_blending_vert;
|
||||
OGLProgram edge_detection_frag;
|
||||
OGLProgram blending_weight_calculation_frag;
|
||||
OGLProgram neighborhood_blending_frag;
|
||||
OGLTexture area_tex;
|
||||
OGLTexture search_tex;
|
||||
OGLTexture edges_tex;
|
||||
OGLTexture blend_tex;
|
||||
OGLSampler sampler;
|
||||
OGLFramebuffer framebuffer;
|
||||
OGLTexture texture;
|
||||
};
|
||||
|
||||
} // namespace OpenGL
|
|
@ -0,0 +1,32 @@
|
|||
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "common/assert.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
static inline void ReplaceInclude(std::string& shader_source, std::string_view include_name,
|
||||
std::string_view include_content) {
|
||||
const std::string include_string = fmt::format("#include \"{}\"", include_name);
|
||||
const std::size_t pos = shader_source.find(include_string);
|
||||
ASSERT(pos != std::string::npos);
|
||||
shader_source.replace(pos, include_string.size(), include_content);
|
||||
};
|
||||
|
||||
static inline OGLSampler CreateBilinearSampler() {
|
||||
OGLSampler sampler;
|
||||
sampler.Create();
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glSamplerParameteri(sampler.handle, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
||||
return sampler;
|
||||
}
|
||||
|
||||
} // namespace OpenGL
|
|
@ -17,7 +17,6 @@
|
|||
#include "core/frontend/emu_window.h"
|
||||
#include "core/telemetry_session.h"
|
||||
#include "video_core/renderer_opengl/gl_blit_screen.h"
|
||||
#include "video_core/renderer_opengl/gl_fsr.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_util.h"
|
||||
|
|
|
@ -10,7 +10,6 @@
|
|||
|
||||
#include "video_core/renderer_base.h"
|
||||
#include "video_core/renderer_opengl/gl_device.h"
|
||||
#include "video_core/renderer_opengl/gl_fsr.h"
|
||||
#include "video_core/renderer_opengl/gl_rasterizer.h"
|
||||
#include "video_core/renderer_opengl/gl_resource_manager.h"
|
||||
#include "video_core/renderer_opengl/gl_shader_manager.h"
|
||||
|
|
Loading…
Reference in New Issue