Chromium Code Reviews| Index: gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc |
| diff --git a/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..2e499d63ddffd9ac02605b7d0f5afcfe93334598 |
| --- /dev/null |
| +++ b/gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.cc |
| @@ -0,0 +1,1823 @@ |
| +// Copyright 2016 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.h" |
| + |
| +#include "base/logging.h" |
| +#include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
| +#include "ui/gl/gl_gl_api_implementation.h" |
| +#include "ui/gl/gl_version_info.h" |
| + |
| +namespace gpu { |
| + |
| +ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
| + ApplyFramebufferAttachmentCMAAINTELResourceManager() |
| + : initialized_(false), |
| + textures_initialized_(false), |
| + is_in_gamma_correct_mode_(false), |
| + supports_usampler_(true), |
| + supports_r8_image_(true), |
| + supports_r8_read_format_(true), |
| + is_gles31_compatible(false), |
| + frame_id_(0), |
| + width_(0), |
| + height_(0), |
| + copy_to_framebuffer_shader_(0), |
| + copy_to_image_shader_(0), |
| + edges0_shader_(0), |
| + edges1_shader_(0), |
| + edges_combine_shader_(0), |
| + process_and_apply_shader_(0), |
| + debug_display_edges_shader_(0), |
| + cmaa_framebuffer_(0), |
| + copy_framebuffer_(0), |
| + rgba8_texture_(0), |
| + working_color_texture_(0), |
| + edges0_texture_(0), |
| + edges1_texture_(0), |
| + mini4_edge_texture_(0), |
| + mini4_edge_depth_texture_(0), |
| + edges1_shader_result_texture_float4_slot1_(0), |
| + edges1_shader_result_texture_(0), |
| + edges_combine_shader_result_texture_float4_slot1_(0), |
| + process_and_apply_shader_result_texture_float4_slot1_(0), |
| + edges_combine_shader_result_texture_slot2_(0), |
| + copy_to_image_shader_outTexture_(0) {} |
| + |
| +ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
| + ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { |
| + Destroy(); |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( |
| + const gles2::GLES2Decoder* decoder) { |
| + is_gles31_compatible = gl::GetGLVersionInfo()->IsAtLeastGLES(3, 1); |
| + |
| + glGenFramebuffersEXT(1, ©_framebuffer_); |
| + glGenTextures(1, &rgba8_texture_); |
| + |
| + copy_to_image_shader_ = CreateProgram("", vert_str_, copy_frag_str_); |
| + copy_to_framebuffer_shader_ = |
| + CreateProgram("#define OUT_FBO 1\n", vert_str_, copy_frag_str_); |
| + |
| + // Check if RGBA8UI is supported as an FBO colour target with depth. |
| + // If not supported, GLSL needs to convert the data to/from float so there is |
| + // a small extra cost. |
| + { |
| + GLuint rgba8ui_texture = 0, depth_texture = 0; |
| + glGenTextures(1, &rgba8ui_texture); |
| + glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); |
| + |
| + glGenTextures(1, &depth_texture); |
| + glBindTexture(GL_TEXTURE_2D, depth_texture); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4); |
| + |
| + // Create the FBO |
| + GLuint rgba8ui_framebuffer = 0; |
| + glGenFramebuffersEXT(1, &rgba8ui_framebuffer); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer); |
| + |
| + // Bind to the FBO to test support |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_2D, rgba8ui_texture, 0); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, |
| + GL_TEXTURE_2D, depth_texture, 0); |
| + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| + |
| + supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE); |
| + |
| + glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer); |
| + glDeleteTextures(1, &rgba8ui_texture); |
| + glDeleteTextures(1, &depth_texture); |
| + } |
| + |
| + // Check to see if R8 images are supported |
| + // If not supported, images are bound as R32F for write targets, not R8. |
| + { |
| + GLuint r8_texture = 0; |
| + glGenTextures(1, &r8_texture); |
| + glBindTexture(GL_TEXTURE_2D, r8_texture); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_R8, 4, 4); |
| + |
| + glGetError(); // reset all previous errors |
| + glBindImageTextureEXT(0, r8_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8); |
| + if (glGetError() != GL_NO_ERROR) |
| + supports_r8_image_ = false; |
| + |
| + glDeleteTextures(1, &r8_texture); |
| + } |
| + |
| + // Check if R8 GLSL read formats are supported. |
| + // If not supported, r32f is used instead. |
| + { |
| + const char* shader_source = |
| + "layout(r8) restrict writeonly uniform highp image2D g_r8Image; \n" |
| + "void main() \n" |
| + "{ \n" |
| + " imageStore(g_r8Image, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 0.0)); \n" |
| + "} \n"; |
| + |
| + GLuint shader = CreateShader(GL_FRAGMENT_SHADER, "", shader_source); |
| + supports_r8_read_format_ = (shader != 0); |
| + if (shader != 0) { |
| + glDeleteShader(shader); |
| + } |
| + } |
| + |
| + VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "Supports USampler is " << (supports_usampler_ ? "true" : "false"); |
| + VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "Supports R8 Images is " |
| + << (supports_r8_image_ ? "true" : "false"); |
| + VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "Supports R8 Read Format is " |
| + << (supports_r8_read_format_ ? "true" : "false"); |
| + |
| + // Create the shaders |
| + std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges; |
| + |
| + if (supports_usampler_) { |
| + defines << "#define SUPPORTS_USAMPLER2D\n"; |
| + } |
| + |
| + if (is_in_gamma_correct_mode_) { |
| + defines << "#define IN_GAMMA_CORRECT_MODE\n"; |
| + } |
| + |
| + if (supports_r8_read_format_) { |
| + defines << "#define EDGE_READ_FORMAT r8\n"; |
| + } else { |
| + defines << "#define EDGE_READ_FORMAT r32f\n"; |
| + } |
| + |
| + displayEdges << defines.str() << "#define DISPLAY_EDGES\n"; |
| + debug_display_edges_shader_ = |
| + CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_str_); |
| + |
| + edge1 << defines.str() << "#define DETECT_EDGES1\n"; |
| + edges0_shader_ = |
| + CreateProgram(edge1.str().c_str(), vert_str_, cmaa_frag_str_); |
| + |
| + edge2 << defines.str() << "#define DETECT_EDGES2\n"; |
| + edges1_shader_ = |
| + CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_str_); |
| + |
| + combineEdges << defines.str() << "#define COMBINE_EDGES\n"; |
| + edges_combine_shader_ = |
| + CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_str_); |
| + |
| + blur << defines.str() << "#define BLUR_EDGES\n"; |
| + process_and_apply_shader_ = |
| + CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_str_); |
| + |
| + edges1_shader_result_texture_float4_slot1_ = |
| + glGetUniformLocation(edges0_shader_, "g_resultTextureFlt4Slot1"); |
| + edges1_shader_result_texture_ = |
| + glGetUniformLocation(edges1_shader_, "g_resultTexture"); |
| + edges_combine_shader_result_texture_float4_slot1_ = |
| + glGetUniformLocation(edges_combine_shader_, "g_resultTextureFlt4Slot1"); |
| + edges_combine_shader_result_texture_slot2_ = |
| + glGetUniformLocation(edges_combine_shader_, "g_resultTextureSlot2"); |
| + process_and_apply_shader_result_texture_float4_slot1_ = glGetUniformLocation( |
| + process_and_apply_shader_, "g_resultTextureFlt4Slot1"); |
| + copy_to_image_shader_outTexture_ = |
| + glGetUniformLocation(copy_to_image_shader_, "outTexture"); |
| + |
| + initialized_ = true; |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() { |
| + if (!initialized_) |
| + return; |
| + |
| + ReleaseTextures(); |
| + |
| + glDeleteProgram(process_and_apply_shader_); |
| + glDeleteProgram(edges_combine_shader_); |
| + glDeleteProgram(edges1_shader_); |
| + glDeleteProgram(edges0_shader_); |
| + glDeleteProgram(debug_display_edges_shader_); |
| + |
| + initialized_ = false; |
| +} |
| + |
| +// Apply CMAA(Conservative Morphological Anti-Aliasing) algorithm to the |
| +// color attachments of currently bound draw framebuffer. |
| +// Reference GL_INTEL_framebuffer_CMAA for details. |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
| + ApplyFramebufferAttachmentCMAAINTEL(const gles2::GLES2Decoder* decoder) { |
| + if (!initialized_) |
| + return; |
| + |
| + GLint last_framebuffer = 0; |
| + GLint attachement_type = 0; |
| + GLint source_texture = 0; |
| + GLint texture_level = 0; |
| + GLint width = 0; |
| + GLint height = 0; |
| + GLint internal_format = 0; |
| + GLint max_draw_buffers = 0; |
| + |
| + glGetIntegerv(GL_FRAMEBUFFER_BINDING, &last_framebuffer); |
| + |
| + // Process each color attachment of the current draw framebuffer. |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); |
| + glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers); |
|
piman
2016/06/13 22:24:43
Here and below: we already have this value, and al
adrian.belgun
2016/06/16 14:53:14
Done, but needed to pass |decoder| without |const|
|
| + for (int i = 0; i < max_draw_buffers; i++) { |
| + glGetFramebufferAttachmentParameterivEXT( |
| + GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, &attachement_type); |
| + if (attachement_type == GL_TEXTURE) { |
| + // Get the texture width and height. |
| + glGetFramebufferAttachmentParameterivEXT( |
| + GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| + GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, &source_texture); |
| + glGetFramebufferAttachmentParameterivEXT( |
| + GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| + GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, &texture_level); |
| + glBindTexture(GL_TEXTURE_2D, source_texture); |
| + glGetTexLevelParameteriv(GL_TEXTURE_2D, texture_level, GL_TEXTURE_WIDTH, |
| + &width); |
| + glGetTexLevelParameteriv(GL_TEXTURE_2D, texture_level, GL_TEXTURE_HEIGHT, |
| + &height); |
| + glGetTexLevelParameteriv(GL_TEXTURE_2D, texture_level, |
| + GL_TEXTURE_INTERNAL_FORMAT, &internal_format); |
| + |
| + // Resize internal structures - only if needed. |
| + OnSize(width, height); |
| + |
| + // CMAA internally expects GL_RGBA8 textures. |
| + // Process using a GL_RGBA8 copy if this is not the case. |
| + bool do_copy = internal_format != GL_RGBA8; |
| + |
| + // Copy source_texture to rgba8_texture_ |
| + if (do_copy) { |
| + CopyTexture(source_texture, rgba8_texture_, false); |
| + } |
| + |
| + // CMAA Effect |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); |
| + if (do_copy) { |
| + ApplyCMMAEffectTexture(1.0f / 13.0f, rgba8_texture_, rgba8_texture_); |
|
piman
2016/06/13 22:24:43
Can you move this magic value into its own constan
adrian.belgun
2016/06/16 14:53:14
Removed. Was a remnant from an older version. Curr
|
| + } else { |
| + ApplyCMMAEffectTexture(1.0f / 13.0f, source_texture, source_texture); |
| + } |
| + |
| + // Copy rgba8_texture_ to source_texture |
| + if (do_copy) { |
| + // Move source_texture to the first color attachment of the copy fbo. |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| + GL_TEXTURE_2D, 0, 0); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_2D, source_texture, 0); |
| + |
| + CopyTexture(rgba8_texture_, source_texture, true); |
| + |
| + // Restore color attachments |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| + GL_TEXTURE_2D, rgba8_texture_, 0); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, |
| + GL_TEXTURE_2D, source_texture, 0); |
| + } |
| + } |
| + } |
| + |
| + // Restore state |
| + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); |
|
piman
2016/06/13 22:24:43
This is redundant with RestoreFramebufferBindings
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + decoder->RestoreAllAttributes(); |
| + decoder->RestoreTextureUnitBindings(0); |
| + decoder->RestoreActiveTexture(); |
| + decoder->RestoreProgramBindings(); |
| + decoder->RestoreBufferBindings(); |
| + decoder->RestoreFramebufferBindings(); |
| + decoder->RestoreGlobalState(); |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMMAEffectTexture( |
| + float edge_detection_threshold, |
| + GLuint source_texture, |
| + GLuint dest_texture) { |
| + frame_id_++; |
| + |
| + GLuint edge_texture_a; |
| + GLuint edge_texture_b; |
| + |
| + // Flip flop - One pass clears the texture that needs clearing for the other |
| + // one (actually it's only important that it clears the highest bit) |
| + if ((frame_id_ % 2) == 0) { |
| + edge_texture_a = edges0_texture_; |
| + edge_texture_b = edges1_texture_; |
| + } else { |
| + edge_texture_a = edges1_texture_; |
| + edge_texture_b = edges0_texture_; |
| + } |
| + |
| + // Setup the main fbo |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| + mini4_edge_texture_, 0); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, |
| + mini4_edge_depth_texture_, 0); |
| +#if DCHECK_IS_ON() |
| + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); |
| + if (status != GL_FRAMEBUFFER_COMPLETE) { |
| + DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "Incomplete framebuffer."; |
| + Destroy(); |
| + return; |
| + } |
| +#endif |
| + |
| + // Setup the viewport to match the fbo |
| + glViewport(0, 0, (int)((width_ + 1) / 2), (int)((height_ + 1) / 2)); |
|
piman
2016/06/13 22:24:43
nit: no need for (int)
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glEnable(GL_DEPTH_TEST); |
| + |
| + // Detect edges Pass 0 |
| + // - For every pixel detect edges to the right and down and output depth |
| + // mask where edges detected (1 - far, for detected, 0-near for empty |
| + // pixels) |
| + |
| + // Inputs |
| + // g_screenTexture source_texture tex0 |
| + // Outputs |
| + // gl_FragDepth mini4_edge_depth_texture_ fbo.depth |
| + // out uvec4 outEdges mini4_edge_texture_ fbo.col |
| + // image2D g_resultTextureFlt4Slot1 working_color_texture_ image1 |
| + GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
| + |
| + { |
| + glUseProgram(edges0_shader_); |
| + glUniform1f(0, 1.0f); |
| + glUniform2f(1, 1.0f / width_, 1.0f / height_); |
| + glDepthMask(GL_TRUE); |
| + glDepthFunc(GL_ALWAYS); |
| + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| + |
| + if (!is_gles31_compatible) { |
| + glUniform1i(edges1_shader_result_texture_float4_slot1_, 1); |
| + } |
| + glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0, |
| + GL_WRITE_ONLY, GL_RGBA8); |
| + |
| + glActiveTexture(GL_TEXTURE0); |
| + glBindTexture(GL_TEXTURE_2D, source_texture); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, 3); |
| + } |
| + |
| + // Detect edges Pass 1 (finish the previous pass edge processing). |
| + // Do the culling of non-dominant local edges (leave mainly locally dominant |
| + // edges) and merge Right and Bottom edges into TopRightBottomLeft |
| + |
| + // Inputs |
| + // g_src0Texture4Uint mini4_edge_texture_ tex1 |
| + // Outputs |
| + // image2D g_resultTexture edge_texture_b image0 |
| + { |
| + glUseProgram(edges1_shader_); |
| + glUniform1f(0, 0.0f); |
| + glUniform2f(1, 1.0f / width_, 1.0f / height_); |
| + glDepthMask(GL_FALSE); |
| + glDepthFunc(GL_LESS); |
| + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| + |
| + if (!is_gles31_compatible) { |
| + glUniform1i(edges1_shader_result_texture_, 0); |
| + } |
| + glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| + edge_format); |
| + |
| + glActiveTexture(GL_TEXTURE1); |
| + glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, 3); |
| + } |
| + |
| + // - Combine RightBottom (.xy) edges from previous pass into |
| + // RightBottomLeftTop (.xyzw) edges and output it into the mask (have to |
| + // fill in the whole buffer including empty ones for the line length |
| + // detection to work correctly). |
| + // - On all pixels with any edge, input buffer into a temporary color buffer |
| + // needed for correct blending in the next pass (other pixels not needed |
| + // so not copied to avoid bandwidth use). |
| + // - On all pixels with 2 or more edges output positive depth mask for the |
| + // next pass. |
| + |
| + // Inputs |
| + // g_src0TextureFlt edge_texture_b tex1 //ps |
| + // Outputs |
| + // image2D g_resultTextureSlot2 edge_texture_a image2 |
| + // gl_FragDepth mini4_edge_texture_ fbo.depth |
| + { |
| + // Combine edges: each pixel will now contain info on all (top, right, |
| + // bottom, left) edges; also create depth mask as above depth and mark |
| + // potential Z sAND also copy source color data but only on edge pixels |
| + glUseProgram(edges_combine_shader_); |
| + glUniform1f(0, 1.0f); |
| + glUniform2f(1, 1.0f / width_, 1.0f / height_); |
| + glDepthMask(GL_TRUE); |
| + glDepthFunc(GL_ALWAYS); |
| + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| + |
| + if (!is_gles31_compatible) { |
| + glUniform1i(edges_combine_shader_result_texture_float4_slot1_, 1); |
| + glUniform1i(edges_combine_shader_result_texture_slot2_, 2); |
| + } |
| + glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| + GL_RGBA8); |
| + glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| + edge_format); |
| + |
| + glActiveTexture(GL_TEXTURE1); |
| + glBindTexture(GL_TEXTURE_2D, edge_texture_b); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, 3); |
| + } |
| + |
| + // Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4 |
| + // edges: |
| + // - First blend simple blur map for 2,3,4 edge pixels |
| + // - Then do the lines (line length counter -should- guarantee no overlap |
| + // with other pixels - pixels with 1 edge are excluded in the previous |
| + // pass and the pixels with 2 parallel edges are excluded in the simple |
| + // blur) |
| + |
| + // Inputs |
| + // g_screenTexture working_color_texture_ tex0 |
| + // g_src0TextureFlt edge_texture_a tex1 //ps |
| + // sampled |
| + // Outputs |
| + // g_resultTextureFlt4Slot1 dest_texture image1 |
| + // gl_FragDepth mini4_edge_texture_ fbo.depth |
| + { |
| + glUseProgram(process_and_apply_shader_); |
| + glUniform1f(0, 0.0f); |
| + glUniform2f(1, 1.0f / width_, 1.0f / height_); |
| + glDepthMask(GL_FALSE); |
| + glDepthFunc(GL_LESS); |
| + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| + |
| + if (!is_gles31_compatible) { |
| + glUniform1i(process_and_apply_shader_result_texture_float4_slot1_, 1); |
| + } |
| + glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| + GL_RGBA8); |
| + |
| + glActiveTexture(GL_TEXTURE0); |
| + glBindTexture(GL_TEXTURE_2D, working_color_texture_); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| + |
| + glActiveTexture(GL_TEXTURE1); |
| + glBindTexture(GL_TEXTURE_2D, edge_texture_a); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, 3); |
| + } |
| + |
| + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| + glDisable(GL_DEPTH_TEST); |
| + glDepthMask(GL_FALSE); |
| + glActiveTexture(GL_TEXTURE0); |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::OnSize(GLint width, |
| + GLint height) { |
| + if (height_ == height && width_ == width) |
| + return; |
| + |
| + ReleaseTextures(); |
| + |
| + height_ = height; |
| + width_ = width; |
| + |
| + glGenTextures(1, &rgba8_texture_); |
| + glBindTexture(GL_TEXTURE_2D, rgba8_texture_); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); |
| + |
| + // Edges texture - R8 |
| + // OpenGLES has no single component 8/16-bit image support, so needs to be R32 |
| + // Although CHT does support R8. |
| + GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
| + glGenTextures(1, &edges0_texture_); |
| + glBindTexture(GL_TEXTURE_2D, edges0_texture_); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); |
| + |
| + glGenTextures(1, &edges1_texture_); |
| + glBindTexture(GL_TEXTURE_2D, edges1_texture_); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); |
| + |
| + // Color working texture - RGBA8 |
| + glGenTextures(1, &working_color_texture_); |
| + glBindTexture(GL_TEXTURE_2D, working_color_texture_); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); |
| + |
| + // Half*half compressed 4-edge-per-pixel texture - RGBA8 |
| + glGenTextures(1, &mini4_edge_texture_); |
| + glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); |
| + GLenum format = GL_RGBA8UI; |
| + if (!supports_usampler_) { |
| + format = GL_RGBA8; |
| + } |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, (width + 1) / 2, |
| + (height + 1) / 2); |
| + |
| + // Depth |
| + glGenTextures(1, &mini4_edge_depth_texture_); |
| + glBindTexture(GL_TEXTURE_2D, mini4_edge_depth_texture_); |
| + glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, (width + 1) / 2, |
| + (height + 1) / 2); |
| + |
| + // Create the FBO |
| + glGenFramebuffersEXT(1, &cmaa_framebuffer_); |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_); |
| + |
| + // We need to clear the textures before they are first used. |
| + // The algorithm self-clears them later. |
| + glViewport(0, 0, (int)width_, (int)height_); |
|
piman
2016/06/13 22:24:43
nit: remove (int)
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| + |
| + glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_); |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| + edges0_texture_, 0); |
| + glClear(GL_COLOR_BUFFER_BIT); |
| + |
| + glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| + edges1_texture_, 0); |
| + glClear(GL_COLOR_BUFFER_BIT); |
| + |
| + textures_initialized_ = true; |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::ReleaseTextures() { |
| + if (textures_initialized_) { |
| + glDeleteFramebuffersEXT(1, ©_framebuffer_); |
|
piman
2016/06/13 22:24:43
copy_framebuffer_ and rgba8_texture_ are always cr
adrian.belgun
2016/06/16 14:53:14
Done. Moved copy_framebuffer_ and rgba8_texture_ i
|
| + glDeleteFramebuffersEXT(1, &cmaa_framebuffer_); |
| + glDeleteTextures(1, &rgba8_texture_); |
| + glDeleteTextures(1, &edges0_texture_); |
| + glDeleteTextures(1, &edges1_texture_); |
| + glDeleteTextures(1, &mini4_edge_texture_); |
| + glDeleteTextures(1, &mini4_edge_depth_texture_); |
| + glDeleteTextures(1, &working_color_texture_); |
| + } |
| + textures_initialized_ = false; |
| +} |
| + |
| +void ApplyFramebufferAttachmentCMAAINTELResourceManager::CopyTexture( |
| + GLint source, |
| + GLint dest, |
| + bool via_fbo) { |
| + glViewport(0, 0, width_, height_); |
| + glActiveTexture(GL_TEXTURE0); |
| + glBindTexture(GL_TEXTURE_2D, source); |
| + |
| + if (!via_fbo) { |
| + glUseProgram(copy_to_image_shader_); |
| + if (!is_gles31_compatible) { |
| + glUniform1i(copy_to_image_shader_outTexture_, 0); |
| + } |
| + glBindImageTextureEXT(0, dest, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); |
| + } else { |
| + glDisable(GL_BLEND); |
|
piman
2016/06/13 22:24:43
What about other state such as color mask, scissor
adrian.belgun
2016/06/16 14:53:14
Done. Added remaining state flags.
|
| + glUseProgram(copy_to_framebuffer_shader_); |
| + } |
| + |
| + glDrawArrays(GL_TRIANGLES, 0, 3); |
| + glUseProgram(0); |
| + glBindTexture(GL_TEXTURE_2D, 0); |
| +} |
| + |
| +GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateProgram( |
| + const char* defines, |
| + const char* vs_source, |
| + const char* fs_source) { |
| + GLuint program = glCreateProgram(); |
| + |
| + GLuint vs = CreateShader(GL_VERTEX_SHADER, defines, vs_source); |
| + GLuint fs = CreateShader(GL_FRAGMENT_SHADER, defines, fs_source); |
| + |
| + glAttachShader(program, vs); |
| + glDeleteShader(vs); |
| + glAttachShader(program, fs); |
| + glDeleteShader(fs); |
| + |
| + glLinkProgram(program); |
| + GLint linkStatus; |
|
piman
2016/06/13 22:24:43
nit: link_status
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); |
| + |
| + if (linkStatus == 0) { |
| +#if DCHECK_IS_ON() |
| + GLint infoLogLength; |
|
piman
2016/06/13 22:24:43
nit: info_log_length
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); |
| + std::vector<GLchar> infoLog(infoLogLength); |
|
piman
2016/06/13 22:24:43
nit: info_log
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), NULL, |
| + &infoLog[0]); |
| + DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "program link failed: " << &infoLog[0]; |
| +#endif |
| + glDeleteProgram(program); |
| + program = 0; |
| + } |
| + |
| + return program; |
| +} |
| + |
| +GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader( |
| + GLenum type, |
| + const char* defines, |
| + const char* source) { |
| + GLuint shader = glCreateShader(type); |
| + |
| + const char* header_es31 = |
|
piman
2016/06/13 22:24:43
nit: const char header_es31[]
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + "#version 310 es \n"; |
| + const char* header_gl30 = |
|
piman
2016/06/13 22:24:43
nit: const char header_gl30[]
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + "#version 130 \n" |
| + "#extension GL_ARB_shading_language_420pack : require \n" |
| + "#extension GL_ARB_texture_gather : require \n" |
| + "#extension GL_ARB_explicit_uniform_location : require \n" |
| + "#extension GL_ARB_explicit_attrib_location : require \n" |
| + "#extension GL_ARB_shader_image_load_store : require \n"; |
| + |
| + const char* header = NULL; |
| + if (is_gles31_compatible) { |
| + header = header_es31; |
| + } else { |
| + header = header_gl30; |
| + } |
| + |
| + const char* sourceArray[4] = {header, defines, "\n", source}; |
|
piman
2016/06/13 22:24:43
nit: source_array
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glShaderSource(shader, 4, sourceArray, NULL); |
| + |
| + glCompileShader(shader); |
| + |
| + GLint compileResult; |
|
piman
2016/06/13 22:24:43
nit: compile_result
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); |
| + if (compileResult == 0) { |
| +#if DCHECK_IS_ON() |
| + GLint infoLogLength; |
|
piman
2016/06/13 22:24:43
nit: info_log_length
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); |
| + std::vector<GLchar> infoLog(infoLogLength); |
|
piman
2016/06/13 22:24:43
nit: info_log
adrian.belgun
2016/06/16 14:53:14
Done.
|
| + glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), NULL, |
| + &infoLog[0]); |
| + DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: " |
| + << "shader compilation failed: " |
| + << (type == GL_VERTEX_SHADER |
| + ? "GL_VERTEX_SHADER" |
| + : (type == GL_FRAGMENT_SHADER ? "GL_FRAGMENT_SHADER" |
| + : "UNKNOWN_SHADER")) |
| + << " shader compilation failed: " << &infoLog[0]; |
| +#endif |
| + glDeleteShader(shader); |
| + shader = 0; |
| + } |
| + |
| + return shader; |
| +} |
| + |
| +// Shaders used in the CMAA algorithm. |
| +const char* ApplyFramebufferAttachmentCMAAINTELResourceManager::vert_str_ = |
| + "precision highp float; \n" |
| + "layout(location = 0) uniform float g_Depth; \n" |
| + "// No input data. \n" |
| + "// Verts are autogenerated. \n" |
| + "// \n" |
| + "// vertexID 0,1,2 should generate \n" |
| + "// POS: (-1,-1), (+3,-1), (-1,+3) \n" |
| + "// \n" |
| + "// This generates a triangle that completely covers the -1->1 viewport \n" |
| + "// \n" |
| + "void main() \n" |
| + "{ \n" |
| + " float x = -1.0 + float((gl_VertexID & 1) << 2); \n" |
| + " float y = -1.0 + float((gl_VertexID & 2) << 1); \n" |
| + " gl_Position = vec4(x, y, g_Depth, 1.0); \n" |
| + "} \n" |
| + " \n"; |
| + |
| +const char* ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_str_ = |
| + "precision highp float; \n" |
| + "precision highp int; \n" |
| + " \n" |
| + "#define SETTINGS_ALLOW_SHORT_Zs 1 \n" |
| + "#define EDGE_DETECT_THRESHOLD 13.0f \n" |
| + " \n" |
| + "#define saturate(x) clamp((x), 0.0, 1.0) \n" |
| + " \n" |
| + "// bind to location 0 \n" |
| + "layout(location = 0) uniform float g_Depth; \n" |
| + "// bind to a uniform buffer bind point 0 \n" |
| + "layout(location = 1) uniform vec2 g_OneOverScreenSize; \n" |
| + "#ifndef EDGE_DETECT_THRESHOLD \n" |
| + "layout(location = 2) uniform float g_ColorThreshold; \n" |
| + "#endif \n" |
| + " \n" |
| + "#ifdef SUPPORTS_USAMPLER2D \n" |
| + "#define USAMPLER usampler2D \n" |
| + "#define UVEC4 uvec4 \n" |
| + "#define LOAD_UINT(arg) arg \n" |
| + "#define STORE_UVEC4(arg) arg \n" |
| + "#else \n" |
| + "#define USAMPLER sampler2D \n" |
| + "#define UVEC4 vec4 \n" |
| + "#define LOAD_UINT(arg) uint(arg * 255.0f) \n" |
| + "#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, \\\n" |
| + " float(arg.y) / 255.0f, \\\n" |
| + " float(arg.z) / 255.0f, \\\n" |
| + " float(arg.w) / 255.0f) \n" |
| + "#endif \n" |
| + " \n" |
| + "// bind to texture stage 0/1 \n" |
| + "layout(binding = 0) uniform highp sampler2D g_screenTexture; \n" |
| + "layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; \n" |
| + "layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; \n" |
| + " \n" |
| + "// bind to image stage 0/1/2 \n" |
| + "#ifdef GL_ES \n" |
| + "layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp \n" |
| + " image2D g_resultTexture; \n" |
| + "layout(binding = 1, rgba8) restrict writeonly uniform highp \n" |
| + " image2D g_resultTextureFlt4Slot1; \n" |
| + "layout(binding = 2, EDGE_READ_FORMAT) restrict writeonly uniform highp \n" |
| + " image2D g_resultTextureSlot2; \n" |
| + "#else \n" |
| + "layout(EDGE_READ_FORMAT) restrict writeonly uniform highp \n" |
| + " image2D g_resultTexture; \n" |
| + "layout(rgba8) restrict writeonly uniform highp \n" |
| + " image2D g_resultTextureFlt4Slot1; \n" |
| + "layout(EDGE_READ_FORMAT) restrict writeonly uniform highp \n" |
| + " image2D g_resultTextureSlot2; \n" |
| + "#endif \n" |
| + " \n" |
| + "// Constants \n" |
| + "const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); \n" |
| + " \n" |
| + "#ifdef EDGE_DETECT_THRESHOLD \n" |
| + "const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; \n" |
| + "#endif \n" |
| + " \n" |
| + "// Must be even number; Will work with ~16 pretty good too for \n" |
| + "// additional performance, or with ~64 for highest quality. \n" |
| + "const int c_maxLineLength = 64; \n" |
| + " \n" |
| + "const vec4 c_edgeDebugColours[5] = vec4[5](vec4(0.5, 0.5, 0.5, 0.4), \n" |
| + " vec4(1.0, 0.1, 1.0, 0.8), \n" |
| + " vec4(0.9, 0.0, 0.0, 0.8), \n" |
| + " vec4(0.0, 0.9, 0.0, 0.8), \n" |
| + " vec4(0.0, 0.0, 0.9, 0.8)); \n" |
| + " \n" |
| + "// this isn't needed if colour UAV is _SRGB but that doesn't work \n" |
| + "// everywhere \n" |
| + "#ifdef IN_GAMMA_CORRECT_MODE \n" |
| + "///////////////////////////////////////////////////////////////////////\n" |
| + "// \n" |
| + "// SRGB Helper Functions taken from D3DX_DXGIFormatConvert.inl \n" |
| + "float D3DX_FLOAT_to_SRGB(float val) { \n" |
| + " if (val < 0.0031308f) \n" |
| + " val *= 12.92f; \n" |
| + " else { \n" |
| + " val = 1.055f * pow(val, 1.0f / 2.4f) - 0.055f; \n" |
| + " } \n" |
| + " return val; \n" |
| + "} \n" |
| + "// \n" |
| + "vec3 D3DX_FLOAT3_to_SRGB(vec3 val) { \n" |
| + " vec3 outVal; \n" |
| + " outVal.x = D3DX_FLOAT_to_SRGB(val.x); \n" |
| + " outVal.y = D3DX_FLOAT_to_SRGB(val.y); \n" |
| + " outVal.z = D3DX_FLOAT_to_SRGB(val.z); \n" |
| + " return outVal; \n" |
| + "} \n" |
| + "// \n" |
| + "///////////////////////////////////////////////////////////////////////\n" |
| + "#endif // IN_GAMMA_CORRECT_MODE \n" |
| + " \n" |
| + "// how .rgba channels from the edge texture maps to pixel edges: \n" |
| + "// \n" |
| + "// A - 0x08 \n" |
| + "// |¯¯¯¯¯¯¯¯¯| \n" |
| + "// | | \n" |
| + "// 0x04 - B | pixel | R - 0x01 \n" |
| + "// | | \n" |
| + "// |_________| \n" |
| + "// G - 0x02 \n" |
| + "// \n" |
| + "// (A - there's an edge between us and a pixel above us) \n" |
| + "// (R - there's an edge between us and a pixel to the right) \n" |
| + "// (G - there's an edge between us and a pixel at the bottom) \n" |
| + "// (B - there's an edge between us and a pixel to the left) \n" |
| + " \n" |
| + "// Expecting values of 1 and 0 only! \n" |
| + "uint PackEdge(uvec4 edges) { \n" |
| + " return (edges.x << 0u) | (edges.y << 1u) | (edges.z << 2u) | \n" |
| + " (edges.w << 3u); \n" |
| + "} \n" |
| + " \n" |
| + "uvec4 UnpackEdge(uint value) { \n" |
| + " uvec4 ret; \n" |
| + " ret.x = (value & 0x01u) != 0u ? 1u : 0u; \n" |
| + " ret.y = (value & 0x02u) != 0u ? 1u : 0u; \n" |
| + " ret.z = (value & 0x04u) != 0u ? 1u : 0u; \n" |
| + " ret.w = (value & 0x08u) != 0u ? 1u : 0u; \n" |
| + " return ret; \n" |
| + "} \n" |
| + " \n" |
| + "uint PackZ(const uvec2 screenPos, const bool invertedZShape) { \n" |
| + " uint retVal = screenPos.x | (screenPos.y << 15u); \n" |
| + " if (invertedZShape) \n" |
| + " retVal |= (1u << 30u); \n" |
| + " return retVal; \n" |
| + "} \n" |
| + " \n" |
| + "void UnpackZ(uint packedZ, out uvec2 screenPos, \n" |
| + " out bool invertedZShape) \n" |
| + "{ \n" |
| + " screenPos.x = packedZ & 0x7FFFu; \n" |
| + " screenPos.y = (packedZ >> 15u) & 0x7FFFu; \n" |
| + " invertedZShape = (packedZ >> 30u) == 1u; \n" |
| + "} \n" |
| + " \n" |
| + "uint PackZ(const uvec2 screenPos, \n" |
| + " const bool invertedZShape, \n" |
| + " const bool horizontal) { \n" |
| + " uint retVal = screenPos.x | (screenPos.y << 15u); \n" |
| + " if (invertedZShape) \n" |
| + " retVal |= (1u << 30u); \n" |
| + " if (horizontal) \n" |
| + " retVal |= (1u << 31u); \n" |
| + " return retVal; \n" |
| + "} \n" |
| + " \n" |
| + "void UnpackZ(uint packedZ, \n" |
| + " out uvec2 screenPos, \n" |
| + " out bool invertedZShape, \n" |
| + " out bool horizontal) { \n" |
| + " screenPos.x = packedZ & 0x7FFFu; \n" |
| + " screenPos.y = (packedZ >> 15u) & 0x7FFFu; \n" |
| + " invertedZShape = (packedZ & (1u << 30u)) != 0u; \n" |
| + " horizontal = (packedZ & (1u << 31u)) != 0u; \n" |
| + "} \n" |
| + " \n" |
| + "vec4 PackBlurAAInfo(ivec2 pixelPos, uint shapeType) { \n" |
| + " uint packedEdges = uint( \n" |
| + " texelFetch(g_src0TextureFlt, pixelPos, 0).r * 255.5); \n" |
| + " \n" |
| + " float retval = float(packedEdges + (shapeType << 4u)); \n" |
| + " \n" |
| + " return vec4(retval / 255.0); \n" |
| + "} \n" |
| + " \n" |
| + "void UnpackBlurAAInfo(float packedValue, out uint edges, \n" |
| + " out uint shapeType) { \n" |
| + " uint packedValueInt = uint(packedValue * 255.5); \n" |
| + " edges = packedValueInt & 0xFu; \n" |
| + " shapeType = packedValueInt >> 4u; \n" |
| + "} \n" |
| + " \n" |
| + "float EdgeDetectColorCalcDiff(vec3 colorA, vec3 colorB) { \n" |
| + "#ifdef IN_BGR_MODE \n" |
| + " vec3 LumWeights = c_lumWeights.bgr; \n" |
| + "#else \n" |
| + " vec3 LumWeights = c_lumWeights.rgb; \n" |
| + "#endif \n" |
| + " \n" |
| + " return dot(abs(colorA.rgb - colorB.rgb), LumWeights); \n" |
| + "} \n" |
| + " \n" |
| + "bool EdgeDetectColor(vec3 colorA, vec3 colorB) { \n" |
| + "#ifdef EDGE_DETECT_THRESHOLD \n" |
| + " return EdgeDetectColorCalcDiff(colorA, colorB) > c_ColorThreshold; \n" |
| + "#else \n" |
| + " return EdgeDetectColorCalcDiff(colorA, colorB) > g_ColorThreshold; \n" |
| + "#endif \n" |
| + "} \n" |
| + " \n" |
| + "void FindLineLength(out int lineLengthLeft, \n" |
| + " out int lineLengthRight, \n" |
| + " ivec2 screenPos, \n" |
| + " const bool horizontal, \n" |
| + " const bool invertedZShape, \n" |
| + " const ivec2 stepRight) { \n" |
| + " // TODO: there must be a cleaner and faster way to get to these - \n" |
| + " // a precalculated array indexing maybe? \n" |
| + " uint maskLeft, bitsContinueLeft, maskRight, bitsContinueRight; \n" |
| + " { \n" |
| + " // Horizontal (vertical is the same, just rotated 90º \n" |
| + " // counter-clockwise) \n" |
| + " // Inverted Z case: // Normal Z case: \n" |
| + " // __ // __ \n" |
| + " // X| // X| \n" |
| + " // -- // -- \n" |
| + " // \n" |
| + " uint maskTraceLeft, maskTraceRight; \n" |
| + " uint maskStopLeft, maskStopRight; \n" |
| + " if (horizontal) { \n" |
| + " if (invertedZShape) { \n" |
| + " maskTraceLeft = 0x02u; // tracing bottom edge \n" |
| + " maskTraceRight = 0x08u; // tracing top edge \n" |
| + " } else { \n" |
| + " maskTraceLeft = 0x08u; // tracing top edge \n" |
| + " maskTraceRight = 0x02u; // tracing bottom edge \n" |
| + " } \n" |
| + " maskStopLeft = 0x01u; // stop on right edge \n" |
| + " maskStopRight = 0x04u; // stop on left edge \n" |
| + " } else { \n" |
| + " if (invertedZShape) { \n" |
| + " maskTraceLeft = 0x01u; // tracing right edge \n" |
| + " maskTraceRight = 0x04u; // tracing left edge \n" |
| + " } else { \n" |
| + " maskTraceLeft = 0x04u; // tracing left edge \n" |
| + " maskTraceRight = 0x01u; // tracing right edge \n" |
| + " } \n" |
| + " maskStopLeft = 0x08u; // stop on top edge \n" |
| + " maskStopRight = 0x02u; // stop on bottom edge \n" |
| + " } \n" |
| + " \n" |
| + " maskLeft = maskTraceLeft | maskStopLeft; \n" |
| + " bitsContinueLeft = maskTraceLeft; \n" |
| + " maskRight = maskTraceRight | maskStopRight; \n" |
| + " bitsContinueRight = maskTraceRight; \n" |
| + " } \n" |
| + "///////////////////////////////////////////////////////////////////////\n" |
| + " \n" |
| + "#ifdef SETTINGS_ALLOW_SHORT_Zs \n" |
| + " int i = 1; \n" |
| + "#else \n" |
| + " int i = 2; // starting from 2 because we already know it's at least 2\n" |
| + "#endif \n" |
| + " for (; i < c_maxLineLength; i++) { \n" |
| + " uint edgeLeft = uint( \n" |
| + " texelFetch(g_src0TextureFlt, \n" |
| + " ivec2(screenPos.xy - stepRight * i), 0).r * 255.5); \n" |
| + " uint edgeRight = uint( \n" |
| + " texelFetch(g_src0TextureFlt, \n" |
| + " ivec2(screenPos.xy + stepRight * (i + 1)), \n" |
| + " 0).r * 255.5); \n" |
| + " \n" |
| + " // stop on encountering 'stopping' edge (as defined by masks) \n" |
| + " int stopLeft = (edgeLeft & maskLeft) != bitsContinueLeft ? 1 : 0; \n" |
| + " int stopRight = \n" |
| + " (edgeRight & maskRight) != bitsContinueRight ? 1 : 0; \n" |
| + " \n" |
| + " if (bool(stopLeft) || bool(stopRight)) { \n" |
| + " lineLengthLeft = 1 + i - stopLeft; \n" |
| + " lineLengthRight = 1 + i - stopRight; \n" |
| + " return; \n" |
| + " } \n" |
| + " } \n" |
| + " lineLengthLeft = lineLengthRight = i; \n" |
| + " return; \n" |
| + "} \n" |
| + " \n" |
| + "void ProcessDetectedZ(ivec2 screenPos, bool horizontal, \n" |
| + " bool invertedZShape) { \n" |
| + " int lineLengthLeft, lineLengthRight; \n" |
| + " \n" |
| + " ivec2 stepRight = (horizontal) ? (ivec2(1, 0)) : (ivec2(0, -1)); \n" |
| + " vec2 blendDir = (horizontal) ? (vec2(0, -1)) : (vec2(-1, 0)); \n" |
| + " \n" |
| + " FindLineLength(lineLengthLeft, lineLengthRight, screenPos, \n" |
| + " horizontal, invertedZShape, stepRight); \n" |
| + " \n" |
| + " vec2 pixelSize = g_OneOverScreenSize; \n" |
| + " \n" |
| + " float leftOdd = 0.15 * float(lineLengthLeft % 2); \n" |
| + " float rightOdd = 0.15 * float(lineLengthRight % 2); \n" |
| + " \n" |
| + " int loopFrom = -int((lineLengthLeft + 1) / 2) + 1; \n" |
| + " int loopTo = int((lineLengthRight + 1) / 2); \n" |
| + " \n" |
| + " float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - \n" |
| + " rightOdd; \n" |
| + " \n" |
| + " for (int i = loopFrom; i <= loopTo; i++) { \n" |
| + " highp ivec2 pixelPos = screenPos + stepRight * i; \n" |
| + " vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, \n" |
| + " float(pixelPos.y) + 0.5); \n" |
| + " \n" |
| + "#ifdef DEBUG_OUTPUT_AAINFO \n" |
| + " imageStore(g_resultTextureSlot2, pixelPos, \n" |
| + " PackBlurAAInfo(pixelPos, 1u)); \n" |
| + "#endif \n" |
| + " \n" |
| + " float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / \n" |
| + " totalLength; \n" |
| + " m = saturate(m); \n" |
| + " float k = m - ((i > 0) ? 1.0 : 0.0); \n" |
| + " k = (invertedZShape) ? (-k) : (k); \n" |
| + " \n" |
| + " vec4 color = textureLod(g_screenTexture, \n" |
| + " (pixelPosFlt + blendDir * k) * pixelSize, \n" |
| + " 0.0); \n" |
| + " \n" |
| + "#ifdef IN_GAMMA_CORRECT_MODE \n" |
| + " color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); \n" |
| + "#endif \n" |
| + " imageStore(g_resultTextureFlt4Slot1, pixelPos, color); \n" |
| + " } \n" |
| + "} \n" |
| + " \n" |
| + "vec4 CalcDbgDisplayColor(const vec4 blurMap) { \n" |
| + " vec3 pixelC = vec3(0.0, 0.0, 0.0); \n" |
| + " vec3 pixelL = vec3(0.0, 0.0, 1.0); \n" |
| + " vec3 pixelT = vec3(1.0, 0.0, 0.0); \n" |
| + " vec3 pixelR = vec3(0.0, 1.0, 0.0); \n" |
| + " vec3 pixelB = vec3(0.8, 0.8, 0.0); \n" |
| + " \n" |
| + " const float centerWeight = 1.0; \n" |
| + " float fromBelowWeight = (1.0 / (1.0 - blurMap.x)) - 1.0; \n" |
| + " float fromAboveWeight = (1.0 / (1.0 - blurMap.y)) - 1.0; \n" |
| + " float fromRightWeight = (1.0 / (1.0 - blurMap.z)) - 1.0; \n" |
| + " float fromLeftWeight = (1.0 / (1.0 - blurMap.w)) - 1.0; \n" |
| + " \n" |
| + " float weightSum = centerWeight + dot(vec4(fromBelowWeight, \n" |
| + " fromAboveWeight, \n" |
| + " fromRightWeight, \n" |
| + " fromLeftWeight), \n" |
| + " vec4(1, 1, 1, 1)); \n" |
| + " \n" |
| + " vec4 pixel; \n" |
| + " \n" |
| + " pixel.rgb = pixelC.rgb + fromAboveWeight * pixelT + \n" |
| + " fromBelowWeight * pixelB + \n" |
| + " fromLeftWeight * pixelL + \n" |
| + " fromRightWeight * pixelR; \n" |
| + " pixel.rgb /= weightSum; \n" |
| + " \n" |
| + " pixel.a = dot(pixel.rgb, vec3(1, 1, 1)) * 100.0; \n" |
| + " \n" |
| + " return saturate(pixel); \n" |
| + "} \n" |
| + " \n" |
| + "#ifdef DETECT_EDGES1 \n" |
| + "layout(location = 0) out UVEC4 outEdges; \n" |
| + "void DetectEdges1() { \n" |
| + " uvec4 outputEdges; \n" |
| + " ivec2 screenPosI = ivec2(gl_FragCoord.xy) * ivec2(2, 2); \n" |
| + " \n" |
| + " // .rgb contains colour, .a contains flag whether to output it to \n" |
| + " // working colour texture \n" |
| + " vec4 pixel00 = texelFetch(g_screenTexture, screenPosI.xy, 0); \n" |
| + " vec4 pixel10 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 0));\n" |
| + " vec4 pixel20 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 0));\n" |
| + " vec4 pixel01 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1));\n" |
| + " vec4 pixel11 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1));\n" |
| + " vec4 pixel21 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1));\n" |
| + " vec4 pixel02 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2));\n" |
| + " vec4 pixel12 = \n" |
| + " texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2));\n" |
| + " \n" |
| + " float storeFlagPixel00 = 0.0; \n" |
| + " float storeFlagPixel10 = 0.0; \n" |
| + " float storeFlagPixel20 = 0.0; \n" |
| + " float storeFlagPixel01 = 0.0; \n" |
| + " float storeFlagPixel11 = 0.0; \n" |
| + " float storeFlagPixel21 = 0.0; \n" |
| + " float storeFlagPixel02 = 0.0; \n" |
| + " float storeFlagPixel12 = 0.0; \n" |
| + " \n" |
| + " vec2 et; \n" |
| + " \n" |
| + "#ifdef EDGE_DETECT_THRESHOLD \n" |
| + " float threshold = c_ColorThreshold; \n" |
| + "#else \n" |
| + " float threshold = g_ColorThreshold; \n" |
| + "#endif \n" |
| + " \n" |
| + " { \n" |
| + " et.x = EdgeDetectColorCalcDiff(pixel00.rgb, pixel10.rgb); \n" |
| + " et.y = EdgeDetectColorCalcDiff(pixel00.rgb, pixel01.rgb); \n" |
| + " et = saturate(et - threshold); \n" |
| + " ivec2 eti = ivec2(et * 15.0 + 0.99); \n" |
| + " outputEdges.x = uint(eti.x | (eti.y << 4)); \n" |
| + " \n" |
| + " storeFlagPixel00 += et.x; \n" |
| + " storeFlagPixel00 += et.y; \n" |
| + " storeFlagPixel10 += et.x; \n" |
| + " storeFlagPixel01 += et.y; \n" |
| + " } \n" |
| + " \n" |
| + " { \n" |
| + " et.x = EdgeDetectColorCalcDiff(pixel10.rgb, pixel20.rgb); \n" |
| + " et.y = EdgeDetectColorCalcDiff(pixel10.rgb, pixel11.rgb); \n" |
| + " et = saturate(et - threshold); \n" |
| + " ivec2 eti = ivec2(et * 15.0 + 0.99); \n" |
| + " outputEdges.y = uint(eti.x | (eti.y << 4)); \n" |
| + " \n" |
| + " storeFlagPixel10 += et.x; \n" |
| + " storeFlagPixel10 += et.y; \n" |
| + " storeFlagPixel20 += et.x; \n" |
| + " storeFlagPixel11 += et.y; \n" |
| + " } \n" |
| + " \n" |
| + " { \n" |
| + " et.x = EdgeDetectColorCalcDiff(pixel01.rgb, pixel11.rgb); \n" |
| + " et.y = EdgeDetectColorCalcDiff(pixel01.rgb, pixel02.rgb); \n" |
| + " et = saturate(et - threshold); \n" |
| + " ivec2 eti = ivec2(et * 15.0 + 0.99); \n" |
| + " outputEdges.z = uint(eti.x | (eti.y << 4)); \n" |
| + " \n" |
| + " storeFlagPixel01 += et.x; \n" |
| + " storeFlagPixel01 += et.y; \n" |
| + " storeFlagPixel11 += et.x; \n" |
| + " storeFlagPixel02 += et.y; \n" |
| + " } \n" |
| + " \n" |
| + " { \n" |
| + " et.x = EdgeDetectColorCalcDiff(pixel11.rgb, pixel21.rgb); \n" |
| + " et.y = EdgeDetectColorCalcDiff(pixel11.rgb, pixel12.rgb); \n" |
| + " et = saturate(et - threshold); \n" |
| + " ivec2 eti = ivec2(et * 15.0 + 0.99); \n" |
| + " outputEdges.w = uint(eti.x | (eti.y << 4)); \n" |
| + " \n" |
| + " storeFlagPixel11 += et.x; \n" |
| + " storeFlagPixel11 += et.y; \n" |
| + " storeFlagPixel21 += et.x; \n" |
| + " storeFlagPixel12 += et.y; \n" |
| + " } \n" |
| + " \n" |
| + " gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; \n" |
| + " \n" |
| + " if (gl_FragDepth != 0.0) { \n" |
| + " if (storeFlagPixel00 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 0),\n" |
| + " pixel00); \n" |
| + " if (storeFlagPixel10 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 0),\n" |
| + " pixel10); \n" |
| + " if (storeFlagPixel20 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 0),\n" |
| + " pixel20); \n" |
| + " if (storeFlagPixel01 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 1),\n" |
| + " pixel01); \n" |
| + " if (storeFlagPixel02 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 2),\n" |
| + " pixel02); \n" |
| + " if (storeFlagPixel11 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 1),\n" |
| + " pixel11); \n" |
| + " if (storeFlagPixel21 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 1),\n" |
| + " pixel21); \n" |
| + " if (storeFlagPixel12 != 0.0) \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 2),\n" |
| + " pixel12); \n" |
| + " } \n" |
| + " outEdges = STORE_UVEC4(outputEdges); \n" |
| + "} \n" |
| + "#endif // DETECT_EDGES1 \n" |
| + " \n" |
| + "vec2 UnpackThresholds(uint val) { \n" |
| + " return vec2(val & 0x0Fu, val >> 4u) / 15.0f; \n" |
| + "} \n" |
| + " \n" |
| + "uint PruneNonDominantEdges(vec4 edges[3]) { \n" |
| + " vec4 maxE4 = vec4(0.0, 0.0, 0.0, 0.0); \n" |
| + " \n" |
| + " float avg = 0.0; \n" |
| + " \n" |
| + " for (int i = 0; i < 3; i++) { \n" |
| + " maxE4 = max(maxE4, edges[i]); \n" |
| + " \n" |
| + " avg = dot(edges[i], vec4(1, 1, 1, 1) / (3.0 * 4.0)); \n" |
| + " } \n" |
| + " \n" |
| + " vec2 maxE2 = max(maxE4.xy, maxE4.zw); \n" |
| + " float maxE = max(maxE2.x, maxE2.y); \n" |
| + " \n" |
| + " float threshold = avg * 0.65 + maxE * 0.35; \n" |
| + " \n" |
| + " // threshold = 0.0001; // this disables non-dominant edge pruning! \n" |
| + " \n" |
| + " uint cx = edges[0].x >= threshold ? 1u : 0u; \n" |
| + " uint cy = edges[0].y >= threshold ? 1u : 0u; \n" |
| + " return PackEdge(uvec4(cx, cy, 0, 0)); \n" |
| + "} \n" |
| + " \n" |
| + "void CollectEdges(int offX, \n" |
| + " int offY, \n" |
| + " out vec4 edges[3], \n" |
| + " const uint packedVals[6 * 6]) { \n" |
| + " vec2 pixelP0P0 = UnpackThresholds(packedVals[(offX)*6+(offY)]); \n" |
| + " vec2 pixelP1P0 = UnpackThresholds(packedVals[(offX+1)*6+(offY)]); \n" |
| + " vec2 pixelP0P1 = UnpackThresholds(packedVals[(offX)*6+(offY+1)]); \n" |
| + " vec2 pixelM1P0 = UnpackThresholds(packedVals[(offX-1)*6 +(offY)]); \n" |
| + " vec2 pixelP0M1 = UnpackThresholds(packedVals[(offX)*6+(offY-1)]); \n" |
| + " vec2 pixelP1M1 = UnpackThresholds(packedVals[(offX+1)*6 +(offY-1)]); \n" |
| + " vec2 pixelM1P1 = UnpackThresholds(packedVals[(offX-1)*6+(offY+1)]); \n" |
| + " \n" |
| + " edges[0].x = pixelP0P0.x; \n" |
| + " edges[0].y = pixelP0P0.y; \n" |
| + " edges[0].z = pixelP1P0.x; \n" |
| + " edges[0].w = pixelP1P0.y; \n" |
| + " edges[1].x = pixelP0P1.x; \n" |
| + " edges[1].y = pixelP0P1.y; \n" |
| + " edges[1].z = pixelM1P0.x; \n" |
| + " edges[1].w = pixelM1P0.y; \n" |
| + " edges[2].x = pixelP0M1.x; \n" |
| + " edges[2].y = pixelP0M1.y; \n" |
| + " edges[2].z = pixelP1M1.y; \n" |
| + " edges[2].w = pixelM1P1.x; \n" |
| + "} \n" |
| + " \n" |
| + "#ifdef DETECT_EDGES2 \n" |
| + "layout(early_fragment_tests) in; \n" |
| + "void DetectEdges2() { \n" |
| + " ivec2 screenPosI = ivec2(gl_FragCoord.xy); \n" |
| + " \n" |
| + " // source : edge differences from previous pass \n" |
| + " uint packedVals[6 * 6]; \n" |
| + " \n" |
| + " // center pixel (our output) \n" |
| + " UVEC4 packedQ4 = texelFetch(g_src0Texture4Uint, screenPosI.xy, 0); \n" |
| + " packedVals[(2) * 6 + (2)] = LOAD_UINT(packedQ4.x); \n" |
| + " packedVals[(3) * 6 + (2)] = LOAD_UINT(packedQ4.y); \n" |
| + " packedVals[(2) * 6 + (3)] = LOAD_UINT(packedQ4.z); \n" |
| + " packedVals[(3) * 6 + (3)] = LOAD_UINT(packedQ4.w); \n" |
| + " \n" |
| + " vec4 edges[3]; \n" |
| + " if (bool(packedVals[(2) * 6 + (2)]) || \n" |
| + " bool(packedVals[(3) * 6 + (2)])) { \n" |
| + " UVEC4 packedQ1 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(0, -1)); \n" |
| + " packedVals[(2) * 6 + (0)] = LOAD_UINT(packedQ1.x); \n" |
| + " packedVals[(3) * 6 + (0)] = LOAD_UINT(packedQ1.y); \n" |
| + " packedVals[(2) * 6 + (1)] = LOAD_UINT(packedQ1.z); \n" |
| + " packedVals[(3) * 6 + (1)] = LOAD_UINT(packedQ1.w); \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(2) * 6 + (2)]) || \n" |
| + " bool(packedVals[(2) * 6 + (3)])) { \n" |
| + " UVEC4 packedQ3 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(-1, 0)); \n" |
| + " packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); \n" |
| + " packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); \n" |
| + " packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); \n" |
| + " packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(2) * 6 + (2)])) { \n" |
| + " CollectEdges(2, 2, edges, packedVals); \n" |
| + " uint pe = PruneNonDominantEdges(edges); \n" |
| + " if (pe != 0u) { \n" |
| + " imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 0), \n" |
| + " vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(3) * 6 + (2)]) || \n" |
| + " bool(packedVals[(3) * 6 + (3)])) { \n" |
| + " UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(1, 0)); \n" |
| + " packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); \n" |
| + " packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); \n" |
| + " packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); \n" |
| + " packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(3) * 6 + (2)])) { \n" |
| + " UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(1, -1)); \n" |
| + " packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); \n" |
| + " packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); \n" |
| + " packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); \n" |
| + " packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); \n" |
| + " \n" |
| + " CollectEdges(3, 2, edges, packedVals); \n" |
| + " uint pe = PruneNonDominantEdges(edges); \n" |
| + " if (pe != 0u) { \n" |
| + " imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 0), \n" |
| + " vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(2) * 6 + (3)]) || \n" |
| + " bool(packedVals[(3) * 6 + (3)])) { \n" |
| + " UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(0, 1)); \n" |
| + " packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); \n" |
| + " packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); \n" |
| + " packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); \n" |
| + " packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(2) * 6 + (3)])) { \n" |
| + " UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, \n" |
| + " screenPosI.xy, 0, ivec2(-1, -1));\n" |
| + " packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); \n" |
| + " packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); \n" |
| + " packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); \n" |
| + " packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); \n" |
| + " \n" |
| + " CollectEdges(2, 3, edges, packedVals); \n" |
| + " uint pe = PruneNonDominantEdges(edges); \n" |
| + " if (pe != 0u) { \n" |
| + " imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 1), \n" |
| + " vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " if (bool(packedVals[(3) * 6 + (3)])) { \n" |
| + " CollectEdges(3, 3, edges, packedVals); \n" |
| + " uint pe = PruneNonDominantEdges(edges); \n" |
| + " if (pe != 0u) { \n" |
| + " imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 1), \n" |
| + " vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n" |
| + " } \n" |
| + " } \n" |
| + "} \n" |
| + "#endif // DETECT_EDGES2 \n" |
| + " \n" |
| + "#ifdef COMBINE_EDGES \n" |
| + "void CombineEdges() { \n" |
| + " ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); \n" |
| + " vec3 screenPosBase = vec3(screenPosIBase); \n" |
| + " uint packedEdgesArray[3 * 3]; \n" |
| + " \n" |
| + " // use only if it has the 'prev frame' flag:[sample * 255.0 - 127.5] \n" |
| + " //-> if it has the last bit flag (128), it's going to stay above 0 \n" |
| + " uvec4 sampA = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(1, 0)) * 255.0 - 127.5); \n" |
| + " uvec4 sampB = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(0, 1)) * 255.0 - 127.5); \n" |
| + " uint sampC = uint( \n" |
| + " texelFetchOffset(g_src0TextureFlt, screenPosIBase.xy, 0, \n" |
| + " ivec2(1, 1)).r * 255.0 - 127.5); \n" |
| + " \n" |
| + " packedEdgesArray[(0) * 3 + (0)] = 0u; \n" |
| + " packedEdgesArray[(1) * 3 + (0)] = sampA.w; \n" |
| + " packedEdgesArray[(2) * 3 + (0)] = sampA.z; \n" |
| + " packedEdgesArray[(1) * 3 + (1)] = sampA.x; \n" |
| + " packedEdgesArray[(2) * 3 + (1)] = sampA.y; \n" |
| + " packedEdgesArray[(0) * 3 + (1)] = sampB.w; \n" |
| + " packedEdgesArray[(0) * 3 + (2)] = sampB.x; \n" |
| + " packedEdgesArray[(1) * 3 + (2)] = sampB.y; \n" |
| + " packedEdgesArray[(2) * 3 + (2)] = sampC; \n" |
| + " \n" |
| + " uvec4 pixelsC = uvec4(packedEdgesArray[(1 + 0) * 3 + (1 + 0)], \n" |
| + " packedEdgesArray[(1 + 1) * 3 + (1 + 0)], \n" |
| + " packedEdgesArray[(1 + 0) * 3 + (1 + 1)], \n" |
| + " packedEdgesArray[(1 + 1) * 3 + (1 + 1)]); \n" |
| + " uvec4 pixelsL = uvec4(packedEdgesArray[(0 + 0) * 3 + (1 + 0)], \n" |
| + " packedEdgesArray[(0 + 1) * 3 + (1 + 0)], \n" |
| + " packedEdgesArray[(0 + 0) * 3 + (1 + 1)], \n" |
| + " packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); \n" |
| + " uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], \n" |
| + " packedEdgesArray[(1 + 1) * 3 + (0 + 0)], \n" |
| + " packedEdgesArray[(1 + 0) * 3 + (0 + 1)], \n" |
| + " packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); \n" |
| + " \n" |
| + " uvec4 outEdge4 = \n" |
| + " pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); \n" |
| + " vec4 outEdge4Flt = vec4(outEdge4) / 255.0; \n" |
| + " \n" |
| + " imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 0), \n" |
| + " outEdge4Flt.xxxx); \n" |
| + " imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 0), \n" |
| + " outEdge4Flt.yyyy); \n" |
| + " imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 1), \n" |
| + " outEdge4Flt.zzzz); \n" |
| + " imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 1), \n" |
| + " outEdge4Flt.wwww); \n" |
| + " \n" |
| + " // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); \n" |
| + " // gl_FragDepth = \n" |
| + " // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; \n" |
| + " \n" |
| + " gl_FragDepth = \n" |
| + " any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; \n" |
| + "} \n" |
| + "#endif // COMBINE_EDGES \n" |
| + " \n" |
| + "#ifdef BLUR_EDGES \n" |
| + "layout(early_fragment_tests) in; \n" |
| + "void BlurEdges() { \n" |
| + " int _i; \n" |
| + " \n" |
| + " ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); \n" |
| + " vec3 screenPosBase = vec3(screenPosIBase); \n" |
| + " uint forFollowUpCount = 0u; \n" |
| + " ivec4 forFollowUpCoords[4]; \n" |
| + " \n" |
| + " uint packedEdgesArray[4 * 4]; \n" |
| + " \n" |
| + " uvec4 sampA = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(0, 0)) *255.5); \n" |
| + " uvec4 sampB = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(2, 0)) *255.5); \n" |
| + " uvec4 sampC = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(0, 2)) *255.5); \n" |
| + " uvec4 sampD = uvec4( \n" |
| + " textureGatherOffset(g_src0TextureFlt, \n" |
| + " screenPosBase.xy * g_OneOverScreenSize, \n" |
| + " ivec2(2, 2)) *255.5); \n" |
| + " \n" |
| + " packedEdgesArray[(0) * 4 + (0)] = sampA.w; \n" |
| + " packedEdgesArray[(1) * 4 + (0)] = sampA.z; \n" |
| + " packedEdgesArray[(0) * 4 + (1)] = sampA.x; \n" |
| + " packedEdgesArray[(1) * 4 + (1)] = sampA.y; \n" |
| + " packedEdgesArray[(2) * 4 + (0)] = sampB.w; \n" |
| + " packedEdgesArray[(3) * 4 + (0)] = sampB.z; \n" |
| + " packedEdgesArray[(2) * 4 + (1)] = sampB.x; \n" |
| + " packedEdgesArray[(3) * 4 + (1)] = sampB.y; \n" |
| + " packedEdgesArray[(0) * 4 + (2)] = sampC.w; \n" |
| + " packedEdgesArray[(1) * 4 + (2)] = sampC.z; \n" |
| + " packedEdgesArray[(0) * 4 + (3)] = sampC.x; \n" |
| + " packedEdgesArray[(1) * 4 + (3)] = sampC.y; \n" |
| + " packedEdgesArray[(2) * 4 + (2)] = sampD.w; \n" |
| + " packedEdgesArray[(3) * 4 + (2)] = sampD.z; \n" |
| + " packedEdgesArray[(2) * 4 + (3)] = sampD.x; \n" |
| + " packedEdgesArray[(3) * 4 + (3)] = sampD.y; \n" |
| + " \n" |
| + " for (_i = 0; _i < 4; _i++) { \n" |
| + " int _x = _i % 2; \n" |
| + " int _y = _i / 2; \n" |
| + " \n" |
| + " ivec3 screenPosI = screenPosIBase + ivec3(_x, _y, 0); \n" |
| + " \n" |
| + " uint packedEdgesC = packedEdgesArray[(1 + _x) * 4 + (1 + _y)]; \n" |
| + " \n" |
| + " uvec4 edges = UnpackEdge(packedEdgesC); \n" |
| + " vec4 edgesFlt = vec4(edges); \n" |
| + " \n" |
| + " float numberOfEdges = dot(edgesFlt, vec4(1, 1, 1, 1)); \n" |
| + " if (numberOfEdges < 2.0) \n" |
| + " continue; \n" |
| + " \n" |
| + " float fromRight = edgesFlt.r; \n" |
| + " float fromBelow = edgesFlt.g; \n" |
| + " float fromLeft = edgesFlt.b; \n" |
| + " float fromAbove = edgesFlt.a; \n" |
| + " \n" |
| + " vec4 xFroms = vec4(fromBelow, fromAbove, fromRight, fromLeft); \n" |
| + " \n" |
| + " float blurCoeff = 0.0; \n" |
| + " \n" |
| + " // These are additional blurs that complement the main line-based \n" |
| + " // blurring; Unlike line-based, these do not necessarily preserve \n" |
| + " // the total amount of screen colour as they will take \n" |
| + " // neighbouring pixel colours and apply them to the one currently \n" |
| + " // processed. \n" |
| + " \n" |
| + " // 1.) L-like shape. \n" |
| + " // For this shape, the total amount of screen colour will be \n" |
| + " // preserved when this is a part of a (zigzag) diagonal line as the\n" |
| + " // corners from the other side will do the same and take some of \n" |
| + " // the current pixel's colour in return. \n" |
| + " // However, in the case when this is an actual corner, the pixel's \n" |
| + " // colour will be partially overwritten by it's 2 neighbours. \n" |
| + " // if( numberOfEdges > 1.0 ) \n" |
| + " { \n" |
| + " // with value of 0.15, the pixel will retain approx 77% of its \n" |
| + " // colour and the remaining 23% will come from its 2 neighbours \n" |
| + " // (which are likely to be blurred too in the opposite direction)\n" |
| + " blurCoeff = 0.08; \n" |
| + " \n" |
| + " // Only do blending if it's L shape - if we're between two \n" |
| + " // parallel edges, don't do anything \n" |
| + " blurCoeff *= (1.0 - fromBelow * fromAbove) * \n" |
| + " (1.0 - fromRight * fromLeft); \n" |
| + " } \n" |
| + " \n" |
| + " // 2.) U-like shape (surrounded with edges from 3 sides) \n" |
| + " if (numberOfEdges > 2.0) { \n" |
| + " // with value of 0.13, the pixel will retain approx 72% of its \n" |
| + " // colour and the remaining 28% will be picked from its 3 \n" |
| + " // neighbours (which are unlikely to be blurred too but could be)\n" |
| + " blurCoeff = 0.11; \n" |
| + " } \n" |
| + " \n" |
| + " // 3.) Completely surrounded with edges from all 4 sides \n" |
| + " if (numberOfEdges > 3.0) { \n" |
| + " // with value of 0.07, the pixel will retain 78% of its colour \n" |
| + " // and the remaining 22% will come from its 4 neighbours (which \n" |
| + " // are unlikely to be blurred) \n" |
| + " blurCoeff = 0.05; \n" |
| + " } \n" |
| + " \n" |
| + " if (blurCoeff == 0.0) { \n" |
| + " // this avoids Z search below as well but that's ok because a Z \n" |
| + " // shape will also always have some blurCoeff \n" |
| + " continue; \n" |
| + " } \n" |
| + " \n" |
| + " vec4 blurMap = xFroms * blurCoeff; \n" |
| + " \n" |
| + " vec4 pixelC = texelFetch(g_screenTexture, screenPosI.xy, 0); \n" |
| + " \n" |
| + " const float centerWeight = 1.0; \n" |
| + " float fromBelowWeight = blurMap.x; \n" |
| + " float fromAboveWeight = blurMap.y; \n" |
| + " float fromRightWeight = blurMap.z; \n" |
| + " float fromLeftWeight = blurMap.w; \n" |
| + " \n" |
| + " // this would be the proper math for blending if we were handling \n" |
| + " // lines (Zs) and mini kernel smoothing here, but since we're doing\n" |
| + " // lines separately, no need to complicate, just tweak the settings\n" |
| + " // float fromBelowWeight = (1.0 / (1.0 - blurMap.x)) - 1.0; \n" |
| + " // float fromAboveWeight = (1.0 / (1.0 - blurMap.y)) - 1.0; \n" |
| + " // float fromRightWeight = (1.0 / (1.0 - blurMap.z)) - 1.0; \n" |
| + " // float fromLeftWeight = (1.0 / (1.0 - blurMap.w)) - 1.0; \n" |
| + " \n" |
| + " float fourWeightSum = dot(blurMap, vec4(1, 1, 1, 1)); \n" |
| + " float allWeightSum = centerWeight + fourWeightSum; \n" |
| + " \n" |
| + " vec4 color = vec4(0, 0, 0, 0); \n" |
| + " if (fromLeftWeight > 0.0) { \n" |
| + " vec3 pixelL = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n" |
| + " ivec2(-1, 0)).rgb; \n" |
| + " color.rgb += fromLeftWeight * pixelL; \n" |
| + " } \n" |
| + " if (fromAboveWeight > 0.0) { \n" |
| + " vec3 pixelT = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n" |
| + " ivec2(0, -1)).rgb; \n" |
| + " color.rgb += fromAboveWeight * pixelT; \n" |
| + " } \n" |
| + " if (fromRightWeight > 0.0) { \n" |
| + " vec3 pixelR = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n" |
| + " ivec2(1, 0)).rgb; \n" |
| + " color.rgb += fromRightWeight * pixelR; \n" |
| + " } \n" |
| + " if (fromBelowWeight > 0.0) { \n" |
| + " vec3 pixelB = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n" |
| + " ivec2(0, 1)).rgb; \n" |
| + " color.rgb += fromBelowWeight * pixelB; \n" |
| + " } \n" |
| + " \n" |
| + " color /= fourWeightSum + 0.0001; \n" |
| + " color.a = 1.0 - centerWeight / allWeightSum; \n" |
| + " \n" |
| + " color.rgb = mix(pixelC.rgb, color.rgb, color.a).rgb; \n" |
| + "#ifdef IN_GAMMA_CORRECT_MODE \n" |
| + " color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); \n" |
| + "#endif \n" |
| + " \n" |
| + "#ifdef DEBUG_OUTPUT_AAINFO \n" |
| + " imageStore(g_resultTextureSlot2, screenPosI.xy, \n" |
| + " PackBlurAAInfo(screenPosI.xy, uint(numberOfEdges))); \n" |
| + "#endif \n" |
| + " imageStore(g_resultTextureFlt4Slot1, screenPosI.xy, \n" |
| + " vec4(color.rgb, pixelC.a)); \n" |
| + " \n" |
| + " if (numberOfEdges == 2.0) { \n" |
| + " uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; \n" |
| + " uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; \n" |
| + " uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; \n" |
| + " uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; \n" |
| + " \n" |
| + " bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && \n" |
| + " ((packedEdgesR & (0x01u | 0x08u)) == (0x08u)); \n" |
| + " bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && \n" |
| + " ((packedEdgesR & (0x01u | 0x02u)) == (0x02u)); \n" |
| + " \n" |
| + " bool isHCandidate = isHorizontalA || isHorizontalB; \n" |
| + " \n" |
| + " bool isVerticalA = ((packedEdgesC) == (0x08u | 0x01u)) && \n" |
| + " ((packedEdgesT & (0x08u | 0x04u)) == (0x04u)); \n" |
| + " bool isVerticalB = ((packedEdgesC) == (0x08u | 0x04u)) && \n" |
| + " ((packedEdgesT & (0x08u | 0x01u)) == (0x01u)); \n" |
| + " bool isVCandidate = isVerticalA || isVerticalB; \n" |
| + " \n" |
| + " bool isCandidate = isHCandidate || isVCandidate; \n" |
| + " \n" |
| + " if (!isCandidate) \n" |
| + " continue; \n" |
| + " \n" |
| + " bool horizontal = isHCandidate; \n" |
| + " \n" |
| + " // what if both are candidates? do additional pruning (still not \n" |
| + " // 100% but gets rid of worst case errors) \n" |
| + " if (isHCandidate && isVCandidate) \n" |
| + " horizontal = \n" |
| + " (isHorizontalA && ((packedEdgesL & 0x02u) == 0x02u)) || \n" |
| + " (isHorizontalB && ((packedEdgesL & 0x08u) == 0x08u)); \n" |
| + " \n" |
| + " ivec2 offsetC; \n" |
| + " uint packedEdgesM1P0; \n" |
| + " uint packedEdgesP1P0; \n" |
| + " if (horizontal) { \n" |
| + " packedEdgesM1P0 = packedEdgesL; \n" |
| + " packedEdgesP1P0 = packedEdgesR; \n" |
| + " offsetC = ivec2(2, 0); \n" |
| + " } else { \n" |
| + " packedEdgesM1P0 = packedEdgesB; \n" |
| + " packedEdgesP1P0 = packedEdgesT; \n" |
| + " offsetC = ivec2(0, -2); \n" |
| + " } \n" |
| + " \n" |
| + " uvec4 edgesM1P0 = UnpackEdge(packedEdgesM1P0); \n" |
| + " uvec4 edgesP1P0 = UnpackEdge(packedEdgesP1P0); \n" |
| + " uvec4 edgesP2P0 = UnpackEdge(uint(texelFetch( \n" |
| + " g_src0TextureFlt, screenPosI.xy + offsetC, 0).r * 255.5)); \n" |
| + " \n" |
| + " uvec4 arg0; \n" |
| + " uvec4 arg1; \n" |
| + " uvec4 arg2; \n" |
| + " uvec4 arg3; \n" |
| + " bool arg4; \n" |
| + " \n" |
| + " if (horizontal) { \n" |
| + " arg0 = uvec4(edges); \n" |
| + " arg1 = edgesM1P0; \n" |
| + " arg2 = edgesP1P0; \n" |
| + " arg3 = edgesP2P0; \n" |
| + " arg4 = true; \n" |
| + " } else { \n" |
| + " // Reuse the same code for vertical (used for horizontal above)\n" |
| + " // but rotate input data 90º counter-clockwise, so that: \n" |
| + " // left becomes bottom \n" |
| + " // top becomes left \n" |
| + " // right becomes top \n" |
| + " // bottom becomes right \n" |
| + " \n" |
| + " // we also have to rotate edges, thus .argb \n" |
| + " arg0 = uvec4(edges.argb); \n" |
| + " arg1 = edgesM1P0.argb; \n" |
| + " arg2 = edgesP1P0.argb; \n" |
| + " arg3 = edgesP2P0.argb; \n" |
| + " arg4 = false; \n" |
| + " } \n" |
| + " \n" |
| + " { \n" |
| + " ivec2 screenPos = screenPosI.xy; \n" |
| + " uvec4 _edges = arg0; \n" |
| + " uvec4 _edgesM1P0 = arg1; \n" |
| + " uvec4 _edgesP1P0 = arg2; \n" |
| + " uvec4 _edgesP2P0 = arg3; \n" |
| + " bool horizontal = arg4; \n" |
| + " // Inverted Z case: \n" |
| + " // __ \n" |
| + " // X| \n" |
| + " // ¯¯ \n" |
| + " bool isInvertedZ = false; \n" |
| + " bool isNormalZ = false; \n" |
| + " { \n" |
| + "#ifndef SETTINGS_ALLOW_SHORT_Zs \n" |
| + " // (1u-_edges.a) constraint can be removed; it was added for \n" |
| + " // some rare cases \n" |
| + " uint isZShape = _edges.r * _edges.g * _edgesM1P0.g * \n" |
| + " _edgesP1P0.a *_edgesP2P0.a * (1u - _edges.b) * \n" |
| + " (1u - _edgesP1P0.r) * (1u - _edges.a) * \n" |
| + " (1u - _edgesP1P0.g); \n" |
| + "#else \n" |
| + " uint isZShape = _edges.r * _edges.g * _edgesP1P0.a * \n" |
| + " (1u - _edges.b) * (1u - _edgesP1P0.r) * (1u - _edges.a) *\n" |
| + " (1u - _edgesP1P0.g); \n" |
| + " isZShape *= (_edgesM1P0.g + _edgesP2P0.a); \n" |
| + " // and at least one of these need to be there\n" |
| + "#endif \n" |
| + " if (isZShape > 0u) { \n" |
| + " isInvertedZ = true; \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " // Normal Z case: \n" |
| + " // __ \n" |
| + " // X| \n" |
| + " // ¯¯ \n" |
| + " { \n" |
| + "#ifndef SETTINGS_ALLOW_SHORT_Zs \n" |
| + " uint isZShape = _edges.r * _edges.a * _edgesM1P0.a * \n" |
| + " _edgesP1P0.g * _edgesP2P0.g * (1u - _edges.b) * \n" |
| + " (1u - _edgesP1P0.r) * (1u - _edges.g) * \n" |
| + " (1u - _edgesP1P0.a); \n" |
| + "#else \n" |
| + " uint isZShape = _edges.r * _edges.a * _edgesP1P0.g * \n" |
| + " (1u - _edges.b) * (1u - _edgesP1P0.r) * (1u - _edges.g) *\n" |
| + " (1u - _edgesP1P0.a); \n" |
| + " isZShape *= \n" |
| + " (_edgesM1P0.a + _edgesP2P0.g); \n" |
| + " // and at least one of these need to be there\n" |
| + "#endif \n" |
| + " \n" |
| + " if (isZShape > 0u) { \n" |
| + " isNormalZ = true; \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " bool isZ = isInvertedZ || isNormalZ; \n" |
| + " if (isZ) { \n" |
| + " forFollowUpCoords[forFollowUpCount++] = \n" |
| + " ivec4(screenPosI.xy, horizontal, isInvertedZ); \n" |
| + " } \n" |
| + " } \n" |
| + " } \n" |
| + " } \n" |
| + " \n" |
| + " // This code below is the only potential bug with this algorithm : \n" |
| + " // it HAS to be executed after the simple shapes above. It used to be\n" |
| + " // executed as separate compute shader (by storing the packed \n" |
| + " // 'forFollowUpCoords' in an append buffer and consuming it later) \n" |
| + " // but the whole thing (append/consume buffers, using CS) appears to \n" |
| + " // be too inefficient on most hardware. \n" |
| + " // However, it seems to execute fairly efficiently here and without \n" |
| + " // any issues, although there is no 100% guarantee that this code \n" |
| + " // below will execute across all pixels (it has a c_maxLineLength \n" |
| + " // wide kernel) after other shaders processing same pixels have done \n" |
| + " // solving simple shapes. It appears to work regardless, across all \n" |
| + " // hardware; pixels with 1-edge or two opposing edges are ignored by \n" |
| + " // simple shapes anyway and other shapes stop the long line \n" |
| + " // algorithm from executing the only danger appears to be simple \n" |
| + " // shape L's colliding with Z shapes from neighbouring pixels but I \n" |
| + " // couldn't reproduce any problems on any hardware. \n" |
| + " for (uint _i = 0u; _i < forFollowUpCount; _i++) { \n" |
| + " ivec4 data = forFollowUpCoords[_i]; \n" |
| + " ProcessDetectedZ(data.xy, bool(data.z), bool(data.w)); \n" |
| + " } \n" |
| + "} \n" |
| + "#endif // BLUR_EDGES \n" |
| + " \n" |
| + "#ifdef DISPLAY_EDGES \n" |
| + "layout(location = 0) out vec4 color; \n" |
| + "layout(location = 1) out vec4 hasEdges; \n" |
| + "void DisplayEdges() { \n" |
| + " ivec2 screenPosI = ivec2(gl_FragCoord.xy); \n" |
| + " \n" |
| + " uint packedEdges, shapeType; \n" |
| + " UnpackBlurAAInfo(texelFetch(g_src0TextureFlt, screenPosI, 0).r, \n" |
| + " packedEdges, shapeType); \n" |
| + " \n" |
| + " vec4 edges = vec4(UnpackEdge(packedEdges)); \n" |
| + " if (any(greaterThan(edges.xyzw, vec4(0)))) { \n" |
| + "#ifdef IN_BGR_MODE \n" |
| + " color = c_edgeDebugColours[shapeType].bgra; \n" |
| + "#else \n" |
| + " color = c_edgeDebugColours[shapeType]; \n" |
| + "#endif \n" |
| + " hasEdges = vec4(1.0); \n" |
| + " } else { \n" |
| + " color = vec4(0); \n" |
| + " hasEdges = vec4(0.0); \n" |
| + " } \n" |
| + "} \n" |
| + "#endif // DISPLAY_EDGES \n" |
| + " \n" |
| + "void main() { \n" |
| + "#ifdef DETECT_EDGES1 \n" |
| + " DetectEdges1(); \n" |
| + "#endif \n" |
| + "#if defined DETECT_EDGES2 \n" |
| + " DetectEdges2(); \n" |
| + "#endif \n" |
| + "#if defined COMBINE_EDGES \n" |
| + " CombineEdges(); \n" |
| + "#endif \n" |
| + "#if defined BLUR_EDGES \n" |
| + " BlurEdges(); \n" |
| + "#endif \n" |
| + "#if defined DISPLAY_EDGES \n" |
| + " DisplayEdges(); \n" |
| + "#endif \n" |
| + "} \n"; |
| + |
| +const char* ApplyFramebufferAttachmentCMAAINTELResourceManager::copy_frag_str_ = |
| + "precision highp float; \n" |
| + "layout(binding = 0) uniform highp sampler2D inTexture; \n" |
| + "layout(location = 0) out vec4 outColor; \n" |
| + "#ifdef GL_ES \n" |
| + "layout(binding = 0, rgba8) restrict writeonly uniform highp \n" |
| + " image2D outTexture; \n" |
| + "#else \n" |
| + "layout(rgba8) restrict writeonly uniform highp image2D outTexture; \n" |
| + "#endif \n" |
| + " \n" |
| + "void main() { \n" |
| + " ivec2 screenPosI = ivec2( gl_FragCoord.xy ); \n" |
| + " vec4 pixel = texelFetch(inTexture, screenPosI, 0); \n" |
| + "#ifdef OUT_FBO \n" |
| + " outColor = pixel; \n" |
| + "#else \n" |
| + " imageStore(outTexture, screenPosI, pixel); \n" |
| + "#endif \n" |
| + "} \n"; |
| + |
| +} // namespace gpu |