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1 // Copyright 2016 The Chromium Authors. All rights reserved. | 1 // Copyright 2016 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h" | 5 #include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa _intel.h" |
6 | 6 |
7 #include "base/logging.h" | 7 #include "base/logging.h" |
8 #include "gpu/command_buffer/service/framebuffer_manager.h" | 8 #include "gpu/command_buffer/service/framebuffer_manager.h" |
9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" | 9 #include "gpu/command_buffer/service/gles2_cmd_decoder.h" |
10 #include "ui/gl/gl_context.h" | 10 #include "ui/gl/gl_context.h" |
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34 process_and_apply_shader_(0), | 34 process_and_apply_shader_(0), |
35 debug_display_edges_shader_(0), | 35 debug_display_edges_shader_(0), |
36 cmaa_framebuffer_(0), | 36 cmaa_framebuffer_(0), |
37 copy_framebuffer_(0), | 37 copy_framebuffer_(0), |
38 rgba8_texture_(0), | 38 rgba8_texture_(0), |
39 working_color_texture_(0), | 39 working_color_texture_(0), |
40 edges0_texture_(0), | 40 edges0_texture_(0), |
41 edges1_texture_(0), | 41 edges1_texture_(0), |
42 mini4_edge_texture_(0), | 42 mini4_edge_texture_(0), |
43 mini4_edge_depth_texture_(0), | 43 mini4_edge_depth_texture_(0), |
44 edges1_shader_result_texture_float4_slot1_(0), | 44 edges0_shader_result_rgba_texture_slot1_(0), |
45 edges1_shader_result_texture_(0), | 45 edges0_shader_target_texture_slot2_(0), |
46 edges_combine_shader_result_texture_float4_slot1_(0), | 46 edges1_shader_result_edge_texture_(0), |
47 process_and_apply_shader_result_texture_float4_slot1_(0), | 47 process_and_apply_shader_result_rgba_texture_slot1_(0), |
48 edges_combine_shader_result_texture_slot2_(0) {} | 48 edges_combine_shader_result_edge_texture_(0) {} |
49 | 49 |
50 ApplyFramebufferAttachmentCMAAINTELResourceManager:: | 50 ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
51 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { | 51 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { |
52 Destroy(); | 52 Destroy(); |
53 } | 53 } |
54 | 54 |
55 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( | 55 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( |
56 gles2::GLES2Decoder* decoder) { | 56 gles2::GLES2Decoder* decoder) { |
57 DCHECK(decoder); | 57 DCHECK(decoder); |
58 is_gles31_compatible_ = | 58 is_gles31_compatible_ = |
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166 CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_c_str); | 166 CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_c_str); |
167 | 167 |
168 combineEdges << defines.str() << "#define COMBINE_EDGES\n"; | 168 combineEdges << defines.str() << "#define COMBINE_EDGES\n"; |
169 edges_combine_shader_ = | 169 edges_combine_shader_ = |
170 CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_c_str); | 170 CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_c_str); |
171 | 171 |
172 blur << defines.str() << "#define BLUR_EDGES\n"; | 172 blur << defines.str() << "#define BLUR_EDGES\n"; |
173 process_and_apply_shader_ = | 173 process_and_apply_shader_ = |
174 CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str); | 174 CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str); |
175 | 175 |
176 edges1_shader_result_texture_float4_slot1_ = | 176 edges0_shader_result_rgba_texture_slot1_ = |
177 glGetUniformLocation(edges0_shader_, "g_resultTextureFlt4Slot1"); | 177 glGetUniformLocation(edges0_shader_, "g_resultRGBATextureSlot1"); |
178 edges1_shader_result_texture_ = | 178 edges0_shader_target_texture_slot2_ = |
179 glGetUniformLocation(edges1_shader_, "g_resultTexture"); | 179 glGetUniformLocation(edges0_shader_, "g_targetTextureSlot2"); |
180 edges_combine_shader_result_texture_float4_slot1_ = | 180 edges1_shader_result_edge_texture_ = |
181 glGetUniformLocation(edges_combine_shader_, "g_resultTextureFlt4Slot1"); | 181 glGetUniformLocation(edges1_shader_, "g_resultEdgeTexture"); |
182 edges_combine_shader_result_texture_slot2_ = | 182 edges_combine_shader_result_edge_texture_ = |
183 glGetUniformLocation(edges_combine_shader_, "g_resultTextureSlot2"); | 183 glGetUniformLocation(edges_combine_shader_, "g_resultEdgeTexture"); |
184 process_and_apply_shader_result_texture_float4_slot1_ = glGetUniformLocation( | 184 process_and_apply_shader_result_rgba_texture_slot1_ = glGetUniformLocation( |
185 process_and_apply_shader_, "g_resultTextureFlt4Slot1"); | 185 process_and_apply_shader_, "g_resultRGBATextureSlot1"); |
186 | 186 |
187 initialized_ = true; | 187 initialized_ = true; |
188 } | 188 } |
189 | 189 |
190 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() { | 190 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() { |
191 if (!initialized_) | 191 if (!initialized_) |
192 return; | 192 return; |
193 | 193 |
194 ReleaseTextures(); | 194 ReleaseTextures(); |
195 | 195 |
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234 GLsizei height = attachment->height(); | 234 GLsizei height = attachment->height(); |
235 GLenum internal_format = attachment->internal_format(); | 235 GLenum internal_format = attachment->internal_format(); |
236 | 236 |
237 // Resize internal structures - only if needed. | 237 // Resize internal structures - only if needed. |
238 OnSize(width, height); | 238 OnSize(width, height); |
239 | 239 |
240 // CMAA internally expects GL_RGBA8 textures. | 240 // CMAA internally expects GL_RGBA8 textures. |
241 // Process using a GL_RGBA8 copy if this is not the case. | 241 // Process using a GL_RGBA8 copy if this is not the case. |
242 bool do_copy = internal_format != GL_RGBA8; | 242 bool do_copy = internal_format != GL_RGBA8; |
243 | 243 |
244 // Copy source_texture to rgba8_texture_ | |
245 if (do_copy) { | |
246 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); | |
247 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
248 GL_TEXTURE_2D, source_texture, 0); | |
249 CopyTexture(rgba8_texture_); | |
250 } | |
251 | |
252 // CMAA Effect | 244 // CMAA Effect |
253 if (do_copy) { | 245 if (do_copy) { |
254 ApplyCMAAEffectTexture(rgba8_texture_, rgba8_texture_); | 246 ApplyCMAAEffectTexture(source_texture, rgba8_texture_, do_copy); |
255 } else { | 247 } else { |
256 ApplyCMAAEffectTexture(source_texture, source_texture); | 248 ApplyCMAAEffectTexture(source_texture, source_texture, do_copy); |
257 } | 249 } |
258 | 250 |
259 // Copy rgba8_texture_ to source_texture | 251 // Copy rgba8_texture_ to source_texture |
260 if (do_copy) { | 252 if (do_copy) { |
adrian.belgun
2016/10/11 13:47:23
Nit: Add comment for clarity stating that rgba8_te
dshwang
2016/10/13 12:35:37
ah sorry. Done.
| |
261 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); | 253 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); |
262 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
263 GL_TEXTURE_2D, rgba8_texture_, 0); | |
264 CopyTexture(source_texture); | 254 CopyTexture(source_texture); |
265 } | 255 } |
266 decoder->RestoreTextureState(source_texture); | 256 decoder->RestoreTextureState(source_texture); |
267 } | 257 } |
268 } | 258 } |
269 | 259 |
270 // Restore state | 260 // Restore state |
271 decoder->RestoreAllAttributes(); | 261 decoder->RestoreAllAttributes(); |
272 decoder->RestoreTextureUnitBindings(0); | 262 decoder->RestoreTextureUnitBindings(0); |
273 decoder->RestoreTextureUnitBindings(1); | 263 decoder->RestoreTextureUnitBindings(1); |
274 decoder->RestoreActiveTexture(); | 264 decoder->RestoreActiveTexture(); |
275 decoder->RestoreProgramBindings(); | 265 decoder->RestoreProgramBindings(); |
276 decoder->RestoreBufferBindings(); | 266 decoder->RestoreBufferBindings(); |
277 decoder->RestoreFramebufferBindings(); | 267 decoder->RestoreFramebufferBindings(); |
278 decoder->RestoreGlobalState(); | 268 decoder->RestoreGlobalState(); |
279 } | 269 } |
280 | 270 |
281 void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture( | 271 void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture( |
282 GLuint source_texture, | 272 GLuint source_texture, |
283 GLuint dest_texture) { | 273 GLuint dest_texture, |
274 bool do_copy) { | |
284 frame_id_++; | 275 frame_id_++; |
285 | 276 |
286 GLuint edge_texture_a; | 277 GLuint edge_texture_a; |
287 GLuint edge_texture_b; | 278 GLuint edge_texture_b; |
288 | 279 |
289 // Flip flop - One pass clears the texture that needs clearing for the other | 280 // Flip flop - One pass clears the texture that needs clearing for the other |
290 // one (actually it's only important that it clears the highest bit) | 281 // one (actually it's only important that it clears the highest bit) |
291 if ((frame_id_ % 2) == 0) { | 282 if ((frame_id_ % 2) == 0) { |
292 edge_texture_a = edges0_texture_; | 283 edge_texture_a = edges0_texture_; |
293 edge_texture_b = edges1_texture_; | 284 edge_texture_b = edges1_texture_; |
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319 // Detect edges Pass 0 | 310 // Detect edges Pass 0 |
320 // - For every pixel detect edges to the right and down and output depth | 311 // - For every pixel detect edges to the right and down and output depth |
321 // mask where edges detected (1 - far, for detected, 0-near for empty | 312 // mask where edges detected (1 - far, for detected, 0-near for empty |
322 // pixels) | 313 // pixels) |
323 | 314 |
324 // Inputs | 315 // Inputs |
325 // g_screenTexture source_texture tex0 | 316 // g_screenTexture source_texture tex0 |
326 // Outputs | 317 // Outputs |
327 // gl_FragDepth mini4_edge_depth_texture_ fbo.depth | 318 // gl_FragDepth mini4_edge_depth_texture_ fbo.depth |
328 // out uvec4 outEdges mini4_edge_texture_ fbo.col | 319 // out uvec4 outEdges mini4_edge_texture_ fbo.col |
329 // image2D g_resultTextureFlt4Slot1 working_color_texture_ image1 | 320 // image2D g_resultRGBATextureSlot1 working_color_texture_ image1 |
330 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; | 321 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
331 | 322 |
332 { | 323 { |
333 glUseProgram(edges0_shader_); | 324 glUseProgram(edges0_shader_); |
334 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 325 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
335 glDepthMask(GL_TRUE); | 326 glDepthMask(GL_TRUE); |
336 glDepthFunc(GL_ALWAYS); | 327 glDepthFunc(GL_ALWAYS); |
337 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | 328 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
338 | 329 |
339 if (!is_gles31_compatible_) { | 330 if (!is_gles31_compatible_) { |
340 glUniform1i(edges1_shader_result_texture_float4_slot1_, 1); | 331 glUniform1i(edges0_shader_result_rgba_texture_slot1_, 1); |
332 glUniform1i(edges0_shader_target_texture_slot2_, 2); | |
341 } | 333 } |
342 glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0, | 334 glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0, |
343 GL_WRITE_ONLY, GL_RGBA8); | 335 GL_WRITE_ONLY, GL_RGBA8); |
336 if (do_copy) { | |
337 glUniform1i(2, GL_TRUE); | |
338 glBindImageTextureEXT(2, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, | |
339 GL_RGBA8); | |
340 } else { | |
341 glUniform1i(2, GL_FALSE); | |
342 } | |
344 | 343 |
345 glActiveTexture(GL_TEXTURE0); | 344 glActiveTexture(GL_TEXTURE0); |
346 glBindTexture(GL_TEXTURE_2D, source_texture); | 345 glBindTexture(GL_TEXTURE_2D, source_texture); |
347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 346 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
348 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
349 | 348 |
350 glDrawArrays(GL_TRIANGLES, 0, 3); | 349 glDrawArrays(GL_TRIANGLES, 0, 3); |
351 } | 350 } |
352 | 351 |
353 // Detect edges Pass 1 (finish the previous pass edge processing). | 352 // Detect edges Pass 1 (finish the previous pass edge processing). |
354 // Do the culling of non-dominant local edges (leave mainly locally dominant | 353 // Do the culling of non-dominant local edges (leave mainly locally dominant |
355 // edges) and merge Right and Bottom edges into TopRightBottomLeft | 354 // edges) and merge Right and Bottom edges into TopRightBottomLeft |
356 | 355 |
357 // Inputs | 356 // Inputs |
358 // g_src0Texture4Uint mini4_edge_texture_ tex1 | 357 // g_src0Texture4Uint mini4_edge_texture_ tex1 |
359 // Outputs | 358 // Outputs |
360 // image2D g_resultTexture edge_texture_b image0 | 359 // image2D g_resultEdgeTexture edge_texture_b image0 |
361 { | 360 { |
362 glUseProgram(edges1_shader_); | 361 glUseProgram(edges1_shader_); |
363 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 362 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
364 glDepthMask(GL_FALSE); | 363 glDepthMask(GL_FALSE); |
365 glDepthFunc(GL_LESS); | 364 glDepthFunc(GL_LESS); |
366 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 365 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
367 | 366 |
368 if (!is_gles31_compatible_) { | 367 if (!is_gles31_compatible_) { |
369 glUniform1i(edges1_shader_result_texture_, 0); | 368 glUniform1i(edges1_shader_result_edge_texture_, 0); |
370 } | 369 } |
371 glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 370 glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
372 edge_format); | 371 edge_format); |
373 | 372 |
374 glActiveTexture(GL_TEXTURE1); | 373 glActiveTexture(GL_TEXTURE1); |
375 glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); | 374 glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); |
376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
378 | 377 |
379 glDrawArrays(GL_TRIANGLES, 0, 3); | 378 glDrawArrays(GL_TRIANGLES, 0, 3); |
380 } | 379 } |
381 | 380 |
382 // - Combine RightBottom (.xy) edges from previous pass into | 381 // - Combine RightBottom (.xy) edges from previous pass into |
383 // RightBottomLeftTop (.xyzw) edges and output it into the mask. | 382 // RightBottomLeftTop (.xyzw) edges and output it into the mask. |
384 // - On all pixels with any edge, input buffer into a temporary color buffer | 383 // - On all pixels with any edge, input buffer into a temporary color buffer |
385 // needed for correct blending in the next pass (other pixels not needed | 384 // needed for correct blending in the next pass (other pixels not needed |
386 // so not copied to avoid bandwidth use). | 385 // so not copied to avoid bandwidth use). |
387 // - On all pixels with 2 or more edges output positive depth mask for the | 386 // - On all pixels with 2 or more edges output positive depth mask for the |
388 // next pass. | 387 // next pass. |
389 | 388 |
390 // Inputs | 389 // Inputs |
391 // g_src0TextureFlt edge_texture_b tex1 //ps | 390 // g_src0TextureFlt edge_texture_b tex1 //ps |
392 // Outputs | 391 // Outputs |
393 // image2D g_resultTextureSlot2 edge_texture_a image2 | 392 // image2D g_resultEdgeTexture edge_texture_a image2 |
394 // gl_FragDepth mini4_edge_texture_ fbo.depth | 393 // gl_FragDepth mini4_edge_texture_ fbo.depth |
395 { | 394 { |
396 // Combine edges: each pixel will now contain info on all (top, right, | 395 // Combine edges: each pixel will now contain info on all (top, right, |
397 // bottom, left) edges; also mark depth 1 value on all pixels with any edge | 396 // bottom, left) edges; also mark depth 1 value on all pixels with any edge |
398 // and also copy source color data but only on edge pixels | 397 // and also copy source color data but only on edge pixels |
399 glUseProgram(edges_combine_shader_); | 398 glUseProgram(edges_combine_shader_); |
400 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 399 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
401 glDepthMask(GL_TRUE); | 400 glDepthMask(GL_TRUE); |
402 glDepthFunc(GL_LESS); | 401 glDepthFunc(GL_LESS); |
403 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 402 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
404 | 403 |
405 if (!is_gles31_compatible_) { | 404 if (!is_gles31_compatible_) { |
406 glUniform1i(edges_combine_shader_result_texture_slot2_, 2); | 405 glUniform1i(edges_combine_shader_result_edge_texture_, 0); |
407 } | 406 } |
408 glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 407 glBindImageTextureEXT(0, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
409 edge_format); | 408 edge_format); |
410 | 409 |
411 glActiveTexture(GL_TEXTURE1); | 410 glActiveTexture(GL_TEXTURE1); |
412 glBindTexture(GL_TEXTURE_2D, edge_texture_b); | 411 glBindTexture(GL_TEXTURE_2D, edge_texture_b); |
413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
415 | 414 |
416 glDrawArrays(GL_TRIANGLES, 0, 3); | 415 glDrawArrays(GL_TRIANGLES, 0, 3); |
417 } | 416 } |
418 | 417 |
419 // Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4 | 418 // Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4 |
420 // edges: | 419 // edges: |
421 // - First blend simple blur map for 2,3,4 edge pixels | 420 // - First blend simple blur map for 2,3,4 edge pixels |
422 // - Then do the lines (line length counter -should- guarantee no overlap | 421 // - Then do the lines (line length counter -should- guarantee no overlap |
423 // with other pixels - pixels with 1 edge are excluded in the previous | 422 // with other pixels - pixels with 1 edge are excluded in the previous |
424 // pass and the pixels with 2 parallel edges are excluded in the simple | 423 // pass and the pixels with 2 parallel edges are excluded in the simple |
425 // blur) | 424 // blur) |
426 | 425 |
427 // Inputs | 426 // Inputs |
428 // g_screenTexture working_color_texture_ tex0 | 427 // g_screenTexture working_color_texture_ tex0 |
429 // g_src0TextureFlt edge_texture_a tex1 //ps | 428 // g_src0TextureFlt edge_texture_a tex1 //ps |
430 // sampled | 429 // sampled |
431 // Outputs | 430 // Outputs |
432 // g_resultTextureFlt4Slot1 dest_texture image1 | 431 // g_resultRGBATextureSlot1 dest_texture image1 |
433 // gl_FragDepth mini4_edge_texture_ fbo.depth | 432 // gl_FragDepth mini4_edge_texture_ fbo.depth |
434 { | 433 { |
435 glUseProgram(process_and_apply_shader_); | 434 glUseProgram(process_and_apply_shader_); |
436 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 435 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
437 glDepthMask(GL_FALSE); | 436 glDepthMask(GL_FALSE); |
438 glDepthFunc(GL_LESS); | 437 glDepthFunc(GL_LESS); |
439 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 438 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
440 | 439 |
441 if (!is_gles31_compatible_) { | 440 if (!is_gles31_compatible_) { |
442 glUniform1i(process_and_apply_shader_result_texture_float4_slot1_, 1); | 441 glUniform1i(process_and_apply_shader_result_rgba_texture_slot1_, 1); |
443 } | 442 } |
444 glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 443 glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
445 GL_RGBA8); | 444 GL_RGBA8); |
446 | 445 |
447 glActiveTexture(GL_TEXTURE0); | 446 glActiveTexture(GL_TEXTURE0); |
448 glBindTexture(GL_TEXTURE_2D, working_color_texture_); | 447 glBindTexture(GL_TEXTURE_2D, working_color_texture_); |
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
451 | 450 |
452 glActiveTexture(GL_TEXTURE1); | 451 glActiveTexture(GL_TEXTURE1); |
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470 | 469 |
471 ReleaseTextures(); | 470 ReleaseTextures(); |
472 | 471 |
473 height_ = height; | 472 height_ = height; |
474 width_ = width; | 473 width_ = width; |
475 | 474 |
476 glGenFramebuffersEXT(1, ©_framebuffer_); | 475 glGenFramebuffersEXT(1, ©_framebuffer_); |
477 glGenTextures(1, &rgba8_texture_); | 476 glGenTextures(1, &rgba8_texture_); |
478 glBindTexture(GL_TEXTURE_2D, rgba8_texture_); | 477 glBindTexture(GL_TEXTURE_2D, rgba8_texture_); |
479 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); | 478 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); |
479 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); | |
480 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, | |
481 rgba8_texture_, 0); | |
480 | 482 |
481 // Edges texture - R8 | 483 // Edges texture - R8 |
482 // OpenGLES has no single component 8/16-bit image support, so needs to be R32 | 484 // OpenGLES has no single component 8/16-bit image support, so needs to be R32 |
483 // Although CHT does support R8. | 485 // Although CHT does support R8. |
484 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; | 486 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
485 glGenTextures(1, &edges0_texture_); | 487 glGenTextures(1, &edges0_texture_); |
486 glBindTexture(GL_TEXTURE_2D, edges0_texture_); | 488 glBindTexture(GL_TEXTURE_2D, edges0_texture_); |
487 glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); | 489 glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); |
488 | 490 |
489 glGenTextures(1, &edges1_texture_); | 491 glGenTextures(1, &edges1_texture_); |
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673 | 675 |
674 \n#define SETTINGS_ALLOW_SHORT_Zs 1\n | 676 \n#define SETTINGS_ALLOW_SHORT_Zs 1\n |
675 \n#define EDGE_DETECT_THRESHOLD 13.0f\n | 677 \n#define EDGE_DETECT_THRESHOLD 13.0f\n |
676 \n#define saturate(x) clamp((x), 0.0, 1.0)\n | 678 \n#define saturate(x) clamp((x), 0.0, 1.0)\n |
677 | 679 |
678 // bind to a uniform buffer bind point 0 | 680 // bind to a uniform buffer bind point 0 |
679 layout(location = 0) uniform vec2 g_OneOverScreenSize; | 681 layout(location = 0) uniform vec2 g_OneOverScreenSize; |
680 \n#ifndef EDGE_DETECT_THRESHOLD\n | 682 \n#ifndef EDGE_DETECT_THRESHOLD\n |
681 layout(location = 1) uniform float g_ColorThreshold; | 683 layout(location = 1) uniform float g_ColorThreshold; |
682 \n#endif\n | 684 \n#endif\n |
685 \n#ifdef DETECT_EDGES1\n | |
686 layout(location = 2) uniform int g_DoCopy; | |
687 \n#endif\n | |
683 | 688 |
684 \n#ifdef SUPPORTS_USAMPLER2D\n | 689 \n#ifdef SUPPORTS_USAMPLER2D\n |
685 \n#define USAMPLER usampler2D\n | 690 \n#define USAMPLER usampler2D\n |
686 \n#define UVEC4 uvec4\n | 691 \n#define UVEC4 uvec4\n |
687 \n#define LOAD_UINT(arg) arg\n | 692 \n#define LOAD_UINT(arg) arg\n |
688 \n#define STORE_UVEC4(arg) arg\n | 693 \n#define STORE_UVEC4(arg) arg\n |
689 \n#else\n | 694 \n#else\n |
690 \n#define USAMPLER sampler2D\n | 695 \n#define USAMPLER sampler2D\n |
691 \n#define UVEC4 vec4\n | 696 \n#define UVEC4 vec4\n |
692 \n#define LOAD_UINT(arg) uint(arg * 255.0f)\n | 697 \n#define LOAD_UINT(arg) uint(arg * 255.0f)\n |
693 \n#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, | 698 \n#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, |
694 float(arg.y) / 255.0f, | 699 float(arg.y) / 255.0f, |
695 float(arg.z) / 255.0f, | 700 float(arg.z) / 255.0f, |
696 float(arg.w) / 255.0f)\n | 701 float(arg.w) / 255.0f)\n |
697 \n#endif\n | 702 \n#endif\n |
698 | 703 |
699 // bind to texture stage 0/1 | 704 // bind to texture stage 0/1 |
700 layout(binding = 0) uniform highp sampler2D g_screenTexture; | 705 layout(binding = 0) uniform highp sampler2D g_screenTexture; |
701 layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; | 706 layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; |
702 layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; | 707 layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; |
703 | 708 |
704 // bind to image stage 0/1/2 | 709 // bind to image stage 0/1/2 |
705 \n#ifdef GL_ES\n | 710 \n#ifdef GL_ES\n |
706 layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp | 711 layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp |
707 image2D g_resultTexture; | 712 image2D g_resultEdgeTexture; |
708 layout(binding = 1, rgba8) restrict writeonly uniform highp | 713 layout(binding = 1, rgba8) restrict writeonly uniform highp |
709 image2D g_resultTextureFlt4Slot1; | 714 image2D g_resultRGBATextureSlot1; |
710 layout(binding = 2, EDGE_READ_FORMAT) restrict writeonly uniform highp | 715 layout(binding = 2, rgba8) restrict writeonly uniform highp |
711 image2D g_resultTextureSlot2; | 716 image2D g_targetTextureSlot2; |
712 \n#else\n | 717 \n#else\n |
713 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp | 718 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp |
714 image2D g_resultTexture; | 719 image2D g_resultEdgeTexture; |
715 layout(rgba8) restrict writeonly uniform highp | 720 layout(rgba8) restrict writeonly uniform highp |
716 image2D g_resultTextureFlt4Slot1; | 721 image2D g_resultRGBATextureSlot1; |
717 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp | 722 layout(rgba8) restrict writeonly uniform highp |
718 image2D g_resultTextureSlot2; | 723 image2D g_targetTextureSlot2; |
719 \n#endif\n | 724 \n#endif\n |
720 | 725 |
721 // Constants | 726 // Constants |
722 const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); | 727 const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); |
723 | 728 |
724 \n#ifdef EDGE_DETECT_THRESHOLD\n | 729 \n#ifdef EDGE_DETECT_THRESHOLD\n |
725 const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; | 730 const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; |
726 \n#endif\n | 731 \n#endif\n |
727 | 732 |
728 // Must be even number; Will work with ~16 pretty good too for | 733 // Must be even number; Will work with ~16 pretty good too for |
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967 | 972 |
968 float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - | 973 float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - |
969 rightOdd; | 974 rightOdd; |
970 | 975 |
971 for (int i = loopFrom; i <= loopTo; i++) { | 976 for (int i = loopFrom; i <= loopTo; i++) { |
972 highp ivec2 pixelPos = screenPos + stepRight * i; | 977 highp ivec2 pixelPos = screenPos + stepRight * i; |
973 vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, | 978 vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, |
974 float(pixelPos.y) + 0.5); | 979 float(pixelPos.y) + 0.5); |
975 | 980 |
976 \n#ifdef DEBUG_OUTPUT_AAINFO\n | 981 \n#ifdef DEBUG_OUTPUT_AAINFO\n |
977 imageStore(g_resultTextureSlot2, pixelPos, | 982 imageStore(g_resultEdgeTexture, pixelPos, |
978 PackBlurAAInfo(pixelPos, 1u)); | 983 PackBlurAAInfo(pixelPos, 1u)); |
979 \n#endif\n | 984 \n#endif\n |
980 | 985 |
981 float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / | 986 float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / |
982 totalLength; | 987 totalLength; |
983 m = saturate(m); | 988 m = saturate(m); |
984 float k = m - ((i > 0) ? 1.0 : 0.0); | 989 float k = m - ((i > 0) ? 1.0 : 0.0); |
985 k = (invertedZShape) ? (k) : (-k); | 990 k = (invertedZShape) ? (k) : (-k); |
986 | 991 |
987 vec4 color = textureLod(g_screenTexture, | 992 vec4 color = textureLod(g_screenTexture, |
988 (pixelPosFlt + blendDir * k) * pixelSize, | 993 (pixelPosFlt + blendDir * k) * pixelSize, |
989 0.0); | 994 0.0); |
990 | 995 |
991 \n#ifdef IN_GAMMA_CORRECT_MODE\n | 996 \n#ifdef IN_GAMMA_CORRECT_MODE\n |
992 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); | 997 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); |
993 \n#endif\n | 998 \n#endif\n |
994 imageStore(g_resultTextureFlt4Slot1, pixelPos, color); | 999 imageStore(g_resultRGBATextureSlot1, pixelPos, color); |
995 } | 1000 } |
996 } | 1001 } |
997 | 1002 |
998 vec4 CalcDbgDisplayColor(const vec4 blurMap) { | 1003 vec4 CalcDbgDisplayColor(const vec4 blurMap) { |
999 vec3 pixelC = vec3(0.0, 0.0, 0.0); | 1004 vec3 pixelC = vec3(0.0, 0.0, 0.0); |
1000 vec3 pixelL = vec3(0.0, 0.0, 1.0); | 1005 vec3 pixelL = vec3(0.0, 0.0, 1.0); |
1001 vec3 pixelT = vec3(1.0, 0.0, 0.0); | 1006 vec3 pixelT = vec3(1.0, 0.0, 0.0); |
1002 vec3 pixelR = vec3(0.0, 1.0, 0.0); | 1007 vec3 pixelR = vec3(0.0, 1.0, 0.0); |
1003 vec3 pixelB = vec3(0.8, 0.8, 0.0); | 1008 vec3 pixelB = vec3(0.8, 0.8, 0.0); |
1004 | 1009 |
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1044 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1)); | 1049 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1)); |
1045 vec4 pixel11 = | 1050 vec4 pixel11 = |
1046 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1)); | 1051 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1)); |
1047 vec4 pixel21 = | 1052 vec4 pixel21 = |
1048 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1)); | 1053 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1)); |
1049 vec4 pixel02 = | 1054 vec4 pixel02 = |
1050 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2)); | 1055 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2)); |
1051 vec4 pixel12 = | 1056 vec4 pixel12 = |
1052 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2)); | 1057 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2)); |
1053 | 1058 |
1059 if (g_DoCopy == 1) { | |
1060 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 0), pixel00); | |
1061 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 0), pixel10); | |
1062 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 1), pixel01); | |
1063 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 1), pixel11); | |
1064 } | |
1065 | |
1054 float storeFlagPixel00 = 0.0; | 1066 float storeFlagPixel00 = 0.0; |
1055 float storeFlagPixel10 = 0.0; | 1067 float storeFlagPixel10 = 0.0; |
1056 float storeFlagPixel20 = 0.0; | 1068 float storeFlagPixel20 = 0.0; |
1057 float storeFlagPixel01 = 0.0; | 1069 float storeFlagPixel01 = 0.0; |
1058 float storeFlagPixel11 = 0.0; | 1070 float storeFlagPixel11 = 0.0; |
1059 float storeFlagPixel21 = 0.0; | 1071 float storeFlagPixel21 = 0.0; |
1060 float storeFlagPixel02 = 0.0; | 1072 float storeFlagPixel02 = 0.0; |
1061 float storeFlagPixel12 = 0.0; | 1073 float storeFlagPixel12 = 0.0; |
1062 | 1074 |
1063 vec2 et; | 1075 vec2 et; |
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1117 storeFlagPixel11 += et.x; | 1129 storeFlagPixel11 += et.x; |
1118 storeFlagPixel11 += et.y; | 1130 storeFlagPixel11 += et.y; |
1119 storeFlagPixel21 += et.x; | 1131 storeFlagPixel21 += et.x; |
1120 storeFlagPixel12 += et.y; | 1132 storeFlagPixel12 += et.y; |
1121 } | 1133 } |
1122 | 1134 |
1123 gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; | 1135 gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; |
1124 | 1136 |
1125 if (gl_FragDepth != 0.0) { | 1137 if (gl_FragDepth != 0.0) { |
1126 if (storeFlagPixel00 != 0.0) | 1138 if (storeFlagPixel00 != 0.0) |
1127 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 0), | 1139 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 0), |
1128 pixel00); | 1140 pixel00); |
1129 if (storeFlagPixel10 != 0.0) | 1141 if (storeFlagPixel10 != 0.0) |
1130 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 0), | 1142 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 0), |
1131 pixel10); | 1143 pixel10); |
1132 if (storeFlagPixel20 != 0.0) | 1144 if (storeFlagPixel20 != 0.0) |
1133 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 0), | 1145 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 0), |
1134 pixel20); | 1146 pixel20); |
1135 if (storeFlagPixel01 != 0.0) | 1147 if (storeFlagPixel01 != 0.0) |
1136 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 1), | 1148 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 1), |
1137 pixel01); | 1149 pixel01); |
1138 if (storeFlagPixel02 != 0.0) | 1150 if (storeFlagPixel02 != 0.0) |
1139 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 2), | 1151 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 2), |
1140 pixel02); | 1152 pixel02); |
1141 if (storeFlagPixel11 != 0.0) | 1153 if (storeFlagPixel11 != 0.0) |
1142 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 1), | 1154 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 1), |
1143 pixel11); | 1155 pixel11); |
1144 if (storeFlagPixel21 != 0.0) | 1156 if (storeFlagPixel21 != 0.0) |
1145 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 1), | 1157 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 1), |
1146 pixel21); | 1158 pixel21); |
1147 if (storeFlagPixel12 != 0.0) | 1159 if (storeFlagPixel12 != 0.0) |
1148 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 2), | 1160 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 2), |
1149 pixel12); | 1161 pixel12); |
1150 } | 1162 } |
1151 outEdges = STORE_UVEC4(outputEdges); | 1163 outEdges = STORE_UVEC4(outputEdges); |
1152 } | 1164 } |
1153 \n#endif\n // DETECT_EDGES1 | 1165 \n#endif\n // DETECT_EDGES1 |
1154 | 1166 |
1155 vec2 UnpackThresholds(uint val) { | 1167 vec2 UnpackThresholds(uint val) { |
1156 return vec2(val & 0x0Fu, val >> 4u) / 15.0f; | 1168 return vec2(val & 0x0Fu, val >> 4u) / 15.0f; |
1157 } | 1169 } |
1158 | 1170 |
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1243 packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); | 1255 packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); |
1244 packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); | 1256 packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); |
1245 packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); | 1257 packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); |
1246 packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); | 1258 packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); |
1247 } | 1259 } |
1248 | 1260 |
1249 if (bool(packedVals[(2) * 6 + (2)])) { | 1261 if (bool(packedVals[(2) * 6 + (2)])) { |
1250 CollectEdges(2, 2, edges, packedVals); | 1262 CollectEdges(2, 2, edges, packedVals); |
1251 uint pe = PackEdge(PruneNonDominantEdges(edges)); | 1263 uint pe = PackEdge(PruneNonDominantEdges(edges)); |
1252 if (pe != 0u) { | 1264 if (pe != 0u) { |
1253 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 0), | 1265 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 0), |
1254 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1266 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
1255 } | 1267 } |
1256 } | 1268 } |
1257 | 1269 |
1258 if (bool(packedVals[(3) * 6 + (2)]) || | 1270 if (bool(packedVals[(3) * 6 + (2)]) || |
1259 bool(packedVals[(3) * 6 + (3)])) { | 1271 bool(packedVals[(3) * 6 + (3)])) { |
1260 UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, | 1272 UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, |
1261 screenPosI.xy, 0, ivec2(1, 0)); | 1273 screenPosI.xy, 0, ivec2(1, 0)); |
1262 packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); | 1274 packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); |
1263 packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); | 1275 packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); |
1264 packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); | 1276 packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); |
1265 packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); | 1277 packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); |
1266 } | 1278 } |
1267 | 1279 |
1268 if (bool(packedVals[(3) * 6 + (2)])) { | 1280 if (bool(packedVals[(3) * 6 + (2)])) { |
1269 UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, | 1281 UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, |
1270 screenPosI.xy, 0, ivec2(1, -1)); | 1282 screenPosI.xy, 0, ivec2(1, -1)); |
1271 packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); | 1283 packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); |
1272 packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); | 1284 packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); |
1273 packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); | 1285 packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); |
1274 packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); | 1286 packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); |
1275 | 1287 |
1276 CollectEdges(3, 2, edges, packedVals); | 1288 CollectEdges(3, 2, edges, packedVals); |
1277 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1289 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
1278 // The rightmost edge of the texture is not edge. | 1290 // The rightmost edge of the texture is not edge. |
1279 // Note: texelFetch() on out of range gives an undefined value. | 1291 // Note: texelFetch() on out of range gives an undefined value. |
1280 uint pe = PackEdge(dominant_edges * uvec4(notTopRight.x, 1, 1, 1)); | 1292 uint pe = PackEdge(dominant_edges * uvec4(notTopRight.x, 1, 1, 1)); |
1281 if (pe != 0u) { | 1293 if (pe != 0u) { |
1282 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 0), | 1294 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 0), |
1283 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1295 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
1284 } | 1296 } |
1285 } | 1297 } |
1286 | 1298 |
1287 if (bool(packedVals[(2) * 6 + (3)]) || | 1299 if (bool(packedVals[(2) * 6 + (3)]) || |
1288 bool(packedVals[(3) * 6 + (3)])) { | 1300 bool(packedVals[(3) * 6 + (3)])) { |
1289 UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, | 1301 UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, |
1290 screenPosI.xy, 0, ivec2(0, 1)); | 1302 screenPosI.xy, 0, ivec2(0, 1)); |
1291 packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); | 1303 packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); |
1292 packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); | 1304 packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); |
1293 packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); | 1305 packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); |
1294 packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); | 1306 packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); |
1295 } | 1307 } |
1296 | 1308 |
1297 if (bool(packedVals[(2) * 6 + (3)])) { | 1309 if (bool(packedVals[(2) * 6 + (3)])) { |
1298 UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, | 1310 UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, |
1299 screenPosI.xy, 0, ivec2(-1, -1)); | 1311 screenPosI.xy, 0, ivec2(-1, -1)); |
1300 packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); | 1312 packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); |
1301 packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); | 1313 packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); |
1302 packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); | 1314 packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); |
1303 packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); | 1315 packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); |
1304 | 1316 |
1305 CollectEdges(2, 3, edges, packedVals); | 1317 CollectEdges(2, 3, edges, packedVals); |
1306 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1318 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
1307 uint pe = PackEdge(dominant_edges * uvec4(1, notTopRight.y, 1, 1)); | 1319 uint pe = PackEdge(dominant_edges * uvec4(1, notTopRight.y, 1, 1)); |
1308 if (pe != 0u) { | 1320 if (pe != 0u) { |
1309 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 1), | 1321 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 1), |
1310 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1322 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
1311 } | 1323 } |
1312 } | 1324 } |
1313 | 1325 |
1314 if (bool(packedVals[(3) * 6 + (3)])) { | 1326 if (bool(packedVals[(3) * 6 + (3)])) { |
1315 CollectEdges(3, 3, edges, packedVals); | 1327 CollectEdges(3, 3, edges, packedVals); |
1316 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1328 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
1317 uint pe = PackEdge(dominant_edges * uvec4(notTopRight, 1, 1)); | 1329 uint pe = PackEdge(dominant_edges * uvec4(notTopRight, 1, 1)); |
1318 if (pe != 0u) { | 1330 if (pe != 0u) { |
1319 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 1), | 1331 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 1), |
1320 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1332 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
1321 } | 1333 } |
1322 } | 1334 } |
1323 } | 1335 } |
1324 \n#endif\n // DETECT_EDGES2 | 1336 \n#endif\n // DETECT_EDGES2 |
1325 | 1337 |
1326 \n#ifdef COMBINE_EDGES\n | 1338 \n#ifdef COMBINE_EDGES\n |
1327 void CombineEdges() { | 1339 void CombineEdges() { |
1328 ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); | 1340 ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); |
1329 vec3 screenPosBase = vec3(screenPosIBase); | 1341 vec3 screenPosBase = vec3(screenPosIBase); |
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1367 packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); | 1379 packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); |
1368 uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], | 1380 uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], |
1369 packedEdgesArray[(1 + 1) * 3 + (0 + 0)], | 1381 packedEdgesArray[(1 + 1) * 3 + (0 + 0)], |
1370 packedEdgesArray[(1 + 0) * 3 + (0 + 1)], | 1382 packedEdgesArray[(1 + 0) * 3 + (0 + 1)], |
1371 packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); | 1383 packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); |
1372 | 1384 |
1373 uvec4 outEdge4 = | 1385 uvec4 outEdge4 = |
1374 pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); | 1386 pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); |
1375 vec4 outEdge4Flt = vec4(outEdge4) / 255.0; | 1387 vec4 outEdge4Flt = vec4(outEdge4) / 255.0; |
1376 | 1388 |
1377 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 0), | 1389 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 0), |
1378 outEdge4Flt.xxxx); | 1390 outEdge4Flt.xxxx); |
1379 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 0), | 1391 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 0), |
1380 outEdge4Flt.yyyy); | 1392 outEdge4Flt.yyyy); |
1381 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 1), | 1393 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 1), |
1382 outEdge4Flt.zzzz); | 1394 outEdge4Flt.zzzz); |
1383 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 1), | 1395 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 1), |
1384 outEdge4Flt.wwww); | 1396 outEdge4Flt.wwww); |
1385 | 1397 |
1386 // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); | 1398 // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); |
1387 // gl_FragDepth = | 1399 // gl_FragDepth = |
1388 // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; | 1400 // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; |
1389 | 1401 |
1390 gl_FragDepth = | 1402 gl_FragDepth = |
1391 any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; | 1403 any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; |
1392 } | 1404 } |
1393 \n#endif\n // COMBINE_EDGES | 1405 \n#endif\n // COMBINE_EDGES |
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1627 } | 1639 } |
1628 | 1640 |
1629 color /= fourWeightSum + 0.0001; | 1641 color /= fourWeightSum + 0.0001; |
1630 | 1642 |
1631 color = mix(color, pixelC, centerWeight / allWeightSum); | 1643 color = mix(color, pixelC, centerWeight / allWeightSum); |
1632 \n#ifdef IN_GAMMA_CORRECT_MODE\n | 1644 \n#ifdef IN_GAMMA_CORRECT_MODE\n |
1633 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); | 1645 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); |
1634 \n#endif\n | 1646 \n#endif\n |
1635 | 1647 |
1636 \n#ifdef DEBUG_OUTPUT_AAINFO\n | 1648 \n#ifdef DEBUG_OUTPUT_AAINFO\n |
1637 imageStore(g_resultTextureSlot2, screenPosI.xy, | 1649 imageStore(g_resultEdgeTexture, screenPosI.xy, |
1638 PackBlurAAInfo(screenPosI.xy, numberOfEdges)); | 1650 PackBlurAAInfo(screenPosI.xy, numberOfEdges)); |
1639 \n#endif\n | 1651 \n#endif\n |
1640 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy, color); | 1652 imageStore(g_resultRGBATextureSlot1, screenPosI.xy, color); |
1641 | 1653 |
1642 if (numberOfEdges == 2u) { | 1654 if (numberOfEdges == 2u) { |
1643 uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; | 1655 uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; |
1644 uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; | 1656 uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; |
1645 uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; | 1657 uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; |
1646 uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; | 1658 uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; |
1647 | 1659 |
1648 bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && | 1660 bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && |
1649 ((packedEdgesR & 0x08u) == 0x08u); | 1661 ((packedEdgesR & 0x08u) == 0x08u); |
1650 bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && | 1662 bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && |
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1844 \n#endif\n | 1856 \n#endif\n |
1845 \n#if defined DISPLAY_EDGES\n | 1857 \n#if defined DISPLAY_EDGES\n |
1846 DisplayEdges(); | 1858 DisplayEdges(); |
1847 \n#endif\n | 1859 \n#endif\n |
1848 } | 1860 } |
1849 ); | 1861 ); |
1850 /* clang-format on */ | 1862 /* clang-format on */ |
1851 | 1863 |
1852 } // namespace gles2 | 1864 } // namespace gles2 |
1853 } // namespace gpu | 1865 } // namespace gpu |
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