| OLD | NEW |
| 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" |
| (...skipping 11 matching lines...) Expand all Loading... |
| 22 textures_initialized_(false), | 22 textures_initialized_(false), |
| 23 is_in_gamma_correct_mode_(false), | 23 is_in_gamma_correct_mode_(false), |
| 24 supports_usampler_(true), | 24 supports_usampler_(true), |
| 25 supports_r8_image_(true), | 25 supports_r8_image_(true), |
| 26 supports_r8_read_format_(true), | 26 supports_r8_read_format_(true), |
| 27 is_gles31_compatible_(false), | 27 is_gles31_compatible_(false), |
| 28 frame_id_(0), | 28 frame_id_(0), |
| 29 width_(0), | 29 width_(0), |
| 30 height_(0), | 30 height_(0), |
| 31 copy_to_framebuffer_shader_(0), | 31 copy_to_framebuffer_shader_(0), |
| 32 copy_to_image_shader_(0), | |
| 33 edges0_shader_(0), | 32 edges0_shader_(0), |
| 34 edges1_shader_(0), | 33 edges1_shader_(0), |
| 35 edges_combine_shader_(0), | 34 edges_combine_shader_(0), |
| 36 process_and_apply_shader_(0), | 35 process_and_apply_shader_(0), |
| 37 debug_display_edges_shader_(0), | 36 debug_display_edges_shader_(0), |
| 38 cmaa_framebuffer_(0), | 37 cmaa_framebuffer_(0), |
| 39 copy_framebuffer_(0), | 38 copy_framebuffer_(0), |
| 40 rgba8_texture_(0), | 39 rgba8_texture_(0), |
| 41 working_color_texture_(0), | 40 working_color_texture_(0), |
| 42 edges0_texture_(0), | 41 edges0_texture_(0), |
| 43 edges1_texture_(0), | 42 edges1_texture_(0), |
| 44 mini4_edge_texture_(0), | 43 mini4_edge_texture_(0), |
| 45 mini4_edge_depth_texture_(0), | 44 mini4_edge_depth_texture_(0), |
| 46 edges1_shader_result_texture_float4_slot1_(0), | 45 edges0_shader_result_rgba_texture_slot1_(0), |
| 47 edges1_shader_result_texture_(0), | 46 edges0_shader_target_texture_slot2_(0), |
| 48 edges_combine_shader_result_texture_float4_slot1_(0), | 47 edges1_shader_result_edge_texture_(0), |
| 49 process_and_apply_shader_result_texture_float4_slot1_(0), | 48 process_and_apply_shader_result_rgba_texture_slot1_(0), |
| 50 edges_combine_shader_result_texture_slot2_(0), | 49 edges_combine_shader_result_edge_texture_(0) {} |
| 51 copy_to_image_shader_outTexture_(0) {} | |
| 52 | 50 |
| 53 ApplyFramebufferAttachmentCMAAINTELResourceManager:: | 51 ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
| 54 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { | 52 ~ApplyFramebufferAttachmentCMAAINTELResourceManager() { |
| 55 Destroy(); | 53 Destroy(); |
| 56 } | 54 } |
| 57 | 55 |
| 58 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( | 56 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize( |
| 59 gles2::GLES2Decoder* decoder) { | 57 gles2::GLES2Decoder* decoder) { |
| 60 DCHECK(decoder); | 58 DCHECK(decoder); |
| 61 is_gles31_compatible_ = | 59 is_gles31_compatible_ = |
| 62 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); | 60 decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1); |
| 63 | 61 |
| 64 copy_to_image_shader_ = CreateProgram("", vert_str_, copy_frag_str_); | |
| 65 copy_to_framebuffer_shader_ = | 62 copy_to_framebuffer_shader_ = |
| 66 CreateProgram("#define OUT_FBO 1\n", vert_str_, copy_frag_str_); | 63 CreateProgram("", vert_str_, copy_frag_str_); |
| 67 | 64 |
| 68 // Check if RGBA8UI is supported as an FBO colour target with depth. | 65 // Check if RGBA8UI is supported as an FBO colour target with depth. |
| 69 // If not supported, GLSL needs to convert the data to/from float so there is | 66 // If not supported, GLSL needs to convert the data to/from float so there is |
| 70 // a small extra cost. | 67 // a small extra cost. |
| 71 { | 68 { |
| 72 GLuint rgba8ui_texture = 0, depth_texture = 0; | 69 GLuint rgba8ui_texture = 0, depth_texture = 0; |
| 73 glGenTextures(1, &rgba8ui_texture); | 70 glGenTextures(1, &rgba8ui_texture); |
| 74 glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); | 71 glBindTexture(GL_TEXTURE_2D, rgba8ui_texture); |
| 75 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); | 72 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4); |
| 76 | 73 |
| (...skipping 96 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 173 CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_c_str); | 170 CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_c_str); |
| 174 | 171 |
| 175 combineEdges << defines.str() << "#define COMBINE_EDGES\n"; | 172 combineEdges << defines.str() << "#define COMBINE_EDGES\n"; |
| 176 edges_combine_shader_ = | 173 edges_combine_shader_ = |
| 177 CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_c_str); | 174 CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_c_str); |
| 178 | 175 |
| 179 blur << defines.str() << "#define BLUR_EDGES\n"; | 176 blur << defines.str() << "#define BLUR_EDGES\n"; |
| 180 process_and_apply_shader_ = | 177 process_and_apply_shader_ = |
| 181 CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str); | 178 CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str); |
| 182 | 179 |
| 183 edges1_shader_result_texture_float4_slot1_ = | 180 edges0_shader_result_rgba_texture_slot1_ = |
| 184 glGetUniformLocation(edges0_shader_, "g_resultTextureFlt4Slot1"); | 181 glGetUniformLocation(edges0_shader_, "g_resultRGBATextureSlot1"); |
| 185 edges1_shader_result_texture_ = | 182 edges0_shader_target_texture_slot2_ = |
| 186 glGetUniformLocation(edges1_shader_, "g_resultTexture"); | 183 glGetUniformLocation(edges0_shader_, "g_targetTextureSlot2"); |
| 187 edges_combine_shader_result_texture_float4_slot1_ = | 184 edges1_shader_result_edge_texture_ = |
| 188 glGetUniformLocation(edges_combine_shader_, "g_resultTextureFlt4Slot1"); | 185 glGetUniformLocation(edges1_shader_, "g_resultEdgeTexture"); |
| 189 edges_combine_shader_result_texture_slot2_ = | 186 edges_combine_shader_result_edge_texture_ = |
| 190 glGetUniformLocation(edges_combine_shader_, "g_resultTextureSlot2"); | 187 glGetUniformLocation(edges_combine_shader_, "g_resultEdgeTexture"); |
| 191 process_and_apply_shader_result_texture_float4_slot1_ = glGetUniformLocation( | 188 process_and_apply_shader_result_rgba_texture_slot1_ = glGetUniformLocation( |
| 192 process_and_apply_shader_, "g_resultTextureFlt4Slot1"); | 189 process_and_apply_shader_, "g_resultRGBATextureSlot1"); |
| 193 copy_to_image_shader_outTexture_ = | |
| 194 glGetUniformLocation(copy_to_image_shader_, "outTexture"); | |
| 195 | 190 |
| 196 initialized_ = true; | 191 initialized_ = true; |
| 197 } | 192 } |
| 198 | 193 |
| 199 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() { | 194 void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() { |
| 200 if (!initialized_) | 195 if (!initialized_) |
| 201 return; | 196 return; |
| 202 | 197 |
| 203 ReleaseTextures(); | 198 ReleaseTextures(); |
| 204 | 199 |
| 205 glDeleteProgram(copy_to_image_shader_); | |
| 206 glDeleteProgram(copy_to_framebuffer_shader_); | 200 glDeleteProgram(copy_to_framebuffer_shader_); |
| 207 glDeleteProgram(process_and_apply_shader_); | 201 glDeleteProgram(process_and_apply_shader_); |
| 208 glDeleteProgram(edges_combine_shader_); | 202 glDeleteProgram(edges_combine_shader_); |
| 209 glDeleteProgram(edges1_shader_); | 203 glDeleteProgram(edges1_shader_); |
| 210 glDeleteProgram(edges0_shader_); | 204 glDeleteProgram(edges0_shader_); |
| 211 glDeleteProgram(debug_display_edges_shader_); | 205 glDeleteProgram(debug_display_edges_shader_); |
| 212 | 206 |
| 213 initialized_ = false; | 207 initialized_ = false; |
| 214 } | 208 } |
| 215 | 209 |
| 216 // Apply CMAA(Conservative Morphological Anti-Aliasing) algorithm to the | 210 // Apply CMAA(Conservative Morphological Anti-Aliasing) algorithm to the |
| 217 // color attachments of currently bound draw framebuffer. | 211 // color attachments of currently bound draw framebuffer. |
| 218 // Reference GL_INTEL_framebuffer_CMAA for details. | 212 // Reference GL_INTEL_framebuffer_CMAA for details. |
| 219 void ApplyFramebufferAttachmentCMAAINTELResourceManager:: | 213 void ApplyFramebufferAttachmentCMAAINTELResourceManager:: |
| 220 ApplyFramebufferAttachmentCMAAINTEL(gles2::GLES2Decoder* decoder, | 214 ApplyFramebufferAttachmentCMAAINTEL(gles2::GLES2Decoder* decoder, |
| 221 gles2::Framebuffer* framebuffer) { | 215 gles2::Framebuffer* framebuffer) { |
| 222 DCHECK(decoder); | 216 DCHECK(decoder); |
| 223 DCHECK(initialized_); | 217 DCHECK(initialized_); |
| 224 if (!framebuffer) | 218 if (!framebuffer) |
| 225 return; | 219 return; |
| 226 | 220 |
| 227 GLuint last_framebuffer = framebuffer->service_id(); | 221 glDisable(GL_SCISSOR_TEST); |
| 222 glDisable(GL_STENCIL_TEST); |
| 223 glDisable(GL_CULL_FACE); |
| 224 glDisable(GL_BLEND); |
| 228 | 225 |
| 229 // Process each color attachment of the current draw framebuffer. | 226 // Process each color attachment of the current draw framebuffer. |
| 230 uint32_t max_draw_buffers = decoder->GetContextGroup()->max_draw_buffers(); | 227 uint32_t max_draw_buffers = decoder->GetContextGroup()->max_draw_buffers(); |
| 231 for (uint32_t i = 0; i < max_draw_buffers; i++) { | 228 for (uint32_t i = 0; i < max_draw_buffers; i++) { |
| 232 const gles2::Framebuffer::Attachment* attachment = | 229 const gles2::Framebuffer::Attachment* attachment = |
| 233 framebuffer->GetAttachment(GL_COLOR_ATTACHMENT0 + i); | 230 framebuffer->GetAttachment(GL_COLOR_ATTACHMENT0 + i); |
| 234 if (attachment && attachment->IsTextureAttachment()) { | 231 if (attachment && attachment->IsTextureAttachment()) { |
| 235 // Get the texture info. | 232 // Get the texture info. |
| 236 GLuint source_texture_client_id = attachment->object_name(); | 233 GLuint source_texture_client_id = attachment->object_name(); |
| 237 GLuint source_texture = 0; | 234 GLuint source_texture = 0; |
| 238 if (!decoder->GetServiceTextureId(source_texture_client_id, | 235 if (!decoder->GetServiceTextureId(source_texture_client_id, |
| 239 &source_texture)) | 236 &source_texture)) |
| 240 continue; | 237 continue; |
| 241 GLsizei width = attachment->width(); | 238 GLsizei width = attachment->width(); |
| 242 GLsizei height = attachment->height(); | 239 GLsizei height = attachment->height(); |
| 243 GLenum internal_format = attachment->internal_format(); | 240 GLenum internal_format = attachment->internal_format(); |
| 244 | 241 |
| 245 // Resize internal structures - only if needed. | 242 // Resize internal structures - only if needed. |
| 246 OnSize(width, height); | 243 OnSize(width, height); |
| 247 | 244 |
| 248 // CMAA internally expects GL_RGBA8 textures. | 245 // CMAA internally expects GL_RGBA8 textures. |
| 249 // Process using a GL_RGBA8 copy if this is not the case. | 246 // Process using a GL_RGBA8 copy if this is not the case. |
| 250 bool do_copy = internal_format != GL_RGBA8; | 247 bool do_copy = internal_format != GL_RGBA8; |
| 251 | 248 |
| 252 // Copy source_texture to rgba8_texture_ | 249 // CMAA Effect |
| 253 if (do_copy) { | 250 if (do_copy) { |
| 254 CopyTexture(source_texture, rgba8_texture_, false); | 251 ApplyCMAAEffectTexture(source_texture, rgba8_texture_, do_copy); |
| 252 CopyTexture(rgba8_texture_, source_texture); |
| 253 } else { |
| 254 ApplyCMAAEffectTexture(source_texture, source_texture, do_copy); |
| 255 } | 255 } |
| 256 | 256 |
| 257 // CMAA Effect | 257 decoder->RestoreTextureState(source_texture); |
| 258 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); | |
| 259 if (do_copy) { | |
| 260 ApplyCMAAEffectTexture(rgba8_texture_, rgba8_texture_); | |
| 261 } else { | |
| 262 ApplyCMAAEffectTexture(source_texture, source_texture); | |
| 263 } | |
| 264 | |
| 265 // Copy rgba8_texture_ to source_texture | |
| 266 if (do_copy) { | |
| 267 // Move source_texture to the first color attachment of the copy fbo. | |
| 268 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); | |
| 269 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, | |
| 270 GL_TEXTURE_2D, 0, 0); | |
| 271 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); | |
| 272 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
| 273 GL_TEXTURE_2D, source_texture, 0); | |
| 274 | |
| 275 CopyTexture(rgba8_texture_, source_texture, true); | |
| 276 | |
| 277 // Restore color attachments | |
| 278 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); | |
| 279 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
| 280 GL_TEXTURE_2D, rgba8_texture_, 0); | |
| 281 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer); | |
| 282 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, | |
| 283 GL_TEXTURE_2D, source_texture, 0); | |
| 284 } | |
| 285 } | 258 } |
| 286 } | 259 } |
| 287 | 260 |
| 288 // Restore state | 261 // Restore state |
| 289 decoder->RestoreAllAttributes(); | 262 decoder->RestoreAllAttributes(); |
| 290 decoder->RestoreTextureUnitBindings(0); | 263 decoder->RestoreTextureUnitBindings(0); |
| 291 decoder->RestoreTextureUnitBindings(1); | 264 decoder->RestoreTextureUnitBindings(1); |
| 292 decoder->RestoreActiveTexture(); | 265 decoder->RestoreActiveTexture(); |
| 293 decoder->RestoreProgramBindings(); | 266 decoder->RestoreProgramBindings(); |
| 294 decoder->RestoreBufferBindings(); | 267 decoder->RestoreBufferBindings(); |
| 295 decoder->RestoreFramebufferBindings(); | 268 decoder->RestoreFramebufferBindings(); |
| 296 decoder->RestoreGlobalState(); | 269 decoder->RestoreGlobalState(); |
| 297 } | 270 } |
| 298 | 271 |
| 299 void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture( | 272 void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture( |
| 300 GLuint source_texture, | 273 GLuint source_texture, |
| 301 GLuint dest_texture) { | 274 GLuint dest_texture, |
| 275 bool do_copy) { |
| 302 frame_id_++; | 276 frame_id_++; |
| 303 | 277 |
| 304 GLuint edge_texture_a; | 278 GLuint edge_texture_a; |
| 305 GLuint edge_texture_b; | 279 GLuint edge_texture_b; |
| 306 | 280 |
| 307 // Flip flop - One pass clears the texture that needs clearing for the other | 281 // Flip flop - One pass clears the texture that needs clearing for the other |
| 308 // one (actually it's only important that it clears the highest bit) | 282 // one (actually it's only important that it clears the highest bit) |
| 309 if ((frame_id_ % 2) == 0) { | 283 if ((frame_id_ % 2) == 0) { |
| 310 edge_texture_a = edges0_texture_; | 284 edge_texture_a = edges0_texture_; |
| 311 edge_texture_b = edges1_texture_; | 285 edge_texture_b = edges1_texture_; |
| (...skipping 25 matching lines...) Expand all Loading... |
| 337 // Detect edges Pass 0 | 311 // Detect edges Pass 0 |
| 338 // - For every pixel detect edges to the right and down and output depth | 312 // - For every pixel detect edges to the right and down and output depth |
| 339 // mask where edges detected (1 - far, for detected, 0-near for empty | 313 // mask where edges detected (1 - far, for detected, 0-near for empty |
| 340 // pixels) | 314 // pixels) |
| 341 | 315 |
| 342 // Inputs | 316 // Inputs |
| 343 // g_screenTexture source_texture tex0 | 317 // g_screenTexture source_texture tex0 |
| 344 // Outputs | 318 // Outputs |
| 345 // gl_FragDepth mini4_edge_depth_texture_ fbo.depth | 319 // gl_FragDepth mini4_edge_depth_texture_ fbo.depth |
| 346 // out uvec4 outEdges mini4_edge_texture_ fbo.col | 320 // out uvec4 outEdges mini4_edge_texture_ fbo.col |
| 347 // image2D g_resultTextureFlt4Slot1 working_color_texture_ image1 | 321 // image2D g_resultRGBATextureSlot1 working_color_texture_ image1 |
| 348 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; | 322 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
| 349 | 323 |
| 350 { | 324 { |
| 351 glUseProgram(edges0_shader_); | 325 glUseProgram(edges0_shader_); |
| 352 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 326 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
| 353 glDepthMask(GL_TRUE); | 327 glDepthMask(GL_TRUE); |
| 354 glDepthFunc(GL_ALWAYS); | 328 glDepthFunc(GL_ALWAYS); |
| 355 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | 329 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
| 356 | 330 |
| 357 if (!is_gles31_compatible_) { | 331 if (!is_gles31_compatible_) { |
| 358 glUniform1i(edges1_shader_result_texture_float4_slot1_, 1); | 332 glUniform1i(edges0_shader_result_rgba_texture_slot1_, 1); |
| 333 glUniform1i(edges0_shader_target_texture_slot2_, 2); |
| 359 } | 334 } |
| 360 glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0, | 335 glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0, |
| 361 GL_WRITE_ONLY, GL_RGBA8); | 336 GL_WRITE_ONLY, GL_RGBA8); |
| 337 if (do_copy) { |
| 338 glUniform1i(2, GL_TRUE); |
| 339 glBindImageTextureEXT(2, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| 340 GL_RGBA8); |
| 341 } else { |
| 342 glUniform1i(2, GL_FALSE); |
| 343 } |
| 362 | 344 |
| 363 glActiveTexture(GL_TEXTURE0); | 345 glActiveTexture(GL_TEXTURE0); |
| 364 glBindTexture(GL_TEXTURE_2D, source_texture); | 346 glBindTexture(GL_TEXTURE_2D, source_texture); |
| 365 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 347 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 366 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 348 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 367 | 349 |
| 368 glDrawArrays(GL_TRIANGLES, 0, 3); | 350 glDrawArrays(GL_TRIANGLES, 0, 3); |
| 369 } | 351 } |
| 370 | 352 |
| 371 // Detect edges Pass 1 (finish the previous pass edge processing). | 353 // Detect edges Pass 1 (finish the previous pass edge processing). |
| 372 // Do the culling of non-dominant local edges (leave mainly locally dominant | 354 // Do the culling of non-dominant local edges (leave mainly locally dominant |
| 373 // edges) and merge Right and Bottom edges into TopRightBottomLeft | 355 // edges) and merge Right and Bottom edges into TopRightBottomLeft |
| 374 | 356 |
| 375 // Inputs | 357 // Inputs |
| 376 // g_src0Texture4Uint mini4_edge_texture_ tex1 | 358 // g_src0Texture4Uint mini4_edge_texture_ tex1 |
| 377 // Outputs | 359 // Outputs |
| 378 // image2D g_resultTexture edge_texture_b image0 | 360 // image2D g_resultEdgeTexture edge_texture_b image0 |
| 379 { | 361 { |
| 380 glUseProgram(edges1_shader_); | 362 glUseProgram(edges1_shader_); |
| 381 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 363 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
| 382 glDepthMask(GL_FALSE); | 364 glDepthMask(GL_FALSE); |
| 383 glDepthFunc(GL_LESS); | 365 glDepthFunc(GL_LESS); |
| 384 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 366 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 385 | 367 |
| 386 if (!is_gles31_compatible_) { | 368 if (!is_gles31_compatible_) { |
| 387 glUniform1i(edges1_shader_result_texture_, 0); | 369 glUniform1i(edges1_shader_result_edge_texture_, 0); |
| 388 } | 370 } |
| 389 glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 371 glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| 390 edge_format); | 372 edge_format); |
| 391 | 373 |
| 392 glActiveTexture(GL_TEXTURE1); | 374 glActiveTexture(GL_TEXTURE1); |
| 393 glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); | 375 glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_); |
| 394 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 395 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 396 | 378 |
| 397 glDrawArrays(GL_TRIANGLES, 0, 3); | 379 glDrawArrays(GL_TRIANGLES, 0, 3); |
| 398 } | 380 } |
| 399 | 381 |
| 400 // - Combine RightBottom (.xy) edges from previous pass into | 382 // - Combine RightBottom (.xy) edges from previous pass into |
| 401 // RightBottomLeftTop (.xyzw) edges and output it into the mask. | 383 // RightBottomLeftTop (.xyzw) edges and output it into the mask. |
| 402 // - On all pixels with any edge, input buffer into a temporary color buffer | 384 // - On all pixels with any edge, input buffer into a temporary color buffer |
| 403 // needed for correct blending in the next pass (other pixels not needed | 385 // needed for correct blending in the next pass (other pixels not needed |
| 404 // so not copied to avoid bandwidth use). | 386 // so not copied to avoid bandwidth use). |
| 405 // - On all pixels with 2 or more edges output positive depth mask for the | 387 // - On all pixels with 2 or more edges output positive depth mask for the |
| 406 // next pass. | 388 // next pass. |
| 407 | 389 |
| 408 // Inputs | 390 // Inputs |
| 409 // g_src0TextureFlt edge_texture_b tex1 //ps | 391 // g_src0TextureFlt edge_texture_b tex1 //ps |
| 410 // Outputs | 392 // Outputs |
| 411 // image2D g_resultTextureSlot2 edge_texture_a image2 | 393 // image2D g_resultEdgeTexture edge_texture_a image2 |
| 412 // gl_FragDepth mini4_edge_texture_ fbo.depth | 394 // gl_FragDepth mini4_edge_texture_ fbo.depth |
| 413 { | 395 { |
| 414 // Combine edges: each pixel will now contain info on all (top, right, | 396 // Combine edges: each pixel will now contain info on all (top, right, |
| 415 // bottom, left) edges; also mark depth 1 value on all pixels with any edge | 397 // bottom, left) edges; also mark depth 1 value on all pixels with any edge |
| 416 // and also copy source color data but only on edge pixels | 398 // and also copy source color data but only on edge pixels |
| 417 glUseProgram(edges_combine_shader_); | 399 glUseProgram(edges_combine_shader_); |
| 418 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 400 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
| 419 glDepthMask(GL_TRUE); | 401 glDepthMask(GL_TRUE); |
| 420 glDepthFunc(GL_LESS); | 402 glDepthFunc(GL_LESS); |
| 421 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 403 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 422 | 404 |
| 423 if (!is_gles31_compatible_) { | 405 if (!is_gles31_compatible_) { |
| 424 glUniform1i(edges_combine_shader_result_texture_slot2_, 2); | 406 glUniform1i(edges_combine_shader_result_edge_texture_, 0); |
| 425 } | 407 } |
| 426 glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 408 glBindImageTextureEXT(0, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| 427 edge_format); | 409 edge_format); |
| 428 | 410 |
| 429 glActiveTexture(GL_TEXTURE1); | 411 glActiveTexture(GL_TEXTURE1); |
| 430 glBindTexture(GL_TEXTURE_2D, edge_texture_b); | 412 glBindTexture(GL_TEXTURE_2D, edge_texture_b); |
| 431 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | 413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 432 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | 414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 433 | 415 |
| 434 glDrawArrays(GL_TRIANGLES, 0, 3); | 416 glDrawArrays(GL_TRIANGLES, 0, 3); |
| 435 } | 417 } |
| 436 | 418 |
| 437 // Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4 | 419 // Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4 |
| 438 // edges: | 420 // edges: |
| 439 // - First blend simple blur map for 2,3,4 edge pixels | 421 // - First blend simple blur map for 2,3,4 edge pixels |
| 440 // - Then do the lines (line length counter -should- guarantee no overlap | 422 // - Then do the lines (line length counter -should- guarantee no overlap |
| 441 // with other pixels - pixels with 1 edge are excluded in the previous | 423 // with other pixels - pixels with 1 edge are excluded in the previous |
| 442 // pass and the pixels with 2 parallel edges are excluded in the simple | 424 // pass and the pixels with 2 parallel edges are excluded in the simple |
| 443 // blur) | 425 // blur) |
| 444 | 426 |
| 445 // Inputs | 427 // Inputs |
| 446 // g_screenTexture working_color_texture_ tex0 | 428 // g_screenTexture working_color_texture_ tex0 |
| 447 // g_src0TextureFlt edge_texture_a tex1 //ps | 429 // g_src0TextureFlt edge_texture_a tex1 //ps |
| 448 // sampled | 430 // sampled |
| 449 // Outputs | 431 // Outputs |
| 450 // g_resultTextureFlt4Slot1 dest_texture image1 | 432 // g_resultRGBATextureSlot1 dest_texture image1 |
| 451 // gl_FragDepth mini4_edge_texture_ fbo.depth | 433 // gl_FragDepth mini4_edge_texture_ fbo.depth |
| 452 { | 434 { |
| 453 glUseProgram(process_and_apply_shader_); | 435 glUseProgram(process_and_apply_shader_); |
| 454 glUniform2f(0, 1.0f / width_, 1.0f / height_); | 436 glUniform2f(0, 1.0f / width_, 1.0f / height_); |
| 455 glDepthMask(GL_FALSE); | 437 glDepthMask(GL_FALSE); |
| 456 glDepthFunc(GL_LESS); | 438 glDepthFunc(GL_LESS); |
| 457 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 439 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
| 458 | 440 |
| 459 if (!is_gles31_compatible_) { | 441 if (!is_gles31_compatible_) { |
| 460 glUniform1i(process_and_apply_shader_result_texture_float4_slot1_, 1); | 442 glUniform1i(process_and_apply_shader_result_rgba_texture_slot1_, 1); |
| 461 } | 443 } |
| 462 glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, | 444 glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, |
| 463 GL_RGBA8); | 445 GL_RGBA8); |
| 464 | 446 |
| 465 glActiveTexture(GL_TEXTURE0); | 447 glActiveTexture(GL_TEXTURE0); |
| 466 glBindTexture(GL_TEXTURE_2D, working_color_texture_); | 448 glBindTexture(GL_TEXTURE_2D, working_color_texture_); |
| 467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | 449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
| 468 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | 450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 469 | 451 |
| 470 glActiveTexture(GL_TEXTURE1); | 452 glActiveTexture(GL_TEXTURE1); |
| (...skipping 17 matching lines...) Expand all Loading... |
| 488 | 470 |
| 489 ReleaseTextures(); | 471 ReleaseTextures(); |
| 490 | 472 |
| 491 height_ = height; | 473 height_ = height; |
| 492 width_ = width; | 474 width_ = width; |
| 493 | 475 |
| 494 glGenFramebuffersEXT(1, ©_framebuffer_); | 476 glGenFramebuffersEXT(1, ©_framebuffer_); |
| 495 glGenTextures(1, &rgba8_texture_); | 477 glGenTextures(1, &rgba8_texture_); |
| 496 glBindTexture(GL_TEXTURE_2D, rgba8_texture_); | 478 glBindTexture(GL_TEXTURE_2D, rgba8_texture_); |
| 497 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); | 479 glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); |
| 480 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); |
| 481 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, |
| 482 rgba8_texture_, 0); |
| 498 | 483 |
| 499 // Edges texture - R8 | 484 // Edges texture - R8 |
| 500 // OpenGLES has no single component 8/16-bit image support, so needs to be R32 | 485 // OpenGLES has no single component 8/16-bit image support, so needs to be R32 |
| 501 // Although CHT does support R8. | 486 // Although CHT does support R8. |
| 502 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; | 487 GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F; |
| 503 glGenTextures(1, &edges0_texture_); | 488 glGenTextures(1, &edges0_texture_); |
| 504 glBindTexture(GL_TEXTURE_2D, edges0_texture_); | 489 glBindTexture(GL_TEXTURE_2D, edges0_texture_); |
| 505 glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); | 490 glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height); |
| 506 | 491 |
| 507 glGenTextures(1, &edges1_texture_); | 492 glGenTextures(1, &edges1_texture_); |
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| 557 glDeleteTextures(1, &rgba8_texture_); | 542 glDeleteTextures(1, &rgba8_texture_); |
| 558 glDeleteTextures(1, &edges0_texture_); | 543 glDeleteTextures(1, &edges0_texture_); |
| 559 glDeleteTextures(1, &edges1_texture_); | 544 glDeleteTextures(1, &edges1_texture_); |
| 560 glDeleteTextures(1, &mini4_edge_texture_); | 545 glDeleteTextures(1, &mini4_edge_texture_); |
| 561 glDeleteTextures(1, &mini4_edge_depth_texture_); | 546 glDeleteTextures(1, &mini4_edge_depth_texture_); |
| 562 glDeleteTextures(1, &working_color_texture_); | 547 glDeleteTextures(1, &working_color_texture_); |
| 563 } | 548 } |
| 564 textures_initialized_ = false; | 549 textures_initialized_ = false; |
| 565 } | 550 } |
| 566 | 551 |
| 552 // TODO(dshwang): reuse CopyTextureCHROMIUMResourceManager. crbug.com/535198 |
| 567 void ApplyFramebufferAttachmentCMAAINTELResourceManager::CopyTexture( | 553 void ApplyFramebufferAttachmentCMAAINTELResourceManager::CopyTexture( |
| 568 GLint source, | 554 GLint source, |
| 569 GLint dest, | 555 GLint dest) { |
| 570 bool via_fbo) { | 556 glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_); |
| 557 glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, |
| 558 GL_TEXTURE_2D, dest, 0); |
| 571 glViewport(0, 0, width_, height_); | 559 glViewport(0, 0, width_, height_); |
| 560 |
| 572 glActiveTexture(GL_TEXTURE0); | 561 glActiveTexture(GL_TEXTURE0); |
| 573 glBindTexture(GL_TEXTURE_2D, source); | 562 glBindTexture(GL_TEXTURE_2D, source); |
| 563 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 564 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 574 | 565 |
| 575 if (!via_fbo) { | 566 glUseProgram(copy_to_framebuffer_shader_); |
| 576 glUseProgram(copy_to_image_shader_); | |
| 577 if (!is_gles31_compatible_) { | |
| 578 glUniform1i(copy_to_image_shader_outTexture_, 0); | |
| 579 } | |
| 580 glBindImageTextureEXT(0, dest, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); | |
| 581 } else { | |
| 582 glDisable(GL_DEPTH_TEST); | |
| 583 glDisable(GL_STENCIL_TEST); | |
| 584 glDisable(GL_CULL_FACE); | |
| 585 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); | |
| 586 glDepthMask(GL_FALSE); | |
| 587 glDisable(GL_BLEND); | |
| 588 glUseProgram(copy_to_framebuffer_shader_); | |
| 589 } | |
| 590 | 567 |
| 591 glDrawArrays(GL_TRIANGLES, 0, 3); | 568 glDrawArrays(GL_TRIANGLES, 0, 3); |
| 592 glUseProgram(0); | 569 glUseProgram(0); |
| 593 glBindTexture(GL_TEXTURE_2D, 0); | 570 glBindTexture(GL_TEXTURE_2D, 0); |
| 594 } | 571 } |
| 595 | 572 |
| 596 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateProgram( | 573 GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateProgram( |
| 597 const char* defines, | 574 const char* defines, |
| 598 const char* vs_source, | 575 const char* vs_source, |
| 599 const char* fs_source) { | 576 const char* fs_source) { |
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| 708 | 685 |
| 709 \n#define SETTINGS_ALLOW_SHORT_Zs 1\n | 686 \n#define SETTINGS_ALLOW_SHORT_Zs 1\n |
| 710 \n#define EDGE_DETECT_THRESHOLD 13.0f\n | 687 \n#define EDGE_DETECT_THRESHOLD 13.0f\n |
| 711 \n#define saturate(x) clamp((x), 0.0, 1.0)\n | 688 \n#define saturate(x) clamp((x), 0.0, 1.0)\n |
| 712 | 689 |
| 713 // bind to a uniform buffer bind point 0 | 690 // bind to a uniform buffer bind point 0 |
| 714 layout(location = 0) uniform vec2 g_OneOverScreenSize; | 691 layout(location = 0) uniform vec2 g_OneOverScreenSize; |
| 715 \n#ifndef EDGE_DETECT_THRESHOLD\n | 692 \n#ifndef EDGE_DETECT_THRESHOLD\n |
| 716 layout(location = 1) uniform float g_ColorThreshold; | 693 layout(location = 1) uniform float g_ColorThreshold; |
| 717 \n#endif\n | 694 \n#endif\n |
| 695 \n#ifdef DETECT_EDGES1\n |
| 696 layout(location = 2) uniform int g_DoCopy; |
| 697 \n#endif\n |
| 718 | 698 |
| 719 \n#ifdef SUPPORTS_USAMPLER2D\n | 699 \n#ifdef SUPPORTS_USAMPLER2D\n |
| 720 \n#define USAMPLER usampler2D\n | 700 \n#define USAMPLER usampler2D\n |
| 721 \n#define UVEC4 uvec4\n | 701 \n#define UVEC4 uvec4\n |
| 722 \n#define LOAD_UINT(arg) arg\n | 702 \n#define LOAD_UINT(arg) arg\n |
| 723 \n#define STORE_UVEC4(arg) arg\n | 703 \n#define STORE_UVEC4(arg) arg\n |
| 724 \n#else\n | 704 \n#else\n |
| 725 \n#define USAMPLER sampler2D\n | 705 \n#define USAMPLER sampler2D\n |
| 726 \n#define UVEC4 vec4\n | 706 \n#define UVEC4 vec4\n |
| 727 \n#define LOAD_UINT(arg) uint(arg * 255.0f)\n | 707 \n#define LOAD_UINT(arg) uint(arg * 255.0f)\n |
| 728 \n#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, | 708 \n#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, |
| 729 float(arg.y) / 255.0f, | 709 float(arg.y) / 255.0f, |
| 730 float(arg.z) / 255.0f, | 710 float(arg.z) / 255.0f, |
| 731 float(arg.w) / 255.0f)\n | 711 float(arg.w) / 255.0f)\n |
| 732 \n#endif\n | 712 \n#endif\n |
| 733 | 713 |
| 734 // bind to texture stage 0/1 | 714 // bind to texture stage 0/1 |
| 735 layout(binding = 0) uniform highp sampler2D g_screenTexture; | 715 layout(binding = 0) uniform highp sampler2D g_screenTexture; |
| 736 layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; | 716 layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; |
| 737 layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; | 717 layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; |
| 738 | 718 |
| 739 // bind to image stage 0/1/2 | 719 // bind to image stage 0/1/2 |
| 740 \n#ifdef GL_ES\n | 720 \n#ifdef GL_ES\n |
| 741 layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp | 721 layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp |
| 742 image2D g_resultTexture; | 722 image2D g_resultEdgeTexture; |
| 743 layout(binding = 1, rgba8) restrict writeonly uniform highp | 723 layout(binding = 1, rgba8) restrict writeonly uniform highp |
| 744 image2D g_resultTextureFlt4Slot1; | 724 image2D g_resultRGBATextureSlot1; |
| 745 layout(binding = 2, EDGE_READ_FORMAT) restrict writeonly uniform highp | 725 layout(binding = 2, rgba8) restrict writeonly uniform highp |
| 746 image2D g_resultTextureSlot2; | 726 image2D g_targetTextureSlot2; |
| 747 \n#else\n | 727 \n#else\n |
| 748 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp | 728 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp |
| 749 image2D g_resultTexture; | 729 image2D g_resultEdgeTexture; |
| 750 layout(rgba8) restrict writeonly uniform highp | 730 layout(rgba8) restrict writeonly uniform highp |
| 751 image2D g_resultTextureFlt4Slot1; | 731 image2D g_resultRGBATextureSlot1; |
| 752 layout(EDGE_READ_FORMAT) restrict writeonly uniform highp | 732 layout(rgba8) restrict writeonly uniform highp |
| 753 image2D g_resultTextureSlot2; | 733 image2D g_targetTextureSlot2; |
| 754 \n#endif\n | 734 \n#endif\n |
| 755 | 735 |
| 756 // Constants | 736 // Constants |
| 757 const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); | 737 const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); |
| 758 | 738 |
| 759 \n#ifdef EDGE_DETECT_THRESHOLD\n | 739 \n#ifdef EDGE_DETECT_THRESHOLD\n |
| 760 const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; | 740 const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; |
| 761 \n#endif\n | 741 \n#endif\n |
| 762 | 742 |
| 763 // Must be even number; Will work with ~16 pretty good too for | 743 // Must be even number; Will work with ~16 pretty good too for |
| (...skipping 238 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1002 | 982 |
| 1003 float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - | 983 float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - |
| 1004 rightOdd; | 984 rightOdd; |
| 1005 | 985 |
| 1006 for (int i = loopFrom; i <= loopTo; i++) { | 986 for (int i = loopFrom; i <= loopTo; i++) { |
| 1007 highp ivec2 pixelPos = screenPos + stepRight * i; | 987 highp ivec2 pixelPos = screenPos + stepRight * i; |
| 1008 vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, | 988 vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, |
| 1009 float(pixelPos.y) + 0.5); | 989 float(pixelPos.y) + 0.5); |
| 1010 | 990 |
| 1011 \n#ifdef DEBUG_OUTPUT_AAINFO\n | 991 \n#ifdef DEBUG_OUTPUT_AAINFO\n |
| 1012 imageStore(g_resultTextureSlot2, pixelPos, | 992 imageStore(g_resultEdgeTexture, pixelPos, |
| 1013 PackBlurAAInfo(pixelPos, 1u)); | 993 PackBlurAAInfo(pixelPos, 1u)); |
| 1014 \n#endif\n | 994 \n#endif\n |
| 1015 | 995 |
| 1016 float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / | 996 float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / |
| 1017 totalLength; | 997 totalLength; |
| 1018 m = saturate(m); | 998 m = saturate(m); |
| 1019 float k = m - ((i > 0) ? 1.0 : 0.0); | 999 float k = m - ((i > 0) ? 1.0 : 0.0); |
| 1020 k = (invertedZShape) ? (k) : (-k); | 1000 k = (invertedZShape) ? (k) : (-k); |
| 1021 | 1001 |
| 1022 vec4 color = textureLod(g_screenTexture, | 1002 vec4 color = textureLod(g_screenTexture, |
| 1023 (pixelPosFlt + blendDir * k) * pixelSize, | 1003 (pixelPosFlt + blendDir * k) * pixelSize, |
| 1024 0.0); | 1004 0.0); |
| 1025 | 1005 |
| 1026 \n#ifdef IN_GAMMA_CORRECT_MODE\n | 1006 \n#ifdef IN_GAMMA_CORRECT_MODE\n |
| 1027 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); | 1007 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); |
| 1028 \n#endif\n | 1008 \n#endif\n |
| 1029 imageStore(g_resultTextureFlt4Slot1, pixelPos, color); | 1009 imageStore(g_resultRGBATextureSlot1, pixelPos, color); |
| 1030 } | 1010 } |
| 1031 } | 1011 } |
| 1032 | 1012 |
| 1033 vec4 CalcDbgDisplayColor(const vec4 blurMap) { | 1013 vec4 CalcDbgDisplayColor(const vec4 blurMap) { |
| 1034 vec3 pixelC = vec3(0.0, 0.0, 0.0); | 1014 vec3 pixelC = vec3(0.0, 0.0, 0.0); |
| 1035 vec3 pixelL = vec3(0.0, 0.0, 1.0); | 1015 vec3 pixelL = vec3(0.0, 0.0, 1.0); |
| 1036 vec3 pixelT = vec3(1.0, 0.0, 0.0); | 1016 vec3 pixelT = vec3(1.0, 0.0, 0.0); |
| 1037 vec3 pixelR = vec3(0.0, 1.0, 0.0); | 1017 vec3 pixelR = vec3(0.0, 1.0, 0.0); |
| 1038 vec3 pixelB = vec3(0.8, 0.8, 0.0); | 1018 vec3 pixelB = vec3(0.8, 0.8, 0.0); |
| 1039 | 1019 |
| (...skipping 39 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1079 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1)); | 1059 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1)); |
| 1080 vec4 pixel11 = | 1060 vec4 pixel11 = |
| 1081 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1)); | 1061 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1)); |
| 1082 vec4 pixel21 = | 1062 vec4 pixel21 = |
| 1083 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1)); | 1063 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1)); |
| 1084 vec4 pixel02 = | 1064 vec4 pixel02 = |
| 1085 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2)); | 1065 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2)); |
| 1086 vec4 pixel12 = | 1066 vec4 pixel12 = |
| 1087 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2)); | 1067 texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2)); |
| 1088 | 1068 |
| 1069 if (g_DoCopy == 1) { |
| 1070 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 0), pixel00); |
| 1071 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 0), pixel10); |
| 1072 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(0, 1), pixel01); |
| 1073 imageStore(g_targetTextureSlot2, screenPosI.xy + ivec2(1, 1), pixel11); |
| 1074 } |
| 1075 |
| 1089 float storeFlagPixel00 = 0.0; | 1076 float storeFlagPixel00 = 0.0; |
| 1090 float storeFlagPixel10 = 0.0; | 1077 float storeFlagPixel10 = 0.0; |
| 1091 float storeFlagPixel20 = 0.0; | 1078 float storeFlagPixel20 = 0.0; |
| 1092 float storeFlagPixel01 = 0.0; | 1079 float storeFlagPixel01 = 0.0; |
| 1093 float storeFlagPixel11 = 0.0; | 1080 float storeFlagPixel11 = 0.0; |
| 1094 float storeFlagPixel21 = 0.0; | 1081 float storeFlagPixel21 = 0.0; |
| 1095 float storeFlagPixel02 = 0.0; | 1082 float storeFlagPixel02 = 0.0; |
| 1096 float storeFlagPixel12 = 0.0; | 1083 float storeFlagPixel12 = 0.0; |
| 1097 | 1084 |
| 1098 vec2 et; | 1085 vec2 et; |
| (...skipping 53 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1152 storeFlagPixel11 += et.x; | 1139 storeFlagPixel11 += et.x; |
| 1153 storeFlagPixel11 += et.y; | 1140 storeFlagPixel11 += et.y; |
| 1154 storeFlagPixel21 += et.x; | 1141 storeFlagPixel21 += et.x; |
| 1155 storeFlagPixel12 += et.y; | 1142 storeFlagPixel12 += et.y; |
| 1156 } | 1143 } |
| 1157 | 1144 |
| 1158 gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; | 1145 gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; |
| 1159 | 1146 |
| 1160 if (gl_FragDepth != 0.0) { | 1147 if (gl_FragDepth != 0.0) { |
| 1161 if (storeFlagPixel00 != 0.0) | 1148 if (storeFlagPixel00 != 0.0) |
| 1162 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 0), | 1149 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 0), |
| 1163 pixel00); | 1150 pixel00); |
| 1164 if (storeFlagPixel10 != 0.0) | 1151 if (storeFlagPixel10 != 0.0) |
| 1165 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 0), | 1152 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 0), |
| 1166 pixel10); | 1153 pixel10); |
| 1167 if (storeFlagPixel20 != 0.0) | 1154 if (storeFlagPixel20 != 0.0) |
| 1168 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 0), | 1155 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 0), |
| 1169 pixel20); | 1156 pixel20); |
| 1170 if (storeFlagPixel01 != 0.0) | 1157 if (storeFlagPixel01 != 0.0) |
| 1171 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 1), | 1158 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 1), |
| 1172 pixel01); | 1159 pixel01); |
| 1173 if (storeFlagPixel02 != 0.0) | 1160 if (storeFlagPixel02 != 0.0) |
| 1174 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 2), | 1161 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(0, 2), |
| 1175 pixel02); | 1162 pixel02); |
| 1176 if (storeFlagPixel11 != 0.0) | 1163 if (storeFlagPixel11 != 0.0) |
| 1177 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 1), | 1164 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 1), |
| 1178 pixel11); | 1165 pixel11); |
| 1179 if (storeFlagPixel21 != 0.0) | 1166 if (storeFlagPixel21 != 0.0) |
| 1180 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 1), | 1167 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(2, 1), |
| 1181 pixel21); | 1168 pixel21); |
| 1182 if (storeFlagPixel12 != 0.0) | 1169 if (storeFlagPixel12 != 0.0) |
| 1183 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 2), | 1170 imageStore(g_resultRGBATextureSlot1, screenPosI.xy + ivec2(1, 2), |
| 1184 pixel12); | 1171 pixel12); |
| 1185 } | 1172 } |
| 1186 outEdges = STORE_UVEC4(outputEdges); | 1173 outEdges = STORE_UVEC4(outputEdges); |
| 1187 } | 1174 } |
| 1188 \n#endif\n // DETECT_EDGES1 | 1175 \n#endif\n // DETECT_EDGES1 |
| 1189 | 1176 |
| 1190 vec2 UnpackThresholds(uint val) { | 1177 vec2 UnpackThresholds(uint val) { |
| 1191 return vec2(val & 0x0Fu, val >> 4u) / 15.0f; | 1178 return vec2(val & 0x0Fu, val >> 4u) / 15.0f; |
| 1192 } | 1179 } |
| 1193 | 1180 |
| (...skipping 84 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1278 packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); | 1265 packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); |
| 1279 packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); | 1266 packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); |
| 1280 packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); | 1267 packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); |
| 1281 packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); | 1268 packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); |
| 1282 } | 1269 } |
| 1283 | 1270 |
| 1284 if (bool(packedVals[(2) * 6 + (2)])) { | 1271 if (bool(packedVals[(2) * 6 + (2)])) { |
| 1285 CollectEdges(2, 2, edges, packedVals); | 1272 CollectEdges(2, 2, edges, packedVals); |
| 1286 uint pe = PackEdge(PruneNonDominantEdges(edges)); | 1273 uint pe = PackEdge(PruneNonDominantEdges(edges)); |
| 1287 if (pe != 0u) { | 1274 if (pe != 0u) { |
| 1288 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 0), | 1275 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 0), |
| 1289 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1276 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
| 1290 } | 1277 } |
| 1291 } | 1278 } |
| 1292 | 1279 |
| 1293 if (bool(packedVals[(3) * 6 + (2)]) || | 1280 if (bool(packedVals[(3) * 6 + (2)]) || |
| 1294 bool(packedVals[(3) * 6 + (3)])) { | 1281 bool(packedVals[(3) * 6 + (3)])) { |
| 1295 UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, | 1282 UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, |
| 1296 screenPosI.xy, 0, ivec2(1, 0)); | 1283 screenPosI.xy, 0, ivec2(1, 0)); |
| 1297 packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); | 1284 packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); |
| 1298 packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); | 1285 packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); |
| 1299 packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); | 1286 packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); |
| 1300 packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); | 1287 packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); |
| 1301 } | 1288 } |
| 1302 | 1289 |
| 1303 if (bool(packedVals[(3) * 6 + (2)])) { | 1290 if (bool(packedVals[(3) * 6 + (2)])) { |
| 1304 UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, | 1291 UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, |
| 1305 screenPosI.xy, 0, ivec2(1, -1)); | 1292 screenPosI.xy, 0, ivec2(1, -1)); |
| 1306 packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); | 1293 packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); |
| 1307 packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); | 1294 packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); |
| 1308 packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); | 1295 packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); |
| 1309 packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); | 1296 packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); |
| 1310 | 1297 |
| 1311 CollectEdges(3, 2, edges, packedVals); | 1298 CollectEdges(3, 2, edges, packedVals); |
| 1312 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1299 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
| 1313 // The rightmost edge of the texture is not edge. | 1300 // The rightmost edge of the texture is not edge. |
| 1314 // Note: texelFetch() on out of range gives an undefined value. | 1301 // Note: texelFetch() on out of range gives an undefined value. |
| 1315 uint pe = PackEdge(dominant_edges * uvec4(notTopRight.x, 1, 1, 1)); | 1302 uint pe = PackEdge(dominant_edges * uvec4(notTopRight.x, 1, 1, 1)); |
| 1316 if (pe != 0u) { | 1303 if (pe != 0u) { |
| 1317 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 0), | 1304 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 0), |
| 1318 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1305 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
| 1319 } | 1306 } |
| 1320 } | 1307 } |
| 1321 | 1308 |
| 1322 if (bool(packedVals[(2) * 6 + (3)]) || | 1309 if (bool(packedVals[(2) * 6 + (3)]) || |
| 1323 bool(packedVals[(3) * 6 + (3)])) { | 1310 bool(packedVals[(3) * 6 + (3)])) { |
| 1324 UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, | 1311 UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, |
| 1325 screenPosI.xy, 0, ivec2(0, 1)); | 1312 screenPosI.xy, 0, ivec2(0, 1)); |
| 1326 packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); | 1313 packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); |
| 1327 packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); | 1314 packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); |
| 1328 packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); | 1315 packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); |
| 1329 packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); | 1316 packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); |
| 1330 } | 1317 } |
| 1331 | 1318 |
| 1332 if (bool(packedVals[(2) * 6 + (3)])) { | 1319 if (bool(packedVals[(2) * 6 + (3)])) { |
| 1333 UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, | 1320 UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, |
| 1334 screenPosI.xy, 0, ivec2(-1, -1)); | 1321 screenPosI.xy, 0, ivec2(-1, -1)); |
| 1335 packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); | 1322 packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); |
| 1336 packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); | 1323 packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); |
| 1337 packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); | 1324 packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); |
| 1338 packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); | 1325 packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); |
| 1339 | 1326 |
| 1340 CollectEdges(2, 3, edges, packedVals); | 1327 CollectEdges(2, 3, edges, packedVals); |
| 1341 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1328 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
| 1342 uint pe = PackEdge(dominant_edges * uvec4(1, notTopRight.y, 1, 1)); | 1329 uint pe = PackEdge(dominant_edges * uvec4(1, notTopRight.y, 1, 1)); |
| 1343 if (pe != 0u) { | 1330 if (pe != 0u) { |
| 1344 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 1), | 1331 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(0, 1), |
| 1345 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1332 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
| 1346 } | 1333 } |
| 1347 } | 1334 } |
| 1348 | 1335 |
| 1349 if (bool(packedVals[(3) * 6 + (3)])) { | 1336 if (bool(packedVals[(3) * 6 + (3)])) { |
| 1350 CollectEdges(3, 3, edges, packedVals); | 1337 CollectEdges(3, 3, edges, packedVals); |
| 1351 uvec4 dominant_edges = PruneNonDominantEdges(edges); | 1338 uvec4 dominant_edges = PruneNonDominantEdges(edges); |
| 1352 uint pe = PackEdge(dominant_edges * uvec4(notTopRight, 1, 1)); | 1339 uint pe = PackEdge(dominant_edges * uvec4(notTopRight, 1, 1)); |
| 1353 if (pe != 0u) { | 1340 if (pe != 0u) { |
| 1354 imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 1), | 1341 imageStore(g_resultEdgeTexture, 2 * screenPosI.xy + ivec2(1, 1), |
| 1355 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); | 1342 vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); |
| 1356 } | 1343 } |
| 1357 } | 1344 } |
| 1358 } | 1345 } |
| 1359 \n#endif\n // DETECT_EDGES2 | 1346 \n#endif\n // DETECT_EDGES2 |
| 1360 | 1347 |
| 1361 \n#ifdef COMBINE_EDGES\n | 1348 \n#ifdef COMBINE_EDGES\n |
| 1362 void CombineEdges() { | 1349 void CombineEdges() { |
| 1363 ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); | 1350 ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); |
| 1364 vec3 screenPosBase = vec3(screenPosIBase); | 1351 vec3 screenPosBase = vec3(screenPosIBase); |
| (...skipping 37 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1402 packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); | 1389 packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); |
| 1403 uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], | 1390 uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], |
| 1404 packedEdgesArray[(1 + 1) * 3 + (0 + 0)], | 1391 packedEdgesArray[(1 + 1) * 3 + (0 + 0)], |
| 1405 packedEdgesArray[(1 + 0) * 3 + (0 + 1)], | 1392 packedEdgesArray[(1 + 0) * 3 + (0 + 1)], |
| 1406 packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); | 1393 packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); |
| 1407 | 1394 |
| 1408 uvec4 outEdge4 = | 1395 uvec4 outEdge4 = |
| 1409 pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); | 1396 pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); |
| 1410 vec4 outEdge4Flt = vec4(outEdge4) / 255.0; | 1397 vec4 outEdge4Flt = vec4(outEdge4) / 255.0; |
| 1411 | 1398 |
| 1412 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 0), | 1399 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 0), |
| 1413 outEdge4Flt.xxxx); | 1400 outEdge4Flt.xxxx); |
| 1414 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 0), | 1401 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 0), |
| 1415 outEdge4Flt.yyyy); | 1402 outEdge4Flt.yyyy); |
| 1416 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 1), | 1403 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(0, 1), |
| 1417 outEdge4Flt.zzzz); | 1404 outEdge4Flt.zzzz); |
| 1418 imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 1), | 1405 imageStore(g_resultEdgeTexture, screenPosIBase.xy + ivec2(1, 1), |
| 1419 outEdge4Flt.wwww); | 1406 outEdge4Flt.wwww); |
| 1420 | 1407 |
| 1421 // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); | 1408 // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); |
| 1422 // gl_FragDepth = | 1409 // gl_FragDepth = |
| 1423 // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; | 1410 // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; |
| 1424 | 1411 |
| 1425 gl_FragDepth = | 1412 gl_FragDepth = |
| 1426 any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; | 1413 any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; |
| 1427 } | 1414 } |
| 1428 \n#endif\n // COMBINE_EDGES | 1415 \n#endif\n // COMBINE_EDGES |
| (...skipping 233 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1662 } | 1649 } |
| 1663 | 1650 |
| 1664 color /= fourWeightSum + 0.0001; | 1651 color /= fourWeightSum + 0.0001; |
| 1665 | 1652 |
| 1666 color = mix(color, pixelC, centerWeight / allWeightSum); | 1653 color = mix(color, pixelC, centerWeight / allWeightSum); |
| 1667 \n#ifdef IN_GAMMA_CORRECT_MODE\n | 1654 \n#ifdef IN_GAMMA_CORRECT_MODE\n |
| 1668 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); | 1655 color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); |
| 1669 \n#endif\n | 1656 \n#endif\n |
| 1670 | 1657 |
| 1671 \n#ifdef DEBUG_OUTPUT_AAINFO\n | 1658 \n#ifdef DEBUG_OUTPUT_AAINFO\n |
| 1672 imageStore(g_resultTextureSlot2, screenPosI.xy, | 1659 imageStore(g_resultEdgeTexture, screenPosI.xy, |
| 1673 PackBlurAAInfo(screenPosI.xy, numberOfEdges)); | 1660 PackBlurAAInfo(screenPosI.xy, numberOfEdges)); |
| 1674 \n#endif\n | 1661 \n#endif\n |
| 1675 imageStore(g_resultTextureFlt4Slot1, screenPosI.xy, color); | 1662 imageStore(g_resultRGBATextureSlot1, screenPosI.xy, color); |
| 1676 | 1663 |
| 1677 if (numberOfEdges == 2u) { | 1664 if (numberOfEdges == 2u) { |
| 1678 uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; | 1665 uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; |
| 1679 uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; | 1666 uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; |
| 1680 uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; | 1667 uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; |
| 1681 uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; | 1668 uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; |
| 1682 | 1669 |
| 1683 bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && | 1670 bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && |
| 1684 ((packedEdgesR & 0x08u) == 0x08u); | 1671 ((packedEdgesR & 0x08u) == 0x08u); |
| 1685 bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && | 1672 bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && |
| (...skipping 196 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1882 \n#endif\n | 1869 \n#endif\n |
| 1883 } | 1870 } |
| 1884 ); | 1871 ); |
| 1885 | 1872 |
| 1886 const char | 1873 const char |
| 1887 ApplyFramebufferAttachmentCMAAINTELResourceManager::copy_frag_str_[] = | 1874 ApplyFramebufferAttachmentCMAAINTELResourceManager::copy_frag_str_[] = |
| 1888 SHADER( | 1875 SHADER( |
| 1889 precision highp float; | 1876 precision highp float; |
| 1890 layout(binding = 0) uniform highp sampler2D inTexture; | 1877 layout(binding = 0) uniform highp sampler2D inTexture; |
| 1891 layout(location = 0) out vec4 outColor; | 1878 layout(location = 0) out vec4 outColor; |
| 1892 \n#ifdef GL_ES\n | |
| 1893 layout(binding = 0, rgba8) restrict writeonly uniform highp | |
| 1894 image2D outTexture; | |
| 1895 \n#else\n | |
| 1896 layout(rgba8) restrict writeonly uniform highp image2D outTexture; | |
| 1897 \n#endif\n | |
| 1898 | 1879 |
| 1899 void main() { | 1880 void main() { |
| 1900 ivec2 screenPosI = ivec2( gl_FragCoord.xy ); | 1881 ivec2 screenPosI = ivec2( gl_FragCoord.xy ); |
| 1901 vec4 pixel = texelFetch(inTexture, screenPosI, 0); | 1882 vec4 pixel = texelFetch(inTexture, screenPosI, 0); |
| 1902 \n#ifdef OUT_FBO\n | |
| 1903 outColor = pixel; | 1883 outColor = pixel; |
| 1904 \n#else\n | |
| 1905 imageStore(outTexture, screenPosI, pixel); | |
| 1906 \n#endif\n | |
| 1907 } | 1884 } |
| 1908 ); | 1885 ); |
| 1909 /* clang-format on */ | 1886 /* clang-format on */ |
| 1910 | 1887 |
| 1911 } // namespace gles2 | 1888 } // namespace gles2 |
| 1912 } // namespace gpu | 1889 } // namespace gpu |
| OLD | NEW |