Implement EFB copy filter and gamma in hardware backends

Also makes y_scale a dynamic parameter for EFB copies, as it doesn't
make sense to keep it as part of the uid, otherwise we're generating
redundant shaders.
This commit is contained in:
Stenzek
2018-04-29 18:52:30 +10:00
parent a192a3bb30
commit 9e798eec94
41 changed files with 526 additions and 236 deletions

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@ -1365,8 +1365,7 @@ void Renderer::ApplyBlendingState(const BlendingState state, bool force)
}
// This function has the final picture. We adjust the aspect ratio here.
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks,
float Gamma)
void Renderer::SwapImpl(AbstractTexture* texture, const EFBRectangle& xfb_region, u64 ticks)
{
if (g_ogl_config.bSupportsDebug)
{

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@ -126,7 +126,7 @@ public:
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks, float Gamma) override;
void SwapImpl(AbstractTexture* texture, const EFBRectangle& rc, u64 ticks) override;
void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
u32 color, u32 z) override;

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@ -68,10 +68,18 @@ constexpr const char* geometry_program = "layout(triangles) in;\n"
void TextureCache::CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half)
const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients)
{
// Flip top/bottom due to lower-left coordinate system.
float clamp_top_val =
clamp_bottom ? (1.0f - src_rect.bottom / static_cast<float>(EFB_HEIGHT)) : 0.0f;
float clamp_bottom_val =
clamp_top ? (1.0f - src_rect.top / static_cast<float>(EFB_HEIGHT)) : 0.0f;
TextureConverter::EncodeToRamFromTexture(dst, params, native_width, bytes_per_row, num_blocks_y,
memory_stride, src_rect, scale_by_half);
memory_stride, src_rect, scale_by_half, y_scale, gamma,
clamp_top_val, clamp_bottom_val, filter_coefficients);
}
TextureCache::TextureCache()
@ -483,7 +491,9 @@ void TextureCache::DecodeTextureOnGPU(TCacheEntry* entry, u32 dst_level, const u
void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
const EFBRectangle& src_rect, bool scale_by_half,
EFBCopyFormat dst_format, bool is_intensity)
EFBCopyFormat dst_format, bool is_intensity, float gamma,
bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients)
{
auto* destination_texture = static_cast<OGLTexture*>(entry->texture.get());
g_renderer->ResetAPIState(); // reset any game specific settings
@ -528,6 +538,11 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
code.GetBuffer(), geo_program);
shader.position_uniform = glGetUniformLocation(shader.shader.glprogid, "copy_position");
shader.pixel_height_uniform = glGetUniformLocation(shader.shader.glprogid, "pixel_height");
shader.gamma_rcp_uniform = glGetUniformLocation(shader.shader.glprogid, "gamma_rcp");
shader.clamp_tb_uniform = glGetUniformLocation(shader.shader.glprogid, "clamp_tb");
shader.filter_coefficients_uniform =
glGetUniformLocation(shader.shader.glprogid, "filter_coefficients");
}
shader.shader.Bind();
@ -535,6 +550,15 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
TargetRectangle R = g_renderer->ConvertEFBRectangle(src_rect);
glUniform4f(shader.position_uniform, static_cast<float>(R.left), static_cast<float>(R.top),
static_cast<float>(R.right), static_cast<float>(R.bottom));
glUniform1f(shader.pixel_height_uniform, g_ActiveConfig.bCopyEFBScaled ?
1.0f / g_renderer->GetTargetHeight() :
1.0f / EFB_HEIGHT);
glUniform1f(shader.gamma_rcp_uniform, 1.0f / gamma);
glUniform2f(shader.clamp_tb_uniform,
clamp_bottom ? (1.0f - src_rect.bottom / static_cast<float>(EFB_HEIGHT)) : 0.0f,
clamp_top ? (1.0f - src_rect.top / static_cast<float>(EFB_HEIGHT)) : 0.0f);
glUniform3f(shader.filter_coefficients_uniform, filter_coefficients[0] / 64.0f,
filter_coefficients[1] / 64.0f, filter_coefficients[2] / 64.0f);
ProgramShaderCache::BindVertexFormat(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

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@ -65,11 +65,13 @@ private:
void CopyEFB(u8* dst, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect,
bool scale_by_half) override;
bool scale_by_half, float y_scale, float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
bool scale_by_half, EFBCopyFormat dst_format,
bool is_intensity) override;
bool scale_by_half, EFBCopyFormat dst_format, bool is_intensity,
float gamma, bool clamp_top, bool clamp_bottom,
const CopyFilterCoefficientArray& filter_coefficients) override;
bool CompileShaders() override;
void DeleteShaders() override;
@ -84,6 +86,10 @@ private:
{
SHADER shader;
GLuint position_uniform;
GLuint pixel_height_uniform;
GLuint gamma_rcp_uniform;
GLuint clamp_tb_uniform;
GLuint filter_coefficients_uniform;
};
std::map<TextureConversionShaderGen::TCShaderUid, EFBCopyShader> m_efb_copy_programs;

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@ -39,6 +39,9 @@ struct EncodingProgram
SHADER program;
GLint copy_position_uniform;
GLint y_scale_uniform;
GLint gamma_rcp_uniform;
GLint clamp_tb_uniform;
GLint filter_coefficients_uniform;
};
std::map<EFBCopyParams, EncodingProgram> s_encoding_programs;
@ -81,6 +84,10 @@ static EncodingProgram& GetOrCreateEncodingShader(const EFBCopyParams& params)
program.copy_position_uniform = glGetUniformLocation(program.program.glprogid, "position");
program.y_scale_uniform = glGetUniformLocation(program.program.glprogid, "y_scale");
program.gamma_rcp_uniform = glGetUniformLocation(program.program.glprogid, "gamma_rcp");
program.clamp_tb_uniform = glGetUniformLocation(program.program.glprogid, "clamp_tb");
program.filter_coefficients_uniform =
glGetUniformLocation(program.program.glprogid, "filter_coefficients");
return s_encoding_programs.emplace(params, program).first->second;
}
@ -137,7 +144,9 @@ static void EncodeToRamUsingShader(GLuint srcTexture, u8* destAddr, u32 dst_line
void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half)
const EFBRectangle& src_rect, bool scale_by_half, float y_scale,
float gamma, float clamp_top, float clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients)
{
g_renderer->ResetAPIState();
@ -146,14 +155,18 @@ void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 nativ
texconv_shader.program.Bind();
glUniform4i(texconv_shader.copy_position_uniform, src_rect.left, src_rect.top, native_width,
scale_by_half ? 2 : 1);
glUniform1f(texconv_shader.y_scale_uniform, params.y_scale);
glUniform1f(texconv_shader.y_scale_uniform, y_scale);
glUniform1f(texconv_shader.gamma_rcp_uniform, 1.0f / gamma);
glUniform2f(texconv_shader.clamp_tb_uniform, clamp_top, clamp_bottom);
glUniform3i(texconv_shader.filter_coefficients_uniform, filter_coefficients[0],
filter_coefficients[1], filter_coefficients[2]);
const GLuint read_texture = params.depth ?
FramebufferManager::ResolveAndGetDepthTarget(src_rect) :
FramebufferManager::ResolveAndGetRenderTarget(src_rect);
EncodeToRamUsingShader(read_texture, dest_ptr, bytes_per_row, num_blocks_y, memory_stride,
scale_by_half && !params.depth, params.y_scale);
scale_by_half && !params.depth, y_scale);
g_renderer->RestoreAPIState();
}

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@ -7,10 +7,9 @@
#include "Common/CommonTypes.h"
#include "Common/GL/GLUtil.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VideoCommon.h"
struct EFBCopyParams;
namespace OGL
{
// Converts textures between formats using shaders
@ -21,9 +20,11 @@ void Init();
void Shutdown();
// returns size of the encoded data (in bytes)
void EncodeToRamFromTexture(u8* dest_ptr, const EFBCopyParams& params, u32 native_width,
u32 bytes_per_row, u32 num_blocks_y, u32 memory_stride,
const EFBRectangle& src_rect, bool scale_by_half);
void EncodeToRamFromTexture(
u8* dest_ptr, const EFBCopyParams& params, u32 native_width, u32 bytes_per_row,
u32 num_blocks_y, u32 memory_stride, const EFBRectangle& src_rect, bool scale_by_half,
float y_scale, float gamma, float clamp_top, float clamp_bottom,
const TextureCacheBase::CopyFilterCoefficientArray& filter_coefficients);
}
} // namespace OGL