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@@ -21,6 +21,8 @@
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "core/telemetry_session.h"
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+#include "video_core/host_shaders/fxaa_frag.h"
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+#include "video_core/host_shaders/fxaa_vert.h"
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#include "video_core/host_shaders/opengl_present_frag.h"
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#include "video_core/host_shaders/opengl_present_vert.h"
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#include "video_core/host_shaders/present_bicubic_frag.h"
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@@ -254,6 +256,8 @@ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color
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void RendererOpenGL::InitOpenGLObjects() {
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// Create shader programs
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+ fxaa_vertex = CreateProgram(HostShaders::FXAA_VERT, GL_VERTEX_SHADER);
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+ fxaa_fragment = CreateProgram(HostShaders::FXAA_FRAG, GL_FRAGMENT_SHADER);
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present_vertex = CreateProgram(HostShaders::OPENGL_PRESENT_VERT, GL_VERTEX_SHADER);
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present_bilinear_fragment = CreateProgram(HostShaders::OPENGL_PRESENT_FRAG, GL_FRAGMENT_SHADER);
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present_bicubic_fragment = CreateProgram(HostShaders::PRESENT_BICUBIC_FRAG, GL_FRAGMENT_SHADER);
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@@ -287,6 +291,8 @@ void RendererOpenGL::InitOpenGLObjects() {
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// Clear screen to black
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LoadColorToActiveGLTexture(0, 0, 0, 0, screen_info.texture);
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+
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+ fxaa_framebuffer.Create();
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}
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void RendererOpenGL::AddTelemetryFields() {
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@@ -338,14 +344,83 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
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texture.resource.Release();
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texture.resource.Create(GL_TEXTURE_2D);
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height);
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+ fxaa_texture.Release();
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+ fxaa_texture.Create(GL_TEXTURE_2D);
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+ glTextureStorage2D(fxaa_texture.handle, 1, GL_RGBA16F, texture.width, texture.height);
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+ glNamedFramebufferTexture(fxaa_framebuffer.handle, GL_COLOR_ATTACHMENT0, fxaa_texture.handle,
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+ 0);
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}
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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+ // TODO: Signal state tracker about these changes
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+ state_tracker.NotifyScreenDrawVertexArray();
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+ state_tracker.NotifyPolygonModes();
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+ state_tracker.NotifyViewport0();
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+ state_tracker.NotifyScissor0();
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+ state_tracker.NotifyColorMask(0);
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+ state_tracker.NotifyBlend0();
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+ state_tracker.NotifyFramebuffer();
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+ state_tracker.NotifyFrontFace();
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+ state_tracker.NotifyCullTest();
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+ state_tracker.NotifyDepthTest();
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+ state_tracker.NotifyStencilTest();
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+ state_tracker.NotifyPolygonOffset();
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+ state_tracker.NotifyRasterizeEnable();
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+ state_tracker.NotifyFramebufferSRGB();
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+ state_tracker.NotifyLogicOp();
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+ state_tracker.NotifyClipControl();
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+ state_tracker.NotifyAlphaTest();
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+
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+ state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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+
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// Update background color before drawing
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glClearColor(Settings::values.bg_red.GetValue() / 255.0f,
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Settings::values.bg_green.GetValue() / 255.0f,
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Settings::values.bg_blue.GetValue() / 255.0f, 1.0f);
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+ glEnable(GL_CULL_FACE);
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+ glDisable(GL_COLOR_LOGIC_OP);
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+ glDisable(GL_DEPTH_TEST);
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+ glDisable(GL_STENCIL_TEST);
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+ glDisable(GL_POLYGON_OFFSET_FILL);
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+ glDisable(GL_RASTERIZER_DISCARD);
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+ glDisable(GL_ALPHA_TEST);
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+ glDisablei(GL_BLEND, 0);
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+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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+ glCullFace(GL_BACK);
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+ glFrontFace(GL_CW);
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+ glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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+
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+ glBindTextureUnit(0, screen_info.display_texture);
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+
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+ if (Settings::values.anti_aliasing.GetValue() == Settings::AntiAliasing::Fxaa) {
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+ program_manager.BindPresentPrograms(fxaa_vertex.handle, fxaa_fragment.handle);
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+
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+ glEnablei(GL_SCISSOR_TEST, 0);
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+ glScissorIndexed(0, 0, 0,
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+ framebuffer_crop_rect.GetWidth() != 0 ? framebuffer_crop_rect.GetWidth()
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+ : screen_info.texture.width,
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+ framebuffer_crop_rect.GetHeight() != 0 ? framebuffer_crop_rect.GetHeight()
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+ : screen_info.texture.height);
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+ glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(screen_info.texture.width),
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+ static_cast<GLfloat>(screen_info.texture.height));
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+ glDepthRangeIndexed(0, 0.0, 0.0);
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+
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+ glBindSampler(0, present_sampler.handle);
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+ GLint old_read_fb;
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+ GLint old_draw_fb;
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+ glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &old_read_fb);
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+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_draw_fb);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fxaa_framebuffer.handle);
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+
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+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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+
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+ glBindFramebuffer(GL_READ_FRAMEBUFFER, old_read_fb);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, old_draw_fb);
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+
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+ glBindTextureUnit(0, fxaa_texture.handle);
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+ }
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+
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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@@ -422,47 +497,14 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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};
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices));
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- // TODO: Signal state tracker about these changes
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- state_tracker.NotifyScreenDrawVertexArray();
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- state_tracker.NotifyPolygonModes();
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- state_tracker.NotifyViewport0();
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- state_tracker.NotifyScissor0();
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- state_tracker.NotifyColorMask(0);
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- state_tracker.NotifyBlend0();
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- state_tracker.NotifyFramebuffer();
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- state_tracker.NotifyFrontFace();
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- state_tracker.NotifyCullTest();
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- state_tracker.NotifyDepthTest();
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- state_tracker.NotifyStencilTest();
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- state_tracker.NotifyPolygonOffset();
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- state_tracker.NotifyRasterizeEnable();
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- state_tracker.NotifyFramebufferSRGB();
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- state_tracker.NotifyLogicOp();
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- state_tracker.NotifyClipControl();
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- state_tracker.NotifyAlphaTest();
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-
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- state_tracker.ClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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- glEnable(GL_CULL_FACE);
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if (screen_info.display_srgb) {
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glEnable(GL_FRAMEBUFFER_SRGB);
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} else {
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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- glDisable(GL_COLOR_LOGIC_OP);
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- glDisable(GL_DEPTH_TEST);
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- glDisable(GL_STENCIL_TEST);
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- glDisable(GL_POLYGON_OFFSET_FILL);
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- glDisable(GL_RASTERIZER_DISCARD);
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- glDisable(GL_ALPHA_TEST);
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- glDisablei(GL_BLEND, 0);
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glDisablei(GL_SCISSOR_TEST, 0);
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- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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- glCullFace(GL_BACK);
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- glFrontFace(GL_CW);
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- glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glViewportIndexedf(0, 0.0f, 0.0f, static_cast<GLfloat>(layout.width),
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static_cast<GLfloat>(layout.height));
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- glDepthRangeIndexed(0, 0.0, 0.0);
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glEnableVertexAttribArray(PositionLocation);
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glEnableVertexAttribArray(TexCoordLocation);
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@@ -482,7 +524,6 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex));
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}
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- glBindTextureUnit(0, screen_info.display_texture);
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if (Settings::values.scaling_filter.GetValue() != Settings::ScalingFilter::NearestNeighbor) {
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glBindSampler(0, present_sampler.handle);
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} else {
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