[client] egl: rework post process filters and add AMD FXR

This commit is contained in:
Geoffrey McRae
2021-08-10 13:08:54 +10:00
parent 3b751a2017
commit dc0b3a8d45
14 changed files with 2441 additions and 235 deletions

View File

@@ -40,13 +40,15 @@
#include "basic.vert.h"
#include "ffx_cas.frag.h"
#include "ffx_fsr1_easu.frag.h"
#include "ffx_fsr1_rcas.frag.h"
struct DesktopShader
{
EGL_Shader * shader;
GLint uTransform;
GLint uDesktopSize;
GLint uTextureScale;
GLint uTextureSize;
GLint uScaleAlgo;
GLint uNVGain;
GLint uCBMode;
@@ -65,6 +67,7 @@ struct EGL_Desktop
// internals
int width, height;
LG_RendererRotate rotate;
bool upscale;
// scale algorithm
int scaleAlgo;
@@ -79,10 +82,15 @@ struct EGL_Desktop
bool useDMA;
LG_RendererFormat format;
EGL_Shader * ffxFSR1[2];
bool ffxFSR1Enable;
PostProcessHandle ffxFSR1Handle[2];
EGL_Uniform ffxFSR1Uniform;
EGL_Shader * ffxCAS;
bool ffxCASEnable;
PostProcessHandle ffxCASHandle;
EGL_Uniform ffxUniform;
EGL_Uniform ffxCASUniform;
};
// forwards
@@ -104,20 +112,27 @@ static bool egl_initDesktopShader(
return false;
}
shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
shader->uTextureScale = egl_shaderGetUniform(shader->shader, "textureScale");
shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
shader->uTransform = egl_shaderGetUniform(shader->shader, "transform" );
shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "desktopSize");
shader->uTextureSize = egl_shaderGetUniform(shader->shader, "textureSize");
shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo" );
shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
return true;
}
static void setupFilters(EGL_Desktop * desktop)
{
desktop->ffxFSR1Handle[0] =
egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[0],
desktop->ffxFSR1Enable);
desktop->ffxFSR1Handle[1] =
egl_textureAddFilter(desktop->texture, desktop->ffxFSR1[1],
desktop->ffxFSR1Enable);
desktop->ffxCASHandle =
egl_textureAddFilter(desktop->texture, desktop->ffxCAS, 1.0f,
egl_textureAddFilter(desktop->texture, desktop->ffxCAS,
desktop->ffxCASEnable);
}
@@ -173,18 +188,38 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
desktop->scaleAlgo = option_get_int("egl", "scale" );
desktop->useDMA = useDMA;
// AMD FidelidyFX FSR
egl_shaderInit(&desktop->ffxFSR1[0]);
egl_shaderCompile(desktop->ffxFSR1[0],
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_fsr1_easu_frag, b_shader_ffx_fsr1_easu_frag_size);
egl_shaderInit(&desktop->ffxFSR1[1]);
egl_shaderCompile(desktop->ffxFSR1[1],
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_fsr1_rcas_frag, b_shader_ffx_fsr1_rcas_frag_size);
desktop->ffxFSR1Enable = option_get_bool("eglFilter", "ffxFSR");
desktop->ffxFSR1Uniform.type = EGL_UNIFORM_TYPE_1F;
desktop->ffxFSR1Uniform.location =
egl_shaderGetUniform(desktop->ffxFSR1[1], "uSharpness");
desktop->ffxFSR1Uniform.f[0] =
option_get_float("eglFilter", "ffxFSRSharpness");
egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
// AMD FidelidyFX CAS
egl_shaderInit(&desktop->ffxCAS);
egl_shaderCompile(desktop->ffxCAS,
b_shader_basic_vert , b_shader_basic_vert_size,
b_shader_ffx_cas_frag, b_shader_ffx_cas_frag_size);
desktop->ffxCASEnable = option_get_bool("eglFilter", "ffxCAS");
desktop->ffxUniform.type = EGL_UNIFORM_TYPE_1F;
desktop->ffxUniform.location =
desktop->ffxCASUniform.type = EGL_UNIFORM_TYPE_1F;
desktop->ffxCASUniform.location =
egl_shaderGetUniform(desktop->ffxCAS, "uSharpness");
desktop->ffxUniform.f[0] =
desktop->ffxCASUniform.f[0] =
option_get_float("eglFilter", "ffxCASSharpness");
egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
setupFilters(desktop);
@@ -222,6 +257,9 @@ void egl_desktopFree(EGL_Desktop ** desktop)
egl_shaderFree (&(*desktop)->shader.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
countedBufferRelease(&(*desktop)->matrix );
egl_shaderFree(&(*desktop)->ffxFSR1[0]);
egl_shaderFree(&(*desktop)->ffxFSR1[1]);
egl_shaderFree(&(*desktop)->ffxCAS);
free(*desktop);
@@ -266,25 +304,64 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
igSliderInt("##nvgain", &desktop->nvGain, 0, desktop->nvMax, format, 0);
igPopItemWidth();
bool invalidateCAS = false;
bool invalidateTex = false;
// AMD FidelityFX FSR
bool fsr1 = desktop->ffxFSR1Enable;
igCheckbox("AMD FidelityFX FSR", &fsr1);
if (fsr1 != desktop->ffxFSR1Enable)
{
desktop->ffxFSR1Enable = fsr1;
egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
fsr1 && desktop->upscale);
egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
fsr1 && desktop->upscale);
invalidateTex = true;
}
float fsr1Sharpness = desktop->ffxFSR1Uniform.f[0];
igText("Sharpness:");
igSameLine(0.0f, -1.0f);
igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
igGetStyle()->WindowPadding.x);
igSliderFloat("##fsr1Sharpness", &fsr1Sharpness, 0.0f, 1.0f, NULL, 0);
igPopItemWidth();
if (fsr1Sharpness != desktop->ffxFSR1Uniform.f[0])
{
// enable FSR1 if the sharpness was changed
if (!fsr1)
{
fsr1 = true;
desktop->ffxFSR1Enable = fsr1;
egl_textureEnableFilter(desktop->ffxFSR1Handle[0],
fsr1 && desktop->upscale);
egl_textureEnableFilter(desktop->ffxFSR1Handle[1],
fsr1 && desktop->upscale);
}
desktop->ffxFSR1Uniform.f[0] = fsr1Sharpness;
egl_shaderSetUniforms(desktop->ffxFSR1[1], &desktop->ffxFSR1Uniform, 1);
invalidateTex = true;
}
// AMD FiedlityFX CAS
bool cas = desktop->ffxCASEnable;
igCheckbox("AMD FidelityFX CAS", &cas);
if (cas != desktop->ffxCASEnable)
{
desktop->ffxCASEnable = cas;
egl_textureEnableFilter(desktop->ffxCASHandle, cas);
invalidateCAS = true;
invalidateTex = true;
}
float sharpness = desktop->ffxUniform.f[0];
float casSharpness = desktop->ffxCASUniform.f[0];
igText("Sharpness:");
igSameLine(0.0f, -1.0f);
igPushItemWidth(igGetWindowWidth() - igGetCursorPosX() -
igGetStyle()->WindowPadding.x);
igSliderFloat("##casSharpness", &sharpness, 0.0f, 1.0f, NULL, 0);
igSliderFloat("##casSharpness", &casSharpness, 0.0f, 1.0f, NULL, 0);
igPopItemWidth();
if (sharpness != desktop->ffxUniform.f[0])
if (casSharpness != desktop->ffxCASUniform.f[0])
{
// enable CAS if the sharpness was changed
if (!cas)
@@ -293,12 +370,12 @@ void egl_desktopConfigUI(EGL_Desktop * desktop)
desktop->ffxCASEnable = cas;
egl_textureEnableFilter(desktop->ffxCASHandle, cas);
}
desktop->ffxUniform.f[0] = sharpness;
egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxUniform, 1);
invalidateCAS = true;
desktop->ffxCASUniform.f[0] = casSharpness;
egl_shaderSetUniforms(desktop->ffxCAS, &desktop->ffxCASUniform, 1);
invalidateTex = true;
}
if (invalidateCAS)
if (invalidateTex)
{
egl_textureInvalidate(desktop->texture);
app_invalidateWindow(true);
@@ -379,6 +456,29 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
}
void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
{
if (width > desktop->width && height > desktop->height)
{
desktop->upscale = true;
if (desktop->ffxFSR1Enable)
{
egl_textureEnableFilter(desktop->ffxFSR1Handle[0], true);
egl_textureEnableFilter(desktop->ffxFSR1Handle[1], true);
}
egl_textureSetFilterRes(desktop->ffxFSR1Handle[0], width, height);
egl_textureSetFilterRes(desktop->ffxFSR1Handle[1], width, height);
egl_textureSetFilterRes(desktop->ffxCASHandle , width, height);
}
else
{
desktop->upscale = false;
egl_textureEnableFilter(desktop->ffxFSR1Handle[0], false);
egl_textureEnableFilter(desktop->ffxFSR1Handle[1], false);
egl_textureSetFilterRes(desktop->ffxCASHandle, 0, 0);
}
}
bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects)
@@ -412,12 +512,14 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
scaleAlgo = desktop->scaleAlgo;
}
struct Rect finalSize;
egl_textureBind(desktop->texture);
egl_textureGetFinalSize(desktop->texture, &finalSize);
egl_desktopRectsMatrix((float *)desktop->matrix->data,
desktop->width, desktop->height, x, y, scaleX, scaleY, rotate);
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
egl_textureBind(desktop->texture);
const struct DesktopShader * shader = &desktop->shader;
EGL_Uniform uniforms[] =
{
@@ -432,9 +534,9 @@ bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
.f = { desktop->width, desktop->height },
},
{
.type = EGL_UNIFORM_TYPE_1F,
.location = shader->uTextureScale,
.f = { egl_textureGetScale(desktop->texture) },
.type = EGL_UNIFORM_TYPE_2I,
.location = shader->uTextureSize,
.i = { finalSize.x, finalSize.y },
},
{
.type = EGL_UNIFORM_TYPE_M3x2FV,