blob: 56490303a197a5f836fd89487b998e737d8c8a99 [file] [log] [blame]
// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/gles2_cmd_apply_framebuffer_attachment_cmaa_intel.h"
#include "base/logging.h"
#include "gpu/command_buffer/service/framebuffer_manager.h"
#include "gpu/command_buffer/service/gles2_cmd_decoder.h"
#include "ui/gl/gl_context.h"
#include "ui/gl/gl_gl_api_implementation.h"
#include "ui/gl/gl_version_info.h"
namespace gpu {
ApplyFramebufferAttachmentCMAAINTELResourceManager::
ApplyFramebufferAttachmentCMAAINTELResourceManager()
: initialized_(false),
textures_initialized_(false),
is_in_gamma_correct_mode_(false),
supports_usampler_(true),
supports_r8_image_(true),
supports_r8_read_format_(true),
is_gles31_compatible_(false),
frame_id_(0),
width_(0),
height_(0),
copy_to_framebuffer_shader_(0),
copy_to_image_shader_(0),
edges0_shader_(0),
edges1_shader_(0),
edges_combine_shader_(0),
process_and_apply_shader_(0),
debug_display_edges_shader_(0),
cmaa_framebuffer_(0),
copy_framebuffer_(0),
rgba8_texture_(0),
working_color_texture_(0),
edges0_texture_(0),
edges1_texture_(0),
mini4_edge_texture_(0),
mini4_edge_depth_texture_(0),
edges1_shader_result_texture_float4_slot1_(0),
edges1_shader_result_texture_(0),
edges_combine_shader_result_texture_float4_slot1_(0),
process_and_apply_shader_result_texture_float4_slot1_(0),
edges_combine_shader_result_texture_slot2_(0),
copy_to_image_shader_outTexture_(0) {}
ApplyFramebufferAttachmentCMAAINTELResourceManager::
~ApplyFramebufferAttachmentCMAAINTELResourceManager() {
Destroy();
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::Initialize(
gles2::GLES2Decoder* decoder) {
DCHECK(decoder);
is_gles31_compatible_ =
decoder->GetGLContext()->GetVersionInfo()->IsAtLeastGLES(3, 1);
copy_to_image_shader_ = CreateProgram("", vert_str_, copy_frag_str_);
copy_to_framebuffer_shader_ =
CreateProgram("#define OUT_FBO 1\n", vert_str_, copy_frag_str_);
// Check if RGBA8UI is supported as an FBO colour target with depth.
// If not supported, GLSL needs to convert the data to/from float so there is
// a small extra cost.
{
GLuint rgba8ui_texture = 0, depth_texture = 0;
glGenTextures(1, &rgba8ui_texture);
glBindTexture(GL_TEXTURE_2D, rgba8ui_texture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8UI, 4, 4);
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
// Create the FBO
GLuint rgba8ui_framebuffer = 0;
glGenFramebuffersEXT(1, &rgba8ui_framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER, rgba8ui_framebuffer);
// Bind to the FBO to test support
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, rgba8ui_texture, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depth_texture, 0);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
supports_usampler_ = (status == GL_FRAMEBUFFER_COMPLETE);
glDeleteFramebuffersEXT(1, &rgba8ui_framebuffer);
glDeleteTextures(1, &rgba8ui_texture);
glDeleteTextures(1, &depth_texture);
}
// Check to see if R8 images are supported
// If not supported, images are bound as R32F for write targets, not R8.
{
GLuint r8_texture = 0;
glGenTextures(1, &r8_texture);
glBindTexture(GL_TEXTURE_2D, r8_texture);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_R8, 4, 4);
glGetError(); // reset all previous errors
glBindImageTextureEXT(0, r8_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R8);
if (glGetError() != GL_NO_ERROR)
supports_r8_image_ = false;
glDeleteTextures(1, &r8_texture);
}
// Check if R8 GLSL read formats are supported.
// If not supported, r32f is used instead.
{
const char shader_source[] =
"layout(r8) restrict writeonly uniform highp image2D g_r8Image; \n"
"void main() \n"
"{ \n"
" imageStore(g_r8Image, ivec2(0, 0), vec4(1.0, 0.0, 0.0, 0.0)); \n"
"} \n";
GLuint shader = CreateShader(GL_FRAGMENT_SHADER, "", shader_source);
supports_r8_read_format_ = (shader != 0);
if (shader != 0) {
glDeleteShader(shader);
}
}
VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "Supports USampler is " << (supports_usampler_ ? "true" : "false");
VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "Supports R8 Images is "
<< (supports_r8_image_ ? "true" : "false");
VLOG(1) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "Supports R8 Read Format is "
<< (supports_r8_read_format_ ? "true" : "false");
// Create the shaders
std::ostringstream defines, edge1, edge2, combineEdges, blur, displayEdges,
cmaa_frag;
cmaa_frag << cmaa_frag_s1_ << cmaa_frag_s2_;
std::string cmaa_frag_string = cmaa_frag.str();
const char* cmaa_frag_c_str = cmaa_frag_string.c_str();
if (supports_usampler_) {
defines << "#define SUPPORTS_USAMPLER2D\n";
}
if (is_in_gamma_correct_mode_) {
defines << "#define IN_GAMMA_CORRECT_MODE\n";
}
if (supports_r8_read_format_) {
defines << "#define EDGE_READ_FORMAT r8\n";
} else {
defines << "#define EDGE_READ_FORMAT r32f\n";
}
displayEdges << defines.str() << "#define DISPLAY_EDGES\n";
debug_display_edges_shader_ =
CreateProgram(displayEdges.str().c_str(), vert_str_, cmaa_frag_c_str);
edge1 << defines.str() << "#define DETECT_EDGES1\n";
edges0_shader_ =
CreateProgram(edge1.str().c_str(), vert_str_, cmaa_frag_c_str);
edge2 << defines.str() << "#define DETECT_EDGES2\n";
edges1_shader_ =
CreateProgram(edge2.str().c_str(), vert_str_, cmaa_frag_c_str);
combineEdges << defines.str() << "#define COMBINE_EDGES\n";
edges_combine_shader_ =
CreateProgram(combineEdges.str().c_str(), vert_str_, cmaa_frag_c_str);
blur << defines.str() << "#define BLUR_EDGES\n";
process_and_apply_shader_ =
CreateProgram(blur.str().c_str(), vert_str_, cmaa_frag_c_str);
edges1_shader_result_texture_float4_slot1_ =
glGetUniformLocation(edges0_shader_, "g_resultTextureFlt4Slot1");
edges1_shader_result_texture_ =
glGetUniformLocation(edges1_shader_, "g_resultTexture");
edges_combine_shader_result_texture_float4_slot1_ =
glGetUniformLocation(edges_combine_shader_, "g_resultTextureFlt4Slot1");
edges_combine_shader_result_texture_slot2_ =
glGetUniformLocation(edges_combine_shader_, "g_resultTextureSlot2");
process_and_apply_shader_result_texture_float4_slot1_ = glGetUniformLocation(
process_and_apply_shader_, "g_resultTextureFlt4Slot1");
copy_to_image_shader_outTexture_ =
glGetUniformLocation(copy_to_image_shader_, "outTexture");
initialized_ = true;
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::Destroy() {
if (!initialized_)
return;
ReleaseTextures();
glDeleteProgram(copy_to_image_shader_);
glDeleteProgram(copy_to_framebuffer_shader_);
glDeleteProgram(process_and_apply_shader_);
glDeleteProgram(edges_combine_shader_);
glDeleteProgram(edges1_shader_);
glDeleteProgram(edges0_shader_);
glDeleteProgram(debug_display_edges_shader_);
initialized_ = false;
}
// Apply CMAA(Conservative Morphological Anti-Aliasing) algorithm to the
// color attachments of currently bound draw framebuffer.
// Reference GL_INTEL_framebuffer_CMAA for details.
void ApplyFramebufferAttachmentCMAAINTELResourceManager::
ApplyFramebufferAttachmentCMAAINTEL(gles2::GLES2Decoder* decoder,
gles2::Framebuffer* framebuffer) {
DCHECK(decoder);
DCHECK(initialized_);
if (!framebuffer)
return;
GLuint last_framebuffer = framebuffer->service_id();
// Process each color attachment of the current draw framebuffer.
uint32_t max_draw_buffers = decoder->GetContextGroup()->max_draw_buffers();
for (uint32_t i = 0; i < max_draw_buffers; i++) {
const gles2::Framebuffer::Attachment* attachment =
framebuffer->GetAttachment(GL_COLOR_ATTACHMENT0 + i);
if (attachment && attachment->IsTextureAttachment()) {
// Get the texture info.
GLuint source_texture_client_id = attachment->object_name();
GLuint source_texture = 0;
if (!decoder->GetServiceTextureId(source_texture_client_id,
&source_texture))
continue;
GLsizei width = attachment->width();
GLsizei height = attachment->height();
GLenum internal_format = attachment->internal_format();
// Resize internal structures - only if needed.
OnSize(width, height);
// CMAA internally expects GL_RGBA8 textures.
// Process using a GL_RGBA8 copy if this is not the case.
bool do_copy = internal_format != GL_RGBA8;
// Copy source_texture to rgba8_texture_
if (do_copy) {
CopyTexture(source_texture, rgba8_texture_, false);
}
// CMAA Effect
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
if (do_copy) {
ApplyCMAAEffectTexture(rgba8_texture_, rgba8_texture_);
} else {
ApplyCMAAEffectTexture(source_texture, source_texture);
}
// Copy rgba8_texture_ to source_texture
if (do_copy) {
// Move source_texture to the first color attachment of the copy fbo.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, 0, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, source_texture, 0);
CopyTexture(rgba8_texture_, source_texture, true);
// Restore color attachments
glBindFramebufferEXT(GL_FRAMEBUFFER, copy_framebuffer_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, rgba8_texture_, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, last_framebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, source_texture, 0);
}
}
}
// Restore state
decoder->RestoreAllAttributes();
decoder->RestoreTextureUnitBindings(0);
decoder->RestoreTextureUnitBindings(1);
decoder->RestoreActiveTexture();
decoder->RestoreProgramBindings();
decoder->RestoreBufferBindings();
decoder->RestoreFramebufferBindings();
decoder->RestoreGlobalState();
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::ApplyCMAAEffectTexture(
GLuint source_texture,
GLuint dest_texture) {
frame_id_++;
GLuint edge_texture_a;
GLuint edge_texture_b;
// Flip flop - One pass clears the texture that needs clearing for the other
// one (actually it's only important that it clears the highest bit)
if ((frame_id_ % 2) == 0) {
edge_texture_a = edges0_texture_;
edge_texture_b = edges1_texture_;
} else {
edge_texture_a = edges1_texture_;
edge_texture_b = edges0_texture_;
}
// Setup the main fbo
glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
mini4_edge_texture_, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
mini4_edge_depth_texture_, 0);
#if DCHECK_IS_ON()
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "Incomplete framebuffer.";
Destroy();
return;
}
#endif
// Setup the viewport to match the fbo
glViewport(0, 0, (width_ + 1) / 2, (height_ + 1) / 2);
glEnable(GL_DEPTH_TEST);
// Detect edges Pass 0
// - For every pixel detect edges to the right and down and output depth
// mask where edges detected (1 - far, for detected, 0-near for empty
// pixels)
// Inputs
// g_screenTexture source_texture tex0
// Outputs
// gl_FragDepth mini4_edge_depth_texture_ fbo.depth
// out uvec4 outEdges mini4_edge_texture_ fbo.col
// image2D g_resultTextureFlt4Slot1 working_color_texture_ image1
GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F;
{
glUseProgram(edges0_shader_);
glUniform1f(0, 1.0f);
glUniform2f(1, 1.0f / width_, 1.0f / height_);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (!is_gles31_compatible_) {
glUniform1i(edges1_shader_result_texture_float4_slot1_, 1);
}
glBindImageTextureEXT(1, working_color_texture_, 0, GL_FALSE, 0,
GL_WRITE_ONLY, GL_RGBA8);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
// Detect edges Pass 1 (finish the previous pass edge processing).
// Do the culling of non-dominant local edges (leave mainly locally dominant
// edges) and merge Right and Bottom edges into TopRightBottomLeft
// Inputs
// g_src0Texture4Uint mini4_edge_texture_ tex1
// Outputs
// image2D g_resultTexture edge_texture_b image0
{
glUseProgram(edges1_shader_);
glUniform1f(0, 0.0f);
glUniform2f(1, 1.0f / width_, 1.0f / height_);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
glUniform1i(edges1_shader_result_texture_, 0);
}
glBindImageTextureEXT(0, edge_texture_b, 0, GL_FALSE, 0, GL_WRITE_ONLY,
edge_format);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
// - Combine RightBottom (.xy) edges from previous pass into
// RightBottomLeftTop (.xyzw) edges and output it into the mask (have to
// fill in the whole buffer including empty ones for the line length
// detection to work correctly).
// - On all pixels with any edge, input buffer into a temporary color buffer
// needed for correct blending in the next pass (other pixels not needed
// so not copied to avoid bandwidth use).
// - On all pixels with 2 or more edges output positive depth mask for the
// next pass.
// Inputs
// g_src0TextureFlt edge_texture_b tex1 //ps
// Outputs
// image2D g_resultTextureSlot2 edge_texture_a image2
// gl_FragDepth mini4_edge_texture_ fbo.depth
{
// Combine edges: each pixel will now contain info on all (top, right,
// bottom, left) edges; also create depth mask as above depth and mark
// potential Z sAND also copy source color data but only on edge pixels
glUseProgram(edges_combine_shader_);
glUniform1f(0, 1.0f);
glUniform2f(1, 1.0f / width_, 1.0f / height_);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
glUniform1i(edges_combine_shader_result_texture_float4_slot1_, 1);
glUniform1i(edges_combine_shader_result_texture_slot2_, 2);
}
glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA8);
glBindImageTextureEXT(2, edge_texture_a, 0, GL_FALSE, 0, GL_WRITE_ONLY,
edge_format);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, edge_texture_b);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
// Using depth mask and [earlydepthstencil] to work on pixels with 2, 3, 4
// edges:
// - First blend simple blur map for 2,3,4 edge pixels
// - Then do the lines (line length counter -should- guarantee no overlap
// with other pixels - pixels with 1 edge are excluded in the previous
// pass and the pixels with 2 parallel edges are excluded in the simple
// blur)
// Inputs
// g_screenTexture working_color_texture_ tex0
// g_src0TextureFlt edge_texture_a tex1 //ps
// sampled
// Outputs
// g_resultTextureFlt4Slot1 dest_texture image1
// gl_FragDepth mini4_edge_texture_ fbo.depth
{
glUseProgram(process_and_apply_shader_);
glUniform1f(0, 0.0f);
glUniform2f(1, 1.0f / width_, 1.0f / height_);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LESS);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (!is_gles31_compatible_) {
glUniform1i(process_and_apply_shader_result_texture_float4_slot1_, 1);
}
glBindImageTextureEXT(1, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY,
GL_RGBA8);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, working_color_texture_);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, edge_texture_a);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glActiveTexture(GL_TEXTURE0);
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::OnSize(GLint width,
GLint height) {
if (height_ == height && width_ == width)
return;
ReleaseTextures();
height_ = height;
width_ = width;
glGenFramebuffersEXT(1, &copy_framebuffer_);
glGenTextures(1, &rgba8_texture_);
glBindTexture(GL_TEXTURE_2D, rgba8_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
// Edges texture - R8
// OpenGLES has no single component 8/16-bit image support, so needs to be R32
// Although CHT does support R8.
GLenum edge_format = supports_r8_image_ ? GL_R8 : GL_R32F;
glGenTextures(1, &edges0_texture_);
glBindTexture(GL_TEXTURE_2D, edges0_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height);
glGenTextures(1, &edges1_texture_);
glBindTexture(GL_TEXTURE_2D, edges1_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, edge_format, width, height);
// Color working texture - RGBA8
glGenTextures(1, &working_color_texture_);
glBindTexture(GL_TEXTURE_2D, working_color_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, width, height);
// Half*half compressed 4-edge-per-pixel texture - RGBA8
glGenTextures(1, &mini4_edge_texture_);
glBindTexture(GL_TEXTURE_2D, mini4_edge_texture_);
GLenum format = GL_RGBA8UI;
if (!supports_usampler_) {
format = GL_RGBA8;
}
glTexStorage2DEXT(GL_TEXTURE_2D, 1, format, (width + 1) / 2,
(height + 1) / 2);
// Depth
glGenTextures(1, &mini4_edge_depth_texture_);
glBindTexture(GL_TEXTURE_2D, mini4_edge_depth_texture_);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, (width + 1) / 2,
(height + 1) / 2);
// Create the FBO
glGenFramebuffersEXT(1, &cmaa_framebuffer_);
glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_);
// We need to clear the textures before they are first used.
// The algorithm self-clears them later.
glViewport(0, 0, width_, height_);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindFramebufferEXT(GL_FRAMEBUFFER, cmaa_framebuffer_);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
edges0_texture_, 0);
glClear(GL_COLOR_BUFFER_BIT);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
edges1_texture_, 0);
glClear(GL_COLOR_BUFFER_BIT);
textures_initialized_ = true;
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::ReleaseTextures() {
if (textures_initialized_) {
glDeleteFramebuffersEXT(1, &copy_framebuffer_);
glDeleteFramebuffersEXT(1, &cmaa_framebuffer_);
glDeleteTextures(1, &rgba8_texture_);
glDeleteTextures(1, &edges0_texture_);
glDeleteTextures(1, &edges1_texture_);
glDeleteTextures(1, &mini4_edge_texture_);
glDeleteTextures(1, &mini4_edge_depth_texture_);
glDeleteTextures(1, &working_color_texture_);
}
textures_initialized_ = false;
}
void ApplyFramebufferAttachmentCMAAINTELResourceManager::CopyTexture(
GLint source,
GLint dest,
bool via_fbo) {
glViewport(0, 0, width_, height_);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source);
if (!via_fbo) {
glUseProgram(copy_to_image_shader_);
if (!is_gles31_compatible_) {
glUniform1i(copy_to_image_shader_outTexture_, 0);
}
glBindImageTextureEXT(0, dest, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8);
} else {
glDisable(GL_DEPTH_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glUseProgram(copy_to_framebuffer_shader_);
}
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateProgram(
const char* defines,
const char* vs_source,
const char* fs_source) {
GLuint program = glCreateProgram();
GLuint vs = CreateShader(GL_VERTEX_SHADER, defines, vs_source);
GLuint fs = CreateShader(GL_FRAGMENT_SHADER, defines, fs_source);
glAttachShader(program, vs);
glDeleteShader(vs);
glAttachShader(program, fs);
glDeleteShader(fs);
glLinkProgram(program);
GLint link_status;
glGetProgramiv(program, GL_LINK_STATUS, &link_status);
if (link_status == 0) {
#if DCHECK_IS_ON()
GLint info_log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<GLchar> info_log(info_log_length);
glGetProgramInfoLog(program, static_cast<GLsizei>(info_log.size()), NULL,
&info_log[0]);
DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "program link failed: " << &info_log[0];
#endif
glDeleteProgram(program);
program = 0;
}
return program;
}
GLuint ApplyFramebufferAttachmentCMAAINTELResourceManager::CreateShader(
GLenum type,
const char* defines,
const char* source) {
GLuint shader = glCreateShader(type);
const char header_es31[] =
"#version 310 es \n";
const char header_gl30[] =
"#version 130 \n"
"#extension GL_ARB_shading_language_420pack : require \n"
"#extension GL_ARB_texture_gather : require \n"
"#extension GL_ARB_explicit_uniform_location : require \n"
"#extension GL_ARB_explicit_attrib_location : require \n"
"#extension GL_ARB_shader_image_load_store : require \n";
const char* header = NULL;
if (is_gles31_compatible_) {
header = header_es31;
} else {
header = header_gl30;
}
const char* source_array[4] = {header, defines, "\n", source};
glShaderSource(shader, 4, source_array, NULL);
glCompileShader(shader);
GLint compile_result;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result);
if (compile_result == 0) {
#if DCHECK_IS_ON()
GLint info_log_length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<GLchar> info_log(info_log_length);
glGetShaderInfoLog(shader, static_cast<GLsizei>(info_log.size()), NULL,
&info_log[0]);
DLOG(ERROR) << "ApplyFramebufferAttachmentCMAAINTEL: "
<< "shader compilation failed: "
<< (type == GL_VERTEX_SHADER
? "GL_VERTEX_SHADER"
: (type == GL_FRAGMENT_SHADER ? "GL_FRAGMENT_SHADER"
: "UNKNOWN_SHADER"))
<< " shader compilation failed: " << &info_log[0];
#endif
glDeleteShader(shader);
shader = 0;
}
return shader;
}
// Shaders used in the CMAA algorithm.
const char ApplyFramebufferAttachmentCMAAINTELResourceManager::vert_str_[] =
"precision highp float; \n"
"layout(location = 0) uniform float g_Depth; \n"
"// No input data. \n"
"// Verts are autogenerated. \n"
"// \n"
"// vertexID 0,1,2 should generate \n"
"// POS: (-1,-1), (+3,-1), (-1,+3) \n"
"// \n"
"// This generates a triangle that completely covers the -1->1 viewport \n"
"// \n"
"void main() \n"
"{ \n"
" float x = -1.0 + float((gl_VertexID & 1) << 2); \n"
" float y = -1.0 + float((gl_VertexID & 2) << 1); \n"
" gl_Position = vec4(x, y, g_Depth, 1.0); \n"
"} \n"
" \n";
const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s1_[] =
"precision highp float; \n"
"precision highp int; \n"
" \n"
"#define SETTINGS_ALLOW_SHORT_Zs 1 \n"
"#define EDGE_DETECT_THRESHOLD 13.0f \n"
" \n"
"#define saturate(x) clamp((x), 0.0, 1.0) \n"
" \n"
"// bind to location 0 \n"
"layout(location = 0) uniform float g_Depth; \n"
"// bind to a uniform buffer bind point 0 \n"
"layout(location = 1) uniform vec2 g_OneOverScreenSize; \n"
"#ifndef EDGE_DETECT_THRESHOLD \n"
"layout(location = 2) uniform float g_ColorThreshold; \n"
"#endif \n"
" \n"
"#ifdef SUPPORTS_USAMPLER2D \n"
"#define USAMPLER usampler2D \n"
"#define UVEC4 uvec4 \n"
"#define LOAD_UINT(arg) arg \n"
"#define STORE_UVEC4(arg) arg \n"
"#else \n"
"#define USAMPLER sampler2D \n"
"#define UVEC4 vec4 \n"
"#define LOAD_UINT(arg) uint(arg * 255.0f) \n"
"#define STORE_UVEC4(arg) vec4(float(arg.x) / 255.0f, \n"
" float(arg.y) / 255.0f, \n"
" float(arg.z) / 255.0f, \n"
" float(arg.w) / 255.0f) \n"
"#endif \n"
" \n"
"// bind to texture stage 0/1 \n"
"layout(binding = 0) uniform highp sampler2D g_screenTexture; \n"
"layout(binding = 1) uniform highp sampler2D g_src0TextureFlt; \n"
"layout(binding = 1) uniform highp USAMPLER g_src0Texture4Uint; \n"
" \n"
"// bind to image stage 0/1/2 \n"
"#ifdef GL_ES \n"
"layout(binding = 0, EDGE_READ_FORMAT) restrict writeonly uniform highp \n"
" image2D g_resultTexture; \n"
"layout(binding = 1, rgba8) restrict writeonly uniform highp \n"
" image2D g_resultTextureFlt4Slot1; \n"
"layout(binding = 2, EDGE_READ_FORMAT) restrict writeonly uniform highp \n"
" image2D g_resultTextureSlot2; \n"
"#else \n"
"layout(EDGE_READ_FORMAT) restrict writeonly uniform highp \n"
" image2D g_resultTexture; \n"
"layout(rgba8) restrict writeonly uniform highp \n"
" image2D g_resultTextureFlt4Slot1; \n"
"layout(EDGE_READ_FORMAT) restrict writeonly uniform highp \n"
" image2D g_resultTextureSlot2; \n"
"#endif \n"
" \n"
"// Constants \n"
"const vec4 c_lumWeights = vec4(0.2126f, 0.7152f, 0.0722f, 0.0000f); \n"
" \n"
"#ifdef EDGE_DETECT_THRESHOLD \n"
"const float c_ColorThreshold = 1.0f / EDGE_DETECT_THRESHOLD; \n"
"#endif \n"
" \n"
"// Must be even number; Will work with ~16 pretty good too for \n"
"// additional performance, or with ~64 for highest quality. \n"
"const int c_maxLineLength = 64; \n"
" \n"
"const vec4 c_edgeDebugColours[5] = vec4[5](vec4(0.5, 0.5, 0.5, 0.4), \n"
" vec4(1.0, 0.1, 1.0, 0.8), \n"
" vec4(0.9, 0.0, 0.0, 0.8), \n"
" vec4(0.0, 0.9, 0.0, 0.8), \n"
" vec4(0.0, 0.0, 0.9, 0.8)); \n"
" \n"
"// this isn't needed if colour UAV is _SRGB but that doesn't work \n"
"// everywhere \n"
"#ifdef IN_GAMMA_CORRECT_MODE \n"
"///////////////////////////////////////////////////////////////////////\n"
"// \n"
"// SRGB Helper Functions taken from D3DX_DXGIFormatConvert.inl \n"
"float D3DX_FLOAT_to_SRGB(float val) { \n"
" if (val < 0.0031308f) \n"
" val *= 12.92f; \n"
" else { \n"
" val = 1.055f * pow(val, 1.0f / 2.4f) - 0.055f; \n"
" } \n"
" return val; \n"
"} \n"
"// \n"
"vec3 D3DX_FLOAT3_to_SRGB(vec3 val) { \n"
" vec3 outVal; \n"
" outVal.x = D3DX_FLOAT_to_SRGB(val.x); \n"
" outVal.y = D3DX_FLOAT_to_SRGB(val.y); \n"
" outVal.z = D3DX_FLOAT_to_SRGB(val.z); \n"
" return outVal; \n"
"} \n"
"// \n"
"///////////////////////////////////////////////////////////////////////\n"
"#endif // IN_GAMMA_CORRECT_MODE \n"
" \n"
"// how .rgba channels from the edge texture maps to pixel edges: \n"
"// \n"
"// A - 0x08 \n"
"// |¯¯¯¯¯¯¯¯¯| \n"
"// | | \n"
"// 0x04 - B | pixel | R - 0x01 \n"
"// | | \n"
"// |_________| \n"
"// G - 0x02 \n"
"// \n"
"// (A - there's an edge between us and a pixel above us) \n"
"// (R - there's an edge between us and a pixel to the right) \n"
"// (G - there's an edge between us and a pixel at the bottom) \n"
"// (B - there's an edge between us and a pixel to the left) \n"
" \n"
"// Expecting values of 1 and 0 only! \n"
"uint PackEdge(uvec4 edges) { \n"
" return (edges.x << 0u) | (edges.y << 1u) | (edges.z << 2u) | \n"
" (edges.w << 3u); \n"
"} \n"
" \n"
"uvec4 UnpackEdge(uint value) { \n"
" uvec4 ret; \n"
" ret.x = (value & 0x01u) != 0u ? 1u : 0u; \n"
" ret.y = (value & 0x02u) != 0u ? 1u : 0u; \n"
" ret.z = (value & 0x04u) != 0u ? 1u : 0u; \n"
" ret.w = (value & 0x08u) != 0u ? 1u : 0u; \n"
" return ret; \n"
"} \n"
" \n"
"uint PackZ(const uvec2 screenPos, const bool invertedZShape) { \n"
" uint retVal = screenPos.x | (screenPos.y << 15u); \n"
" if (invertedZShape) \n"
" retVal |= (1u << 30u); \n"
" return retVal; \n"
"} \n"
" \n"
"void UnpackZ(uint packedZ, out uvec2 screenPos, \n"
" out bool invertedZShape) \n"
"{ \n"
" screenPos.x = packedZ & 0x7FFFu; \n"
" screenPos.y = (packedZ >> 15u) & 0x7FFFu; \n"
" invertedZShape = (packedZ >> 30u) == 1u; \n"
"} \n"
" \n"
"uint PackZ(const uvec2 screenPos, \n"
" const bool invertedZShape, \n"
" const bool horizontal) { \n"
" uint retVal = screenPos.x | (screenPos.y << 15u); \n"
" if (invertedZShape) \n"
" retVal |= (1u << 30u); \n"
" if (horizontal) \n"
" retVal |= (1u << 31u); \n"
" return retVal; \n"
"} \n"
" \n"
"void UnpackZ(uint packedZ, \n"
" out uvec2 screenPos, \n"
" out bool invertedZShape, \n"
" out bool horizontal) { \n"
" screenPos.x = packedZ & 0x7FFFu; \n"
" screenPos.y = (packedZ >> 15u) & 0x7FFFu; \n"
" invertedZShape = (packedZ & (1u << 30u)) != 0u; \n"
" horizontal = (packedZ & (1u << 31u)) != 0u; \n"
"} \n"
" \n"
"vec4 PackBlurAAInfo(ivec2 pixelPos, uint shapeType) { \n"
" uint packedEdges = uint( \n"
" texelFetch(g_src0TextureFlt, pixelPos, 0).r * 255.5); \n"
" \n"
" float retval = float(packedEdges + (shapeType << 4u)); \n"
" \n"
" return vec4(retval / 255.0); \n"
"} \n"
" \n"
"void UnpackBlurAAInfo(float packedValue, out uint edges, \n"
" out uint shapeType) { \n"
" uint packedValueInt = uint(packedValue * 255.5); \n"
" edges = packedValueInt & 0xFu; \n"
" shapeType = packedValueInt >> 4u; \n"
"} \n"
" \n"
"float EdgeDetectColorCalcDiff(vec3 colorA, vec3 colorB) { \n"
"#ifdef IN_BGR_MODE \n"
" vec3 LumWeights = c_lumWeights.bgr; \n"
"#else \n"
" vec3 LumWeights = c_lumWeights.rgb; \n"
"#endif \n"
" \n"
" return dot(abs(colorA.rgb - colorB.rgb), LumWeights); \n"
"} \n"
" \n"
"bool EdgeDetectColor(vec3 colorA, vec3 colorB) { \n"
"#ifdef EDGE_DETECT_THRESHOLD \n"
" return EdgeDetectColorCalcDiff(colorA, colorB) > c_ColorThreshold; \n"
"#else \n"
" return EdgeDetectColorCalcDiff(colorA, colorB) > g_ColorThreshold; \n"
"#endif \n"
"} \n"
" \n"
"void FindLineLength(out int lineLengthLeft, \n"
" out int lineLengthRight, \n"
" ivec2 screenPos, \n"
" const bool horizontal, \n"
" const bool invertedZShape, \n"
" const ivec2 stepRight) { \n"
" // TODO: there must be a cleaner and faster way to get to these - \n"
" // a precalculated array indexing maybe? \n"
" uint maskLeft, bitsContinueLeft, maskRight, bitsContinueRight; \n"
" { \n"
" // Horizontal (vertical is the same, just rotated 90º \n"
" // counter-clockwise) \n"
" // Inverted Z case: // Normal Z case: \n"
" // __ // __ \n"
" // X| // X| \n"
" // -- // -- \n"
" // \n"
" uint maskTraceLeft, maskTraceRight; \n"
" uint maskStopLeft, maskStopRight; \n"
" if (horizontal) { \n"
" if (invertedZShape) { \n"
" maskTraceLeft = 0x02u; // tracing bottom edge \n"
" maskTraceRight = 0x08u; // tracing top edge \n"
" } else { \n"
" maskTraceLeft = 0x08u; // tracing top edge \n"
" maskTraceRight = 0x02u; // tracing bottom edge \n"
" } \n"
" maskStopLeft = 0x01u; // stop on right edge \n"
" maskStopRight = 0x04u; // stop on left edge \n"
" } else { \n"
" if (invertedZShape) { \n"
" maskTraceLeft = 0x01u; // tracing right edge \n"
" maskTraceRight = 0x04u; // tracing left edge \n"
" } else { \n"
" maskTraceLeft = 0x04u; // tracing left edge \n"
" maskTraceRight = 0x01u; // tracing right edge \n"
" } \n"
" maskStopLeft = 0x08u; // stop on top edge \n"
" maskStopRight = 0x02u; // stop on bottom edge \n"
" } \n"
" \n"
" maskLeft = maskTraceLeft | maskStopLeft; \n"
" bitsContinueLeft = maskTraceLeft; \n"
" maskRight = maskTraceRight | maskStopRight; \n"
" bitsContinueRight = maskTraceRight; \n"
" } \n"
"///////////////////////////////////////////////////////////////////////\n"
" \n"
"#ifdef SETTINGS_ALLOW_SHORT_Zs \n"
" int i = 1; \n"
"#else \n"
" int i = 2; // starting from 2 because we already know it's at least 2\n"
"#endif \n"
" for (; i < c_maxLineLength; i++) { \n"
" uint edgeLeft = uint( \n"
" texelFetch(g_src0TextureFlt, \n"
" ivec2(screenPos.xy - stepRight * i), 0).r * 255.5); \n"
" uint edgeRight = uint( \n"
" texelFetch(g_src0TextureFlt, \n"
" ivec2(screenPos.xy + stepRight * (i + 1)), \n"
" 0).r * 255.5); \n"
" \n"
" // stop on encountering 'stopping' edge (as defined by masks) \n"
" int stopLeft = (edgeLeft & maskLeft) != bitsContinueLeft ? 1 : 0; \n"
" int stopRight = \n"
" (edgeRight & maskRight) != bitsContinueRight ? 1 : 0; \n"
" \n"
" if (bool(stopLeft) || bool(stopRight)) { \n"
" lineLengthLeft = 1 + i - stopLeft; \n"
" lineLengthRight = 1 + i - stopRight; \n"
" return; \n"
" } \n"
" } \n"
" lineLengthLeft = lineLengthRight = i; \n"
" return; \n"
"} \n"
" \n"
"void ProcessDetectedZ(ivec2 screenPos, bool horizontal, \n"
" bool invertedZShape) { \n"
" int lineLengthLeft, lineLengthRight; \n"
" \n"
" ivec2 stepRight = (horizontal) ? (ivec2(1, 0)) : (ivec2(0, -1)); \n"
" vec2 blendDir = (horizontal) ? (vec2(0, -1)) : (vec2(-1, 0)); \n"
" \n"
" FindLineLength(lineLengthLeft, lineLengthRight, screenPos, \n"
" horizontal, invertedZShape, stepRight); \n"
" \n"
" vec2 pixelSize = g_OneOverScreenSize; \n"
" \n"
" float leftOdd = 0.15 * float(lineLengthLeft % 2); \n"
" float rightOdd = 0.15 * float(lineLengthRight % 2); \n"
" \n"
" int loopFrom = -int((lineLengthLeft + 1) / 2) + 1; \n"
" int loopTo = int((lineLengthRight + 1) / 2); \n"
" \n"
" float totalLength = float(loopTo - loopFrom) + 1.0 - leftOdd - \n"
" rightOdd; \n"
" \n"
" for (int i = loopFrom; i <= loopTo; i++) { \n"
" highp ivec2 pixelPos = screenPos + stepRight * i; \n"
" vec2 pixelPosFlt = vec2(float(pixelPos.x) + 0.5, \n"
" float(pixelPos.y) + 0.5); \n"
" \n"
"#ifdef DEBUG_OUTPUT_AAINFO \n"
" imageStore(g_resultTextureSlot2, pixelPos, \n"
" PackBlurAAInfo(pixelPos, 1u)); \n"
"#endif \n"
" \n"
" float m = (float(i) + 0.5 - leftOdd - float(loopFrom)) / \n"
" totalLength; \n"
" m = saturate(m); \n"
" float k = m - ((i > 0) ? 1.0 : 0.0); \n"
" k = (invertedZShape) ? (-k) : (k); \n"
" \n"
" vec4 color = textureLod(g_screenTexture, \n"
" (pixelPosFlt + blendDir * k) * pixelSize, \n"
" 0.0); \n"
" \n"
"#ifdef IN_GAMMA_CORRECT_MODE \n"
" color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); \n"
"#endif \n"
" imageStore(g_resultTextureFlt4Slot1, pixelPos, color); \n"
" } \n"
"} \n"
" \n"
"vec4 CalcDbgDisplayColor(const vec4 blurMap) { \n"
" vec3 pixelC = vec3(0.0, 0.0, 0.0); \n"
" vec3 pixelL = vec3(0.0, 0.0, 1.0); \n"
" vec3 pixelT = vec3(1.0, 0.0, 0.0); \n"
" vec3 pixelR = vec3(0.0, 1.0, 0.0); \n"
" vec3 pixelB = vec3(0.8, 0.8, 0.0); \n"
" \n"
" const float centerWeight = 1.0; \n"
" float fromBelowWeight = (1.0 / (1.0 - blurMap.x)) - 1.0; \n"
" float fromAboveWeight = (1.0 / (1.0 - blurMap.y)) - 1.0; \n"
" float fromRightWeight = (1.0 / (1.0 - blurMap.z)) - 1.0; \n"
" float fromLeftWeight = (1.0 / (1.0 - blurMap.w)) - 1.0; \n"
" \n"
" float weightSum = centerWeight + dot(vec4(fromBelowWeight, \n"
" fromAboveWeight, \n"
" fromRightWeight, \n"
" fromLeftWeight), \n"
" vec4(1, 1, 1, 1)); \n"
" \n"
" vec4 pixel; \n"
" \n"
" pixel.rgb = pixelC.rgb + fromAboveWeight * pixelT + \n"
" fromBelowWeight * pixelB + \n"
" fromLeftWeight * pixelL + \n"
" fromRightWeight * pixelR; \n"
" pixel.rgb /= weightSum; \n"
" \n"
" pixel.a = dot(pixel.rgb, vec3(1, 1, 1)) * 100.0; \n"
" \n"
" return saturate(pixel); \n"
"} \n"
" \n"
"#ifdef DETECT_EDGES1 \n"
"layout(location = 0) out UVEC4 outEdges; \n"
"void DetectEdges1() { \n"
" uvec4 outputEdges; \n"
" ivec2 screenPosI = ivec2(gl_FragCoord.xy) * ivec2(2, 2); \n"
" \n"
" // .rgb contains colour, .a contains flag whether to output it to \n"
" // working colour texture \n"
" vec4 pixel00 = texelFetch(g_screenTexture, screenPosI.xy, 0); \n"
" vec4 pixel10 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 0));\n"
" vec4 pixel20 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 0));\n"
" vec4 pixel01 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 1));\n"
" vec4 pixel11 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 1));\n"
" vec4 pixel21 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(2, 1));\n"
" vec4 pixel02 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(0, 2));\n"
" vec4 pixel12 = \n"
" texelFetchOffset(g_screenTexture, screenPosI.xy, 0, ivec2(1, 2));\n"
" \n"
" float storeFlagPixel00 = 0.0; \n"
" float storeFlagPixel10 = 0.0; \n"
" float storeFlagPixel20 = 0.0; \n"
" float storeFlagPixel01 = 0.0; \n"
" float storeFlagPixel11 = 0.0; \n"
" float storeFlagPixel21 = 0.0; \n"
" float storeFlagPixel02 = 0.0; \n"
" float storeFlagPixel12 = 0.0; \n"
" \n"
" vec2 et; \n"
" \n"
"#ifdef EDGE_DETECT_THRESHOLD \n"
" float threshold = c_ColorThreshold; \n"
"#else \n"
" float threshold = g_ColorThreshold; \n"
"#endif \n"
" \n"
" { \n"
" et.x = EdgeDetectColorCalcDiff(pixel00.rgb, pixel10.rgb); \n"
" et.y = EdgeDetectColorCalcDiff(pixel00.rgb, pixel01.rgb); \n"
" et = saturate(et - threshold); \n"
" ivec2 eti = ivec2(et * 15.0 + 0.99); \n"
" outputEdges.x = uint(eti.x | (eti.y << 4)); \n"
" \n"
" storeFlagPixel00 += et.x; \n"
" storeFlagPixel00 += et.y; \n"
" storeFlagPixel10 += et.x; \n"
" storeFlagPixel01 += et.y; \n"
" } \n"
" \n"
" { \n"
" et.x = EdgeDetectColorCalcDiff(pixel10.rgb, pixel20.rgb); \n"
" et.y = EdgeDetectColorCalcDiff(pixel10.rgb, pixel11.rgb); \n"
" et = saturate(et - threshold); \n"
" ivec2 eti = ivec2(et * 15.0 + 0.99); \n"
" outputEdges.y = uint(eti.x | (eti.y << 4)); \n"
" \n"
" storeFlagPixel10 += et.x; \n"
" storeFlagPixel10 += et.y; \n"
" storeFlagPixel20 += et.x; \n"
" storeFlagPixel11 += et.y; \n"
" } \n"
" \n"
" { \n"
" et.x = EdgeDetectColorCalcDiff(pixel01.rgb, pixel11.rgb); \n"
" et.y = EdgeDetectColorCalcDiff(pixel01.rgb, pixel02.rgb); \n"
" et = saturate(et - threshold); \n"
" ivec2 eti = ivec2(et * 15.0 + 0.99); \n"
" outputEdges.z = uint(eti.x | (eti.y << 4)); \n"
" \n"
" storeFlagPixel01 += et.x; \n"
" storeFlagPixel01 += et.y; \n"
" storeFlagPixel11 += et.x; \n"
" storeFlagPixel02 += et.y; \n"
" } \n"
" \n"
" { \n"
" et.x = EdgeDetectColorCalcDiff(pixel11.rgb, pixel21.rgb); \n"
" et.y = EdgeDetectColorCalcDiff(pixel11.rgb, pixel12.rgb); \n"
" et = saturate(et - threshold); \n"
" ivec2 eti = ivec2(et * 15.0 + 0.99); \n"
" outputEdges.w = uint(eti.x | (eti.y << 4)); \n"
" \n"
" storeFlagPixel11 += et.x; \n"
" storeFlagPixel11 += et.y; \n"
" storeFlagPixel21 += et.x; \n"
" storeFlagPixel12 += et.y; \n"
" } \n"
" \n"
" gl_FragDepth = any(bvec4(outputEdges)) ? 1.0 : 0.0; \n"
" \n"
" if (gl_FragDepth != 0.0) { \n"
" if (storeFlagPixel00 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 0),\n"
" pixel00); \n"
" if (storeFlagPixel10 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 0),\n"
" pixel10); \n"
" if (storeFlagPixel20 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 0),\n"
" pixel20); \n"
" if (storeFlagPixel01 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 1),\n"
" pixel01); \n"
" if (storeFlagPixel02 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(0, 2),\n"
" pixel02); \n"
" if (storeFlagPixel11 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 1),\n"
" pixel11); \n"
" if (storeFlagPixel21 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(2, 1),\n"
" pixel21); \n"
" if (storeFlagPixel12 != 0.0) \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy + ivec2(1, 2),\n"
" pixel12); \n"
" } \n"
" outEdges = STORE_UVEC4(outputEdges); \n"
"} \n"
"#endif // DETECT_EDGES1 \n"
" \n"
"vec2 UnpackThresholds(uint val) { \n"
" return vec2(val & 0x0Fu, val >> 4u) / 15.0f; \n"
"} \n"
" \n"
"uint PruneNonDominantEdges(vec4 edges[3]) { \n"
" vec4 maxE4 = vec4(0.0, 0.0, 0.0, 0.0); \n"
" \n"
" float avg = 0.0; \n"
" \n"
" for (int i = 0; i < 3; i++) { \n"
" maxE4 = max(maxE4, edges[i]); \n"
" \n"
" avg = dot(edges[i], vec4(1, 1, 1, 1) / (3.0 * 4.0)); \n"
" } \n"
" \n"
" vec2 maxE2 = max(maxE4.xy, maxE4.zw); \n"
" float maxE = max(maxE2.x, maxE2.y); \n"
" \n"
" float threshold = avg * 0.65 + maxE * 0.35; \n"
" \n"
" // threshold = 0.0001; // this disables non-dominant edge pruning! \n"
" \n"
" uint cx = edges[0].x >= threshold ? 1u : 0u; \n"
" uint cy = edges[0].y >= threshold ? 1u : 0u; \n"
" return PackEdge(uvec4(cx, cy, 0, 0)); \n"
"} \n"
" \n"
"void CollectEdges(int offX, \n"
" int offY, \n"
" out vec4 edges[3], \n"
" const uint packedVals[6 * 6]) { \n"
" vec2 pixelP0P0 = UnpackThresholds(packedVals[(offX)*6+(offY)]); \n"
" vec2 pixelP1P0 = UnpackThresholds(packedVals[(offX+1)*6+(offY)]); \n"
" vec2 pixelP0P1 = UnpackThresholds(packedVals[(offX)*6+(offY+1)]); \n"
" vec2 pixelM1P0 = UnpackThresholds(packedVals[(offX-1)*6 +(offY)]); \n"
" vec2 pixelP0M1 = UnpackThresholds(packedVals[(offX)*6+(offY-1)]); \n"
" vec2 pixelP1M1 = UnpackThresholds(packedVals[(offX+1)*6 +(offY-1)]); \n"
" vec2 pixelM1P1 = UnpackThresholds(packedVals[(offX-1)*6+(offY+1)]); \n"
" \n"
" edges[0].x = pixelP0P0.x; \n"
" edges[0].y = pixelP0P0.y; \n"
" edges[0].z = pixelP1P0.x; \n"
" edges[0].w = pixelP1P0.y; \n"
" edges[1].x = pixelP0P1.x; \n"
" edges[1].y = pixelP0P1.y; \n"
" edges[1].z = pixelM1P0.x; \n"
" edges[1].w = pixelM1P0.y; \n"
" edges[2].x = pixelP0M1.x; \n"
" edges[2].y = pixelP0M1.y; \n"
" edges[2].z = pixelP1M1.y; \n"
" edges[2].w = pixelM1P1.x; \n"
"} \n"
" \n"
"#ifdef DETECT_EDGES2 \n"
"layout(early_fragment_tests) in; \n"
"void DetectEdges2() { \n"
" ivec2 screenPosI = ivec2(gl_FragCoord.xy); \n"
" \n"
" // source : edge differences from previous pass \n"
" uint packedVals[6 * 6]; \n"
" \n"
" // center pixel (our output) \n"
" UVEC4 packedQ4 = texelFetch(g_src0Texture4Uint, screenPosI.xy, 0); \n"
" packedVals[(2) * 6 + (2)] = LOAD_UINT(packedQ4.x); \n"
" packedVals[(3) * 6 + (2)] = LOAD_UINT(packedQ4.y); \n"
" packedVals[(2) * 6 + (3)] = LOAD_UINT(packedQ4.z); \n"
" packedVals[(3) * 6 + (3)] = LOAD_UINT(packedQ4.w); \n"
" \n"
" vec4 edges[3]; \n"
" if (bool(packedVals[(2) * 6 + (2)]) || \n"
" bool(packedVals[(3) * 6 + (2)])) { \n"
" UVEC4 packedQ1 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(0, -1)); \n"
" packedVals[(2) * 6 + (0)] = LOAD_UINT(packedQ1.x); \n"
" packedVals[(3) * 6 + (0)] = LOAD_UINT(packedQ1.y); \n"
" packedVals[(2) * 6 + (1)] = LOAD_UINT(packedQ1.z); \n"
" packedVals[(3) * 6 + (1)] = LOAD_UINT(packedQ1.w); \n"
" } \n"
" \n"
" if (bool(packedVals[(2) * 6 + (2)]) || \n"
" bool(packedVals[(2) * 6 + (3)])) { \n"
" UVEC4 packedQ3 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(-1, 0)); \n"
" packedVals[(0) * 6 + (2)] = LOAD_UINT(packedQ3.x); \n"
" packedVals[(1) * 6 + (2)] = LOAD_UINT(packedQ3.y); \n"
" packedVals[(0) * 6 + (3)] = LOAD_UINT(packedQ3.z); \n"
" packedVals[(1) * 6 + (3)] = LOAD_UINT(packedQ3.w); \n"
" } \n"
" \n"
" if (bool(packedVals[(2) * 6 + (2)])) { \n"
" CollectEdges(2, 2, edges, packedVals); \n"
" uint pe = PruneNonDominantEdges(edges); \n"
" if (pe != 0u) { \n"
" imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 0), \n"
" vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n"
" } \n"
" } \n"
" \n"
" if (bool(packedVals[(3) * 6 + (2)]) || \n"
" bool(packedVals[(3) * 6 + (3)])) { \n"
" UVEC4 packedQ5 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(1, 0)); \n"
" packedVals[(4) * 6 + (2)] = LOAD_UINT(packedQ5.x); \n"
" packedVals[(5) * 6 + (2)] = LOAD_UINT(packedQ5.y); \n"
" packedVals[(4) * 6 + (3)] = LOAD_UINT(packedQ5.z); \n"
" packedVals[(5) * 6 + (3)] = LOAD_UINT(packedQ5.w); \n"
" } \n"
" \n"
" if (bool(packedVals[(3) * 6 + (2)])) { \n"
" UVEC4 packedQ2 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(1, -1)); \n"
" packedVals[(4) * 6 + (0)] = LOAD_UINT(packedQ2.x); \n"
" packedVals[(5) * 6 + (0)] = LOAD_UINT(packedQ2.y); \n"
" packedVals[(4) * 6 + (1)] = LOAD_UINT(packedQ2.z); \n"
" packedVals[(5) * 6 + (1)] = LOAD_UINT(packedQ2.w); \n"
" \n"
" CollectEdges(3, 2, edges, packedVals); \n"
" uint pe = PruneNonDominantEdges(edges); \n"
" if (pe != 0u) { \n"
" imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 0), \n"
" vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n"
" } \n"
" } \n"
" \n"
" if (bool(packedVals[(2) * 6 + (3)]) || \n"
" bool(packedVals[(3) * 6 + (3)])) { \n"
" UVEC4 packedQ7 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(0, 1)); \n"
" packedVals[(2) * 6 + (4)] = LOAD_UINT(packedQ7.x); \n"
" packedVals[(3) * 6 + (4)] = LOAD_UINT(packedQ7.y); \n"
" packedVals[(2) * 6 + (5)] = LOAD_UINT(packedQ7.z); \n"
" packedVals[(3) * 6 + (5)] = LOAD_UINT(packedQ7.w); \n"
" } \n"
" \n"
" if (bool(packedVals[(2) * 6 + (3)])) { \n"
" UVEC4 packedQ6 = texelFetchOffset(g_src0Texture4Uint, \n"
" screenPosI.xy, 0, ivec2(-1, -1));\n"
" packedVals[(0) * 6 + (4)] = LOAD_UINT(packedQ6.x); \n"
" packedVals[(1) * 6 + (4)] = LOAD_UINT(packedQ6.y); \n"
" packedVals[(0) * 6 + (5)] = LOAD_UINT(packedQ6.z); \n"
" packedVals[(1) * 6 + (5)] = LOAD_UINT(packedQ6.w); \n"
" \n"
" CollectEdges(2, 3, edges, packedVals); \n"
" uint pe = PruneNonDominantEdges(edges); \n"
" if (pe != 0u) { \n"
" imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(0, 1), \n"
" vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n"
" } \n"
" } \n"
" \n"
" if (bool(packedVals[(3) * 6 + (3)])) { \n"
" CollectEdges(3, 3, edges, packedVals); \n"
" uint pe = PruneNonDominantEdges(edges); \n"
" if (pe != 0u) { \n"
" imageStore(g_resultTexture, 2 * screenPosI.xy + ivec2(1, 1), \n"
" vec4(float(0x80u | pe) / 255.0, 0, 0, 0)); \n"
" } \n"
" } \n"
"} \n"
"#endif // DETECT_EDGES2 \n"
" \n";
const char ApplyFramebufferAttachmentCMAAINTELResourceManager::cmaa_frag_s2_[] =
"#ifdef COMBINE_EDGES \n"
"void CombineEdges() { \n"
" ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); \n"
" vec3 screenPosBase = vec3(screenPosIBase); \n"
" uint packedEdgesArray[3 * 3]; \n"
" \n"
" // use only if it has the 'prev frame' flag:[sample * 255.0 - 127.5] \n"
" //-> if it has the last bit flag (128), it's going to stay above 0 \n"
" uvec4 sampA = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(1, 0)) * 255.0 - 127.5); \n"
" uvec4 sampB = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(0, 1)) * 255.0 - 127.5); \n"
" uint sampC = uint( \n"
" texelFetchOffset(g_src0TextureFlt, screenPosIBase.xy, 0, \n"
" ivec2(1, 1)).r * 255.0 - 127.5); \n"
" \n"
" packedEdgesArray[(0) * 3 + (0)] = 0u; \n"
" packedEdgesArray[(1) * 3 + (0)] = sampA.w; \n"
" packedEdgesArray[(2) * 3 + (0)] = sampA.z; \n"
" packedEdgesArray[(1) * 3 + (1)] = sampA.x; \n"
" packedEdgesArray[(2) * 3 + (1)] = sampA.y; \n"
" packedEdgesArray[(0) * 3 + (1)] = sampB.w; \n"
" packedEdgesArray[(0) * 3 + (2)] = sampB.x; \n"
" packedEdgesArray[(1) * 3 + (2)] = sampB.y; \n"
" packedEdgesArray[(2) * 3 + (2)] = sampC; \n"
" \n"
" uvec4 pixelsC = uvec4(packedEdgesArray[(1 + 0) * 3 + (1 + 0)], \n"
" packedEdgesArray[(1 + 1) * 3 + (1 + 0)], \n"
" packedEdgesArray[(1 + 0) * 3 + (1 + 1)], \n"
" packedEdgesArray[(1 + 1) * 3 + (1 + 1)]); \n"
" uvec4 pixelsL = uvec4(packedEdgesArray[(0 + 0) * 3 + (1 + 0)], \n"
" packedEdgesArray[(0 + 1) * 3 + (1 + 0)], \n"
" packedEdgesArray[(0 + 0) * 3 + (1 + 1)], \n"
" packedEdgesArray[(0 + 1) * 3 + (1 + 1)]); \n"
" uvec4 pixelsU = uvec4(packedEdgesArray[(1 + 0) * 3 + (0 + 0)], \n"
" packedEdgesArray[(1 + 1) * 3 + (0 + 0)], \n"
" packedEdgesArray[(1 + 0) * 3 + (0 + 1)], \n"
" packedEdgesArray[(1 + 1) * 3 + (0 + 1)]); \n"
" \n"
" uvec4 outEdge4 = \n"
" pixelsC | ((pixelsL & 0x01u) << 2u) | ((pixelsU & 0x02u) << 2u); \n"
" vec4 outEdge4Flt = vec4(outEdge4) / 255.0; \n"
" \n"
" imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 0), \n"
" outEdge4Flt.xxxx); \n"
" imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 0), \n"
" outEdge4Flt.yyyy); \n"
" imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(0, 1), \n"
" outEdge4Flt.zzzz); \n"
" imageStore(g_resultTextureSlot2, screenPosIBase.xy + ivec2(1, 1), \n"
" outEdge4Flt.wwww); \n"
" \n"
" // uvec4 numberOfEdges4 = uvec4(bitCount(outEdge4)); \n"
" // gl_FragDepth = \n"
" // any(greaterThan(numberOfEdges4, uvec4(1))) ? 1.0 : 0.0; \n"
" \n"
" gl_FragDepth = \n"
" any(greaterThan(outEdge4, uvec4(1))) ? 1.0 : 0.0; \n"
"} \n"
"#endif // COMBINE_EDGES \n"
" \n"
"#ifdef BLUR_EDGES \n"
"layout(early_fragment_tests) in; \n"
"void BlurEdges() { \n"
" int _i; \n"
" \n"
" ivec3 screenPosIBase = ivec3(ivec2(gl_FragCoord.xy) * 2, 0); \n"
" vec3 screenPosBase = vec3(screenPosIBase); \n"
" uint forFollowUpCount = 0u; \n"
" ivec4 forFollowUpCoords[4]; \n"
" \n"
" uint packedEdgesArray[4 * 4]; \n"
" \n"
" uvec4 sampA = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(0, 0)) *255.5); \n"
" uvec4 sampB = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(2, 0)) *255.5); \n"
" uvec4 sampC = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(0, 2)) *255.5); \n"
" uvec4 sampD = uvec4( \n"
" textureGatherOffset(g_src0TextureFlt, \n"
" screenPosBase.xy * g_OneOverScreenSize, \n"
" ivec2(2, 2)) *255.5); \n"
" \n"
" packedEdgesArray[(0) * 4 + (0)] = sampA.w; \n"
" packedEdgesArray[(1) * 4 + (0)] = sampA.z; \n"
" packedEdgesArray[(0) * 4 + (1)] = sampA.x; \n"
" packedEdgesArray[(1) * 4 + (1)] = sampA.y; \n"
" packedEdgesArray[(2) * 4 + (0)] = sampB.w; \n"
" packedEdgesArray[(3) * 4 + (0)] = sampB.z; \n"
" packedEdgesArray[(2) * 4 + (1)] = sampB.x; \n"
" packedEdgesArray[(3) * 4 + (1)] = sampB.y; \n"
" packedEdgesArray[(0) * 4 + (2)] = sampC.w; \n"
" packedEdgesArray[(1) * 4 + (2)] = sampC.z; \n"
" packedEdgesArray[(0) * 4 + (3)] = sampC.x; \n"
" packedEdgesArray[(1) * 4 + (3)] = sampC.y; \n"
" packedEdgesArray[(2) * 4 + (2)] = sampD.w; \n"
" packedEdgesArray[(3) * 4 + (2)] = sampD.z; \n"
" packedEdgesArray[(2) * 4 + (3)] = sampD.x; \n"
" packedEdgesArray[(3) * 4 + (3)] = sampD.y; \n"
" \n"
" for (_i = 0; _i < 4; _i++) { \n"
" int _x = _i % 2; \n"
" int _y = _i / 2; \n"
" \n"
" ivec3 screenPosI = screenPosIBase + ivec3(_x, _y, 0); \n"
" \n"
" uint packedEdgesC = packedEdgesArray[(1 + _x) * 4 + (1 + _y)]; \n"
" \n"
" uvec4 edges = UnpackEdge(packedEdgesC); \n"
" vec4 edgesFlt = vec4(edges); \n"
" \n"
" float numberOfEdges = dot(edgesFlt, vec4(1, 1, 1, 1)); \n"
" if (numberOfEdges < 2.0) \n"
" continue; \n"
" \n"
" float fromRight = edgesFlt.r; \n"
" float fromBelow = edgesFlt.g; \n"
" float fromLeft = edgesFlt.b; \n"
" float fromAbove = edgesFlt.a; \n"
" \n"
" vec4 xFroms = vec4(fromBelow, fromAbove, fromRight, fromLeft); \n"
" \n"
" float blurCoeff = 0.0; \n"
" \n"
" // These are additional blurs that complement the main line-based \n"
" // blurring; Unlike line-based, these do not necessarily preserve \n"
" // the total amount of screen colour as they will take \n"
" // neighbouring pixel colours and apply them to the one currently \n"
" // processed. \n"
" \n"
" // 1.) L-like shape. \n"
" // For this shape, the total amount of screen colour will be \n"
" // preserved when this is a part of a (zigzag) diagonal line as the\n"
" // corners from the other side will do the same and take some of \n"
" // the current pixel's colour in return. \n"
" // However, in the case when this is an actual corner, the pixel's \n"
" // colour will be partially overwritten by it's 2 neighbours. \n"
" // if( numberOfEdges > 1.0 ) \n"
" { \n"
" // with value of 0.15, the pixel will retain approx 77% of its \n"
" // colour and the remaining 23% will come from its 2 neighbours \n"
" // (which are likely to be blurred too in the opposite direction)\n"
" blurCoeff = 0.08; \n"
" \n"
" // Only do blending if it's L shape - if we're between two \n"
" // parallel edges, don't do anything \n"
" blurCoeff *= (1.0 - fromBelow * fromAbove) * \n"
" (1.0 - fromRight * fromLeft); \n"
" } \n"
" \n"
" // 2.) U-like shape (surrounded with edges from 3 sides) \n"
" if (numberOfEdges > 2.0) { \n"
" // with value of 0.13, the pixel will retain approx 72% of its \n"
" // colour and the remaining 28% will be picked from its 3 \n"
" // neighbours (which are unlikely to be blurred too but could be)\n"
" blurCoeff = 0.11; \n"
" } \n"
" \n"
" // 3.) Completely surrounded with edges from all 4 sides \n"
" if (numberOfEdges > 3.0) { \n"
" // with value of 0.07, the pixel will retain 78% of its colour \n"
" // and the remaining 22% will come from its 4 neighbours (which \n"
" // are unlikely to be blurred) \n"
" blurCoeff = 0.05; \n"
" } \n"
" \n"
" if (blurCoeff == 0.0) { \n"
" // this avoids Z search below as well but that's ok because a Z \n"
" // shape will also always have some blurCoeff \n"
" continue; \n"
" } \n"
" \n"
" vec4 blurMap = xFroms * blurCoeff; \n"
" \n"
" vec4 pixelC = texelFetch(g_screenTexture, screenPosI.xy, 0); \n"
" \n"
" const float centerWeight = 1.0; \n"
" float fromBelowWeight = blurMap.x; \n"
" float fromAboveWeight = blurMap.y; \n"
" float fromRightWeight = blurMap.z; \n"
" float fromLeftWeight = blurMap.w; \n"
" \n"
" // this would be the proper math for blending if we were handling \n"
" // lines (Zs) and mini kernel smoothing here, but since we're doing\n"
" // lines separately, no need to complicate, just tweak the settings\n"
" // float fromBelowWeight = (1.0 / (1.0 - blurMap.x)) - 1.0; \n"
" // float fromAboveWeight = (1.0 / (1.0 - blurMap.y)) - 1.0; \n"
" // float fromRightWeight = (1.0 / (1.0 - blurMap.z)) - 1.0; \n"
" // float fromLeftWeight = (1.0 / (1.0 - blurMap.w)) - 1.0; \n"
" \n"
" float fourWeightSum = dot(blurMap, vec4(1, 1, 1, 1)); \n"
" float allWeightSum = centerWeight + fourWeightSum; \n"
" \n"
" vec4 color = vec4(0, 0, 0, 0); \n"
" if (fromLeftWeight > 0.0) { \n"
" vec3 pixelL = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n"
" ivec2(-1, 0)).rgb; \n"
" color.rgb += fromLeftWeight * pixelL; \n"
" } \n"
" if (fromAboveWeight > 0.0) { \n"
" vec3 pixelT = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n"
" ivec2(0, -1)).rgb; \n"
" color.rgb += fromAboveWeight * pixelT; \n"
" } \n"
" if (fromRightWeight > 0.0) { \n"
" vec3 pixelR = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n"
" ivec2(1, 0)).rgb; \n"
" color.rgb += fromRightWeight * pixelR; \n"
" } \n"
" if (fromBelowWeight > 0.0) { \n"
" vec3 pixelB = texelFetchOffset(g_screenTexture, screenPosI.xy, 0,\n"
" ivec2(0, 1)).rgb; \n"
" color.rgb += fromBelowWeight * pixelB; \n"
" } \n"
" \n"
" color /= fourWeightSum + 0.0001; \n"
" color.a = 1.0 - centerWeight / allWeightSum; \n"
" \n"
" color.rgb = mix(pixelC.rgb, color.rgb, color.a).rgb; \n"
"#ifdef IN_GAMMA_CORRECT_MODE \n"
" color.rgb = D3DX_FLOAT3_to_SRGB(color.rgb); \n"
"#endif \n"
" \n"
"#ifdef DEBUG_OUTPUT_AAINFO \n"
" imageStore(g_resultTextureSlot2, screenPosI.xy, \n"
" PackBlurAAInfo(screenPosI.xy, uint(numberOfEdges))); \n"
"#endif \n"
" imageStore(g_resultTextureFlt4Slot1, screenPosI.xy, \n"
" vec4(color.rgb, pixelC.a)); \n"
" \n"
" if (numberOfEdges == 2.0) { \n"
" uint packedEdgesL = packedEdgesArray[(0 + _x) * 4 + (1 + _y)]; \n"
" uint packedEdgesT = packedEdgesArray[(1 + _x) * 4 + (0 + _y)]; \n"
" uint packedEdgesR = packedEdgesArray[(2 + _x) * 4 + (1 + _y)]; \n"
" uint packedEdgesB = packedEdgesArray[(1 + _x) * 4 + (2 + _y)]; \n"
" \n"
" bool isHorizontalA = ((packedEdgesC) == (0x01u | 0x02u)) && \n"
" ((packedEdgesR & (0x01u | 0x08u)) == (0x08u)); \n"
" bool isHorizontalB = ((packedEdgesC) == (0x01u | 0x08u)) && \n"
" ((packedEdgesR & (0x01u | 0x02u)) == (0x02u)); \n"
" \n"
" bool isHCandidate = isHorizontalA || isHorizontalB; \n"
" \n"
" bool isVerticalA = ((packedEdgesC) == (0x08u | 0x01u)) && \n"
" ((packedEdgesT & (0x08u | 0x04u)) == (0x04u)); \n"
" bool isVerticalB = ((packedEdgesC) == (0x08u | 0x04u)) && \n"
" ((packedEdgesT & (0x08u | 0x01u)) == (0x01u)); \n"
" bool isVCandidate = isVerticalA || isVerticalB; \n"
" \n"
" bool isCandidate = isHCandidate || isVCandidate; \n"
" \n"
" if (!isCandidate) \n"
" continue; \n"
" \n"
" bool horizontal = isHCandidate; \n"
" \n"
" // what if both are candidates? do additional pruning (still not \n"
" // 100% but gets rid of worst case errors) \n"
" if (isHCandidate && isVCandidate) \n"
" horizontal = \n"
" (isHorizontalA && ((packedEdgesL & 0x02u) == 0x02u)) || \n"
" (isHorizontalB && ((packedEdgesL & 0x08u) == 0x08u)); \n"
" \n"
" ivec2 offsetC; \n"
" uint packedEdgesM1P0; \n"
" uint packedEdgesP1P0; \n"
" if (horizontal) { \n"
" packedEdgesM1P0 = packedEdgesL; \n"
" packedEdgesP1P0 = packedEdgesR; \n"
" offsetC = ivec2(2, 0); \n"
" } else { \n"
" packedEdgesM1P0 = packedEdgesB; \n"
" packedEdgesP1P0 = packedEdgesT; \n"
" offsetC = ivec2(0, -2); \n"
" } \n"
" \n"
" uvec4 edgesM1P0 = UnpackEdge(packedEdgesM1P0); \n"
" uvec4 edgesP1P0 = UnpackEdge(packedEdgesP1P0); \n"
" uvec4 edgesP2P0 = UnpackEdge(uint(texelFetch( \n"
" g_src0TextureFlt, screenPosI.xy + offsetC, 0).r * 255.5)); \n"
" \n"
" uvec4 arg0; \n"
" uvec4 arg1; \n"
" uvec4 arg2; \n"
" uvec4 arg3; \n"
" bool arg4; \n"
" \n"
" if (horizontal) { \n"
" arg0 = uvec4(edges); \n"
" arg1 = edgesM1P0; \n"
" arg2 = edgesP1P0; \n"
" arg3 = edgesP2P0; \n"
" arg4 = true; \n"
" } else { \n"
" // Reuse the same code for vertical (used for horizontal above)\n"
" // but rotate input data 90º counter-clockwise, so that: \n"
" // left becomes bottom \n"
" // top becomes left \n"
" // right becomes top \n"
" // bottom becomes right \n"
" \n"
" // we also have to rotate edges, thus .argb \n"
" arg0 = uvec4(edges.argb); \n"
" arg1 = edgesM1P0.argb; \n"
" arg2 = edgesP1P0.argb; \n"
" arg3 = edgesP2P0.argb; \n"
" arg4 = false; \n"
" } \n"
" \n"
" { \n"
" ivec2 screenPos = screenPosI.xy; \n"
" uvec4 _edges = arg0; \n"
" uvec4 _edgesM1P0 = arg1; \n"
" uvec4 _edgesP1P0 = arg2; \n"
" uvec4 _edgesP2P0 = arg3; \n"
" bool horizontal = arg4; \n"
" // Inverted Z case: \n"
" // __ \n"
" // X| \n"
" // ¯¯ \n"
" bool isInvertedZ = false; \n"
" bool isNormalZ = false; \n"
" { \n"
"#ifndef SETTINGS_ALLOW_SHORT_Zs \n"
" // (1u-_edges.a) constraint can be removed; it was added for \n"
" // some rare cases \n"
" uint isZShape = _edges.r * _edges.g * _edgesM1P0.g * \n"
" _edgesP1P0.a *_edgesP2P0.a * (1u - _edges.b) * \n"
" (1u - _edgesP1P0.r) * (1u - _edges.a) * \n"
" (1u - _edgesP1P0.g); \n"
"#else \n"
" uint isZShape = _edges.r * _edges.g * _edgesP1P0.a * \n"
" (1u - _edges.b) * (1u - _edgesP1P0.r) * (1u - _edges.a) *\n"
" (1u - _edgesP1P0.g); \n"
" isZShape *= (_edgesM1P0.g + _edgesP2P0.a); \n"
" // and at least one of these need to be there\n"
"#endif \n"
" if (isZShape > 0u) { \n"
" isInvertedZ = true; \n"
" } \n"
" } \n"
" \n"
" // Normal Z case: \n"
" // __ \n"
" // X| \n"
" // ¯¯ \n"
" { \n"
"#ifndef SETTINGS_ALLOW_SHORT_Zs \n"
" uint isZShape = _edges.r * _edges.a * _edgesM1P0.a * \n"
" _edgesP1P0.g * _edgesP2P0.g * (1u - _edges.b) * \n"
" (1u - _edgesP1P0.r) * (1u - _edges.g) * \n"
" (1u - _edgesP1P0.a); \n"
"#else \n"
" uint isZShape = _edges.r * _edges.a * _edgesP1P0.g * \n"
" (1u - _edges.b) * (1u - _edgesP1P0.r) * (1u - _edges.g) *\n"
" (1u - _edgesP1P0.a); \n"
" isZShape *= \n"
" (_edgesM1P0.a + _edgesP2P0.g); \n"
" // and at least one of these need to be there\n"
"#endif \n"
" \n"
" if (isZShape > 0u) { \n"
" isNormalZ = true; \n"
" } \n"
" } \n"
" \n"
" bool isZ = isInvertedZ || isNormalZ; \n"
" if (isZ) { \n"
" forFollowUpCoords[forFollowUpCount++] = \n"
" ivec4(screenPosI.xy, horizontal, isInvertedZ); \n"
" } \n"
" } \n"
" } \n"
" } \n"
" \n"
" // This code below is the only potential bug with this algorithm : \n"
" // it HAS to be executed after the simple shapes above. It used to be\n"
" // executed as separate compute shader (by storing the packed \n"
" // 'forFollowUpCoords' in an append buffer and consuming it later) \n"
" // but the whole thing (append/consume buffers, using CS) appears to \n"
" // be too inefficient on most hardware. \n"
" // However, it seems to execute fairly efficiently here and without \n"
" // any issues, although there is no 100% guarantee that this code \n"
" // below will execute across all pixels (it has a c_maxLineLength \n"
" // wide kernel) after other shaders processing same pixels have done \n"
" // solving simple shapes. It appears to work regardless, across all \n"
" // hardware; pixels with 1-edge or two opposing edges are ignored by \n"
" // simple shapes anyway and other shapes stop the long line \n"
" // algorithm from executing the only danger appears to be simple \n"
" // shape L's colliding with Z shapes from neighbouring pixels but I \n"
" // couldn't reproduce any problems on any hardware. \n"
" for (uint _i = 0u; _i < forFollowUpCount; _i++) { \n"
" ivec4 data = forFollowUpCoords[_i]; \n"
" ProcessDetectedZ(data.xy, bool(data.z), bool(data.w)); \n"
" } \n"
"} \n"
"#endif // BLUR_EDGES \n"
" \n"
"#ifdef DISPLAY_EDGES \n"
"layout(location = 0) out vec4 color; \n"
"layout(location = 1) out vec4 hasEdges; \n"
"void DisplayEdges() { \n"
" ivec2 screenPosI = ivec2(gl_FragCoord.xy); \n"
" \n"
" uint packedEdges, shapeType; \n"
" UnpackBlurAAInfo(texelFetch(g_src0TextureFlt, screenPosI, 0).r, \n"
" packedEdges, shapeType); \n"
" \n"
" vec4 edges = vec4(UnpackEdge(packedEdges)); \n"
" if (any(greaterThan(edges.xyzw, vec4(0)))) { \n"
"#ifdef IN_BGR_MODE \n"
" color = c_edgeDebugColours[shapeType].bgra; \n"
"#else \n"
" color = c_edgeDebugColours[shapeType]; \n"
"#endif \n"
" hasEdges = vec4(1.0); \n"
" } else { \n"
" color = vec4(0); \n"
" hasEdges = vec4(0.0); \n"
" } \n"
"} \n"
"#endif // DISPLAY_EDGES \n"
" \n"
"void main() { \n"
"#ifdef DETECT_EDGES1 \n"
" DetectEdges1(); \n"
"#endif \n"
"#if defined DETECT_EDGES2 \n"
" DetectEdges2(); \n"
"#endif \n"
"#if defined COMBINE_EDGES \n"
" CombineEdges(); \n"
"#endif \n"
"#if defined BLUR_EDGES \n"
" BlurEdges(); \n"
"#endif \n"
"#if defined DISPLAY_EDGES \n"
" DisplayEdges(); \n"
"#endif \n"
"} \n";
const char
ApplyFramebufferAttachmentCMAAINTELResourceManager::copy_frag_str_[] =
"precision highp float; \n"
"layout(binding = 0) uniform highp sampler2D inTexture; \n"
"layout(location = 0) out vec4 outColor; \n"
"#ifdef GL_ES \n"
"layout(binding = 0, rgba8) restrict writeonly uniform highp \n"
" image2D outTexture; \n"
"#else \n"
"layout(rgba8) restrict writeonly uniform highp image2D outTexture; \n"
"#endif \n"
" \n"
"void main() { \n"
" ivec2 screenPosI = ivec2( gl_FragCoord.xy ); \n"
" vec4 pixel = texelFetch(inTexture, screenPosI, 0); \n"
"#ifdef OUT_FBO \n"
" outColor = pixel; \n"
"#else \n"
" imageStore(outTexture, screenPosI, pixel); \n"
"#endif \n"
"} \n";
} // namespace gpu