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-rw-r--r--src/video_core/renderer_opengl/present/fsr.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/present/fsr.cpp b/src/video_core/renderer_opengl/present/fsr.cpp
new file mode 100644
index 000000000..b764aadae
--- /dev/null
+++ b/src/video_core/renderer_opengl/present/fsr.cpp
@@ -0,0 +1,98 @@
+// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#include "common/settings.h"
+#include "video_core/fsr.h"
+#include "video_core/host_shaders/ffx_a_h.h"
+#include "video_core/host_shaders/ffx_fsr1_h.h"
+#include "video_core/host_shaders/full_screen_triangle_vert.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_easu_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_frag.h"
+#include "video_core/host_shaders/opengl_fidelityfx_fsr_rcas_frag.h"
+#include "video_core/renderer_opengl/gl_shader_manager.h"
+#include "video_core/renderer_opengl/gl_shader_util.h"
+#include "video_core/renderer_opengl/present/fsr.h"
+#include "video_core/renderer_opengl/present/util.h"
+
+namespace OpenGL {
+using namespace FSR;
+
+using FsrConstants = std::array<u32, 4 * 4>;
+
+FSR::FSR(u32 output_width_, u32 output_height_) : width(output_width_), height(output_height_) {
+ std::string fsr_source{HostShaders::OPENGL_FIDELITYFX_FSR_FRAG};
+ ReplaceInclude(fsr_source, "ffx_a.h", HostShaders::FFX_A_H);
+ ReplaceInclude(fsr_source, "ffx_fsr1.h", HostShaders::FFX_FSR1_H);
+
+ std::string fsr_easu_source{HostShaders::OPENGL_FIDELITYFX_FSR_EASU_FRAG};
+ std::string fsr_rcas_source{HostShaders::OPENGL_FIDELITYFX_FSR_RCAS_FRAG};
+ ReplaceInclude(fsr_easu_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+ ReplaceInclude(fsr_rcas_source, "opengl_fidelityfx_fsr.frag", fsr_source);
+
+ vert = CreateProgram(HostShaders::FULL_SCREEN_TRIANGLE_VERT, GL_VERTEX_SHADER);
+ easu_frag = CreateProgram(fsr_easu_source, GL_FRAGMENT_SHADER);
+ rcas_frag = CreateProgram(fsr_rcas_source, GL_FRAGMENT_SHADER);
+
+ glProgramUniform2f(vert.handle, 0, 1.0f, -1.0f);
+ glProgramUniform2f(vert.handle, 1, 0.0f, 1.0f);
+
+ sampler = CreateBilinearSampler();
+ framebuffer.Create();
+
+ easu_tex.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(easu_tex.handle, 1, GL_RGBA16F, width, height);
+
+ rcas_tex.Create(GL_TEXTURE_2D);
+ glTextureStorage2D(rcas_tex.handle, 1, GL_RGBA16F, width, height);
+}
+
+FSR::~FSR() = default;
+
+GLuint FSR::Draw(ProgramManager& program_manager, GLuint texture, u32 input_image_width,
+ u32 input_image_height, const Common::Rectangle<f32>& crop_rect) {
+ const f32 input_width = static_cast<f32>(input_image_width);
+ const f32 input_height = static_cast<f32>(input_image_height);
+ const f32 output_width = static_cast<f32>(width);
+ const f32 output_height = static_cast<f32>(height);
+ const f32 viewport_width = (crop_rect.right - crop_rect.left) * input_width;
+ const f32 viewport_x = crop_rect.left * input_width;
+ const f32 viewport_height = (crop_rect.bottom - crop_rect.top) * input_height;
+ const f32 viewport_y = crop_rect.top * input_height;
+
+ FsrConstants easu_con{};
+ FsrConstants rcas_con{};
+
+ FsrEasuConOffset(easu_con.data() + 0, easu_con.data() + 4, easu_con.data() + 8,
+ easu_con.data() + 12, viewport_width, viewport_height, input_width,
+ input_height, output_width, output_height, viewport_x, viewport_y);
+
+ const float sharpening =
+ static_cast<float>(Settings::values.fsr_sharpening_slider.GetValue()) / 100.0f;
+
+ FsrRcasCon(rcas_con.data(), sharpening);
+
+ glProgramUniform4uiv(easu_frag.handle, 0, sizeof(easu_con), easu_con.data());
+ glProgramUniform4uiv(rcas_frag.handle, 0, sizeof(rcas_con), rcas_con.data());
+
+ glFrontFace(GL_CW);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
+ glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, easu_tex.handle, 0);
+ glViewportIndexedf(0, 0.0f, 0.0f, output_width, output_height);
+ program_manager.BindPresentPrograms(vert.handle, easu_frag.handle);
+ glBindTextureUnit(0, texture);
+ glBindSampler(0, sampler.handle);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, rcas_tex.handle, 0);
+ program_manager.BindPresentPrograms(vert.handle, rcas_frag.handle);
+ glBindTextureUnit(0, easu_tex.handle);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ return rcas_tex.handle;
+}
+
+bool FSR::NeedsRecreation(const Common::Rectangle<u32>& screen) {
+ return screen.GetWidth() != width || screen.GetHeight() != height;
+}
+
+} // namespace OpenGL