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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Add SSAA flag for post process shaders,
enforces 2x auto resolution, to be used with blurry effects Also includes a perf. friendly example using simplified gauss filter
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9d2a8a7647
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199106cad6
@ -1752,17 +1752,20 @@ void FramebufferManagerCommon::Resized() {
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}
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postShaderIsUpscalingFilter_ = shaderInfo ? shaderInfo->isUpscalingFilter : false;
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postShaderIsSSAAFilter_ = shaderInfo ? shaderInfo->isSSAAFilter : false;
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// Actually, auto mode should be more granular...
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// Round up to a zoom factor for the render size.
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int zoom = g_Config.iInternalResolution;
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if (zoom == 0) {
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if (zoom == 0 || postShaderIsSSAAFilter_) {
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// auto mode, use the longest dimension
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if (!g_Config.IsPortrait()) {
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zoom = (PSP_CoreParameter().pixelWidth + 479) / 480;
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} else {
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zoom = (PSP_CoreParameter().pixelHeight + 479) / 480;
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}
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if (postShaderIsSSAAFilter_)
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zoom *= 2;
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}
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if (zoom <= 1 || postShaderIsUpscalingFilter_)
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zoom = 1;
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@ -1871,6 +1874,8 @@ void FramebufferManagerCommon::ShowScreenResolution() {
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messageStream << PSP_CoreParameter().renderWidth << "x" << PSP_CoreParameter().renderHeight << " ";
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if (postShaderIsUpscalingFilter_) {
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messageStream << gr->T("(upscaling)") << " ";
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} else if (postShaderIsSSAAFilter_) {
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messageStream << gr->T("(supersampling)") << " ";
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}
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messageStream << gr->T("Window Size") << ": ";
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messageStream << PSP_CoreParameter().pixelWidth << "x" << PSP_CoreParameter().pixelHeight;
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@ -379,6 +379,7 @@ protected:
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bool usePostShader_ = false;
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bool postShaderAtOutputResolution_ = false;
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bool postShaderIsUpscalingFilter_ = false;
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bool postShaderIsSSAAFilter_ = false;
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std::vector<VirtualFramebuffer *> vfbs_;
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std::vector<VirtualFramebuffer *> bvfbs_; // blitting framebuffers (for download)
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@ -42,6 +42,7 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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off.section = "Off";
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off.outputResolution = false;
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off.isUpscalingFilter = false;
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off.isSSAAFilter = false;
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off.requires60fps = false;
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shaderInfo.push_back(off);
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@ -87,6 +88,7 @@ void LoadPostShaderInfo(std::vector<std::string> directories) {
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info.vertexShaderFile = path + "/" + temp;
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section.Get("OutputResolution", &info.outputResolution, false);
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section.Get("Upscaling", &info.isUpscalingFilter, false);
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section.Get("SSAA", &info.isSSAAFilter, false);
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section.Get("60fps", &info.requires60fps, false);
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// Let's ignore shaders we can't support. TODO: Not a very good check
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@ -36,6 +36,8 @@ struct ShaderInfo {
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bool outputResolution;
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// Use x1 rendering res + nearest screen scaling filter
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bool isUpscalingFilter;
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// Use 2x display resolution for supersampling with blurry shaders.
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bool isSSAAFilter;
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// Force constant/max refresh for animated filters
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bool requires60fps;
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73
assets/shaders/GaussianDownscale.fsh
Normal file
73
assets/shaders/GaussianDownscale.fsh
Normal file
@ -0,0 +1,73 @@
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// PPSSPP: Simple Gauss filter
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// Made by Bigpet
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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// The inverse of the texture dimensions along X and Y
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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varying vec2 v_texcoord0;
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void main() {
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// The parameters are hardcoded for now, but could be
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// made into uniforms to control fromt he program.
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float GAUSS_SPAN_MAX = 1.5;
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//just a variable to describe the maximu
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float GAUSS_KERNEL_SIZE = 5.0;
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//indices
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// XX XX 00 XX XX
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// XX 01 02 03 XX
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// 04 05 06 07 08
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// XX 09 10 11 XX
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// XX XX 12 XX XX
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//filter strength, rather smooth
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// XX XX 01 XX XX
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// XX 03 08 03 XX
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// 01 08 10 08 01
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// XX 03 08 03 XX
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// XX XX 01 XX XX
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vec2 offset = u_pixelDelta*GAUSS_SPAN_MAX/GAUSS_KERNEL_SIZE;
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vec3 rgbSimple0 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-2.0)).xyz;
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vec3 rgbSimple1 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0,-1.0)).xyz;
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vec3 rgbSimple2 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-1.0)).xyz;
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vec3 rgbSimple3 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0,-1.0)).xyz;
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vec3 rgbSimple4 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-2.0, 0.0)).xyz;
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vec3 rgbSimple5 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 0.0)).xyz;
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vec3 rgbSimple6 = 10.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 0.0)).xyz;
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vec3 rgbSimple7 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 0.0)).xyz;
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vec3 rgbSimple8 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 2.0, 0.0)).xyz;
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vec3 rgbSimple9 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 1.0)).xyz;
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vec3 rgbSimple10= 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 1.0)).xyz;
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vec3 rgbSimple11= 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 1.0)).xyz;
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vec3 rgbSimple12= 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 2.0)).xyz;
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//vec3 rgbSimple10= vec3(1.0,0.0,0.0);
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//vec3 rgbSimple11= vec3(1.0,0.0,0.0);
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//vec3 rgbSimple12= vec3(1.0,0.0,0.0);
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vec3 rgb = rgbSimple0 +
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rgbSimple1 +
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rgbSimple2 +
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rgbSimple3 +
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rgbSimple4 +
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rgbSimple5 +
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rgbSimple6 +
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rgbSimple7 +
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rgbSimple8 +
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rgbSimple9 +
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rgbSimple10 +
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rgbSimple11 +
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rgbSimple12;
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rgb = rgb / 58.0;
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gl_FragColor.xyz=rgb;
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gl_FragColor.a = 1.0;
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}
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@ -87,3 +87,9 @@ Author=guest.r(tweak by LunaMoo)
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Fragment=videoAA.fsh
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Vertex=fxaa.vsh
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OutputResolution=True
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[SSAA(Gauss)]
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Name=Super Sampling AA(Gauss)
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Fragment=GaussianDownscale.fsh
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Vertex=fxaa.vsh
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OutputResolution=True
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SSAA=True
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