Revert "Added HQX anti-aliasing"

This reverts commit 80fa0baf09.
This commit is contained in:
Ben Wallis 2022-09-15 10:05:05 +01:00
parent a00e7831ec
commit 8308598512
27 changed files with 126 additions and 357 deletions

View File

@ -117,12 +117,7 @@ void texcoords(vec2 fragCoord, vec2 resolution,
}
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
mediump vec2 v_rgbNW;
mediump vec2 v_rgbNE;
mediump vec2 v_rgbSW;
@ -130,7 +125,7 @@ vec4 aa_apply(
mediump vec2 v_rgbM;
#ifdef EXPERIMENTAL_BETTERAA
float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x / 1000.0;
float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x / 900.0;
#else
float fxaa_scale = FXAA_SCALE;
#endif

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@ -1,63 +0,0 @@
const float THRESHOLD = 0.025;
const float DEPTH_THRESHOLD = 0.05;
bool diag(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
const float line_thickness,
inout vec4 sum,
vec2 uv,
const vec2 p1,
const vec2 p2,
const float aa_scale
) {
vec4 v1 = texelFetch(sampler2D(tex, smplr), ivec2(uv + vec2(p1.x, p1.y)), 0);
vec4 v2 = texelFetch(sampler2D(tex, smplr), ivec2(uv + vec2(p2.x, p2.y)), 0);
float d1 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p1.x, p1.y)), 0).x;
float d2 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p2.x, p2.y)), 0).x;
if (length((v1 - v2).rb) < THRESHOLD && abs(d1 - d2) < d1 * DEPTH_THRESHOLD + 3.0) {
vec2 dir = p2 - p1;
vec2 lp = uv - (floor(uv + p1) + 0.5);
dir = normalize(vec2(dir.y, -dir.x));
float l = clamp((line_thickness - dot(lp, dir)) * aa_scale, 0.0, 1.0);
sum = mix(sum, (v1 + v2) * 0.5, l);
return true;
}
return false;
}
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
uvec2 src_sz = textureSize(sampler2D(tex, smplr), 0).xy;
vec2 upscale = resolution / src_sz;
vec2 ip = fragCoord / upscale;
//start with nearest pixel as 'background'
vec4 s = texelFetch(sampler2D(tex, smplr), ivec2(ip), 0);
float aa_scale = upscale.x * 1.5;
//draw anti aliased diagonal lines of surrounding pixels as 'foreground'
if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(-1, 0), vec2(0, 1), aa_scale)) {
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 0), vec2(1, 1), aa_scale);
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, -1), vec2(0, 1), aa_scale);
}
if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, 1), vec2(1, 0), aa_scale)) {
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, 1), vec2(1, -1), aa_scale);
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 1), vec2(1, 0), aa_scale);
}
if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(1, 0), vec2(0, -1), aa_scale)) {
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 0), vec2(-1, -1), aa_scale);
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 1), vec2(0, -1), aa_scale);
}
if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, -1), vec2(-1, 0), aa_scale)) {
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, -1), vec2(-1, 1), aa_scale);
diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, -1), vec2(-1, 0), aa_scale);
}
return s;
}

View File

@ -1,9 +1,4 @@
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y);
vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0);
@ -25,7 +20,7 @@ vec4 aa_apply(
// Average Samples
vec4 msaa_color = (
sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8 +
sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8 +
sample9 + sample10 + sample11 + sample12 + sample13 + sample14 + sample15 + sample16
) / 16.0;

View File

@ -1,9 +1,4 @@
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y);
vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0);

View File

@ -1,9 +1,4 @@
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y);
vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0);

View File

@ -1,8 +1,3 @@
vec4 aa_apply(
texture2D tex, sampler smplr,
texture2D depth_tex, sampler depth_smplr,
vec2 fragCoord,
vec2 resolution
) {
vec4 aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
return texture(sampler2D(tex, smplr), fragCoord / resolution);
}

View File

@ -29,14 +29,9 @@ uniform texture2D t_src_color;
layout(set = 1, binding = 1)
uniform sampler s_src_color;
layout(set = 1, binding = 2)
uniform texture2D t_src_depth;
layout(set = 1, binding = 3)
uniform sampler s_src_depth;
layout(location = 0) in vec2 uv;
layout (std140, set = 1, binding = 4)
layout (std140, set = 1, binding = 2)
uniform u_locals {
mat4 proj_mat_inv;
mat4 view_mat_inv;
@ -50,111 +45,22 @@ uniform texture2D t_src_bloom;
layout(location = 0) out vec4 tgt_color;
#ifdef EXPERIMENTAL_BETTERAA
vec3 wpos_at(vec2 uv) {
float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x - 0.0001;
vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
mat4 all_mat_inv = view_mat_inv * proj_mat_inv;
vec4 view_space = all_mat_inv * clip_space;
view_space /= view_space.w;
if (buf_depth == 0.0) {
vec3 direction = normalize(view_space.xyz);
return direction.xyz * 524288.0625 + cam_pos.xyz;
} else {
return view_space.xyz;
}
}
float depth_at(vec2 uv) {
float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
return 1.0 / buf_depth;
}
float weighted_lerp(float x, float a, float b) {
return pow(x, b / a);
/* return x; */
float xx = b * x - a * (1.0 - x);
return sign(xx) * (1.0 - 1.0 / (1.0 + abs(xx))) * 0.5 + 0.5;
}
float vmax(vec3 v) {
return max(v.x, max(v.y, v.z));
}
float vmax_but_one(vec3 v) {
float m = max(v.x, max(v.y, v.z));
if (v.x == m)
return max(v.y, v.z);
else if (v.y == m)
return max(v.x, v.z);
else
return max(v.x, v.y);
}
vec4 better_aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
vec4 clever_aa_apply(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution) {
uvec2 src_sz = textureSize(sampler2D(tex, smplr), 0).xy;
vec3 wpos = wpos_at(fragCoord / resolution);
float dist = distance(cam_pos.xyz, wpos);
vec3 dir = normalize(wpos - cam_pos.xyz);
// vec4 interp = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / resolution * src_sz), 0);
// vec4 interp = texture(sampler2D(tex, smplr), fragCoord / resolution);
// vec4 interp = textureBicubic(tex, smplr, fragCoord * src_sz / resolution);
vec4 interp = aa_apply(tex, smplr, t_src_depth, s_src_depth, fragCoord, resolution);
/* vec4 interp = texture(sampler2D(tex, smplr), fragCoord / resolution); */
/* vec4 interp = textureBicubic(tex, smplr, fragCoord * src_sz / resolution); */
vec4 interp = aa_apply(tex, smplr, fragCoord, resolution);
vec4 original = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / resolution * src_sz), 0);
// GRID
/* if (mod(fragCoord.x, resolution.x / src_sz.x) < 0.9) { return vec4(0.0, 0.0, 0.0, 0.0); } */
/* if (mod(fragCoord.y, resolution.y / src_sz.y) < 0.9) { return vec4(0.0, 0.0, 0.0, 0.0); } */
vec2 pos = fragCoord;// - 0.5 * src_sz;
// vec4 t00 = texelFetch(sampler2D(tex, smplr), ivec2(pos / resolution * src_sz + ivec2(0, 0)), 0);
// vec4 t10 = texelFetch(sampler2D(tex, smplr), ivec2(pos / resolution * src_sz + ivec2(1, 0)), 0);
// vec4 t01 = texelFetch(sampler2D(tex, smplr), ivec2(pos / resolution * src_sz + ivec2(0, 1)), 0);
// vec4 t11 = texelFetch(sampler2D(tex, smplr), ivec2(pos / resolution * src_sz + ivec2(1, 1)), 0);
vec3 w00 = wpos_at(floor(pos / resolution * vec2(src_sz) + ivec2(0, 0)) / vec2(src_sz));
vec3 w10 = wpos_at(floor(pos / resolution * vec2(src_sz) + ivec2(1, 0)) / vec2(src_sz));
vec3 w01 = wpos_at(floor(pos / resolution * vec2(src_sz) + ivec2(0, 1)) / vec2(src_sz));
vec3 w11 = wpos_at(floor(pos / resolution * vec2(src_sz) + ivec2(1, 1)) / vec2(src_sz));
float d00 = distance(w00, cam_pos.xyz);
float d10 = distance(w10, cam_pos.xyz);
float d01 = distance(w01, cam_pos.xyz);
float d11 = distance(w11, cam_pos.xyz);
vec2 px_fact = fract(pos / (resolution / vec2(src_sz)));
// vec4 t0 = mix(t00, t10, weighted_lerp(px_fact.x, d00, d10));
// vec4 t1 = mix(t01, t11, weighted_lerp(px_fact.x, d01, d11));
vec3 w0 = (w00 * d00 * (1 - px_fact.x) + w10 * d10 * px_fact.x) / (d00 * (1 - px_fact.x) + d10 * px_fact.x);
vec3 w1 = (w01 * d01 * (1 - px_fact.x) + w11 * d11 * px_fact.x) / (d01 * (1 - px_fact.x) + d11 * px_fact.x);
float d0 = mix(d00, d10, px_fact.x);
float d1 = mix(d01, d11, px_fact.x);
float d_lerped = mix(d0, d1, px_fact.y);
vec3 wpos_lerped = (w0 * d0 * (1 - px_fact.y) + w1 * d1 * px_fact.y) / (d0 * (1 - px_fact.y) + d1 * px_fact.y) + vec3(
dir.y > 0.0 ? 0.0 : 0.5,
dir.x > 0.0 ? 0.5 : 0.0,
0.5
);//mix(w0, w1, weighted_lerp(px_fact.y, 0.1 / d0, 0.1 / d1)) + 0.5;
// vec4 interp = mix(t0, t1, weighted_lerp(px_fact.y, d0, d1));
/*
vec4 closest = vec4(0.0);
float closest_dist = 100000.0;
for (int i = -1; i < 2; i ++) {
for (int j = -1; j < 2; j ++) {
ivec2 rpos = ivec2(i, j);
//float l = length(normalize(vec2(rpos)) - factor);
vec4 texel = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / resolution * src_sz) + rpos, 0);
float fov = 70.0;
float texel_at_dist = dist / resolution.x * fov;
vec3 diff = mod(wpos * texel_at_dist, vec3(1.0)) - 0.5;
float dist = distance(interp.rgb, texel.rgb);// * 0.0 + (rpos.y - diff.z) * 1.0;// * (1.0 + l * 0.5);
float dist = distance(interp.rgb, texel.rgb);
if (dist < closest_dist) {
closest = texel;
closest_dist = dist;
@ -162,85 +68,7 @@ layout(location = 0) out vec4 tgt_color;
}
}
return closest;//interp;
*/
/*
ivec2 closest = ivec2(0);
vec3 closest_wpos = vec3(0);
float closest_dist = 100000.0;
for (int i = -1; i < 2; i ++) {
for (int j = -1; j < 2; j ++) {
ivec2 rpos = ivec2(i, j);
vec3 wpos = wpos_at(((fragCoord / resolution * vec2(src_sz)) + rpos) / vec2(src_sz));
float dist = distance(cam_pos.xyz, wpos);
if (dist < closest_dist) {
closest = rpos;
closest_wpos = wpos;
closest_dist = dist;
}
}
}
float fov = 70.0;
vec2 texel_at_dist = src_sz / (fov * closest_dist);
vec3 diff = fract(closest_wpos) * 2.0 - 1.0;
vec2 rpos = vec2(diff.y * dir.x, -diff.z * -abs(dir.x))
//+ vec2(diff.x * -dir.y, diff.z * abs(dir.y))
//+ vec2(diff.z * -dir.z * 0, diff.x * abs(dir.z))
;
vec4 texel = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / resolution * src_sz + closest + rpos), 0);
return texel;
*/
float original_dist = dist;
vec4 closest_texel = vec4(0);
vec3 closest_wpos = vec3(0);
float closest_dist = 100000.0;
vec4 weighted_sum = vec4(0.0);
float weighted_total = 0.0;
for (int i = -1; i < 2; i ++) {
for (int j = -1; j < 2; j ++) {
ivec2 rpos = ivec2(i, j);
vec3 wpos = wpos_at(floor(fragCoord / resolution * vec2(src_sz) + rpos - 1) / vec2(src_sz));
float tdist = distance(cam_pos.xyz, wpos);
//float fov = 1.2;
//float texel_at_dist = src_sz.x / (fov * tdist);
vec4 texel = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / resolution * src_sz) + rpos, 0);
//texel = texture(sampler2D(tex, smplr), floor(fragCoord / resolution * vec2(src_sz) + rpos) / vec2(src_sz));
float texel_dist;
if (true && false) {
texel_dist = distance(wpos + fract(wpos_lerped * 2.0) / 2.0, wpos_lerped);
} else if (original_dist < 15.0 || true) {
texel_dist = distance(interp.rgb, texel.rgb);
} else {
texel_dist = length(mod(wpos, vec3(1.0)) - 0.5);
}
if (texel_dist < closest_dist) {
closest_texel = texel;
closest_wpos = wpos;
closest_dist = texel_dist;
}
//float weight = 1.0 / distance(interp.rgb, texel.rgb);
float weight = 1.0 / distance(wpos, wpos_lerped);
weighted_sum += texel * weight;
weighted_total += weight;
}
}
//return vec4(px_fact.xy, 1.0, 1.0);
//return mod(10.0 * d_lerped, 1.0).xxxx;
//return mod(wpos_lerped, 1.0).xyzx;
//return weighted_sum / weighted_total;
return closest_texel;
return mix(closest, interp, 0.0);
}
#endif
@ -357,7 +185,7 @@ vec3 _illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitte
#ifdef EXPERIMENTAL_SOBEL
vec3 aa_sample(vec2 uv, vec2 off) {
return aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, uv * screen_res.xy + off, screen_res.xy).rgb;
return aa_apply(t_src_color, s_src_color, uv * screen_res.xy + off, screen_res.xy).rgb;
}
#endif
@ -411,9 +239,9 @@ void main() {
#endif
#ifdef EXPERIMENTAL_BETTERAA
vec4 aa_color = better_aa_apply(t_src_color, s_src_color, sample_uv * screen_res.xy, screen_res.xy);
vec4 aa_color = clever_aa_apply(t_src_color, s_src_color, sample_uv * screen_res.xy, screen_res.xy);
#else
vec4 aa_color = aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, sample_uv * screen_res.xy, screen_res.xy);
vec4 aa_color = aa_apply(t_src_color, s_src_color, sample_uv * screen_res.xy, screen_res.xy);
#endif

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@ -804,15 +804,13 @@ impl<'a> Widget for Video<'a> {
/* AaMode::MsaaX4,
AaMode::MsaaX8,
AaMode::MsaaX16, */
AaMode::Hqx,
];
let mode_label_list = [
"No anti-aliasing",
"No AA",
"FXAA",
/* "MSAA x4",
"MSAA x8",
"MSAA x16 (experimental)", */
"HQX",
];
// Get which AA mode is currently active
@ -943,7 +941,7 @@ impl<'a> Widget for Video<'a> {
let upscale_factors = [
// Upscaling
0.01, 0.025, 0.1, 0.15, 0.2, 0.25, 0.35, 0.5, 0.65, 0.75, 0.85, 1.0,
0.15, 0.2, 0.25, 0.35, 0.5, 0.65, 0.75, 0.85, 1.0,
// Downscaling (equivalent to SSAA)
1.25, 1.5, 1.75, 2.0,
];

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@ -93,27 +93,10 @@ pub enum AaMode {
/// also struggle in the future with deferred shading, so they may be
/// removed in the future.
MsaaX16,
/// Fast upscaling re-aliasing.
///
/// Screen-space technique that attempts to reconstruct lines and edges
/// in the original image. Useless at internal resolutions higher than 1.0x,
/// but potentially very effective at much lower internal resolutions.
Hqx,
#[serde(other)]
None,
}
impl AaMode {
pub fn samples(&self) -> u32 {
match self {
AaMode::None | AaMode::Fxaa | AaMode::Hqx => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
}
}
}
impl Default for AaMode {
fn default() -> Self { AaMode::Fxaa }
}

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@ -158,7 +158,12 @@ impl CloudsPipeline {
],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Clouds pipeline"),

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@ -71,7 +71,12 @@ impl DebugPipeline {
bind_group_layouts: &[&global_layouts.globals, &layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Debug pipeline"),

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@ -190,7 +190,12 @@ impl FigurePipeline {
],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Figure pipeline"),

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@ -70,7 +70,12 @@ impl FluidPipeline {
],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Fluid pipeline"),

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@ -94,7 +94,12 @@ impl LodObjectPipeline {
bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("LoD object pipeline"),

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@ -209,7 +209,12 @@ impl LodTerrainPipeline {
bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Lod terrain pipeline"),

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@ -200,7 +200,12 @@ impl ParticlePipeline {
bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Particle pipeline"),

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@ -53,29 +53,9 @@ impl PostProcessLayout {
},
count: None,
},
// Depth source
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
// Locals
wgpu::BindGroupLayoutEntry {
binding: 4,
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
@ -90,7 +70,7 @@ impl PostProcessLayout {
bind_entries.push(
// src bloom
wgpu::BindGroupLayoutEntry {
binding: 5,
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
@ -114,10 +94,8 @@ impl PostProcessLayout {
&self,
device: &wgpu::Device,
src_color: &wgpu::TextureView,
src_depth: &wgpu::TextureView,
src_bloom: Option<&wgpu::TextureView>,
sampler: &wgpu::Sampler,
depth_sampler: &wgpu::Sampler,
locals: &Consts<Locals>,
) -> BindGroup {
let mut entries = vec![
@ -131,14 +109,6 @@ impl PostProcessLayout {
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(src_depth),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(depth_sampler),
},
wgpu::BindGroupEntry {
binding: 4,
resource: locals.buf().as_entire_binding(),
},
];
@ -150,7 +120,7 @@ impl PostProcessLayout {
// TODO: if there is no upscaling we can do the last bloom upsampling in post
// process to save a pass and the need for the final full size bloom render target
wgpu::BindGroupEntry {
binding: 5,
binding: 3,
resource: wgpu::BindingResource::TextureView(src_bloom),
},
);

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@ -103,7 +103,12 @@ impl RainOcclusionFigurePipeline {
bind_group_layouts: &[&global_layout.globals, &figure_layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Rain occlusion figure pipeline"),
@ -171,7 +176,12 @@ impl RainOcclusionPipeline {
bind_group_layouts: &[&global_layout.globals, &terrain_layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Rain occlusion pipeline"),

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@ -145,7 +145,12 @@ impl ShadowFigurePipeline {
bind_group_layouts: &[&global_layout.globals, &figure_layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Directed shadow figure pipeline"),
@ -213,7 +218,12 @@ impl ShadowPipeline {
bind_group_layouts: &[&global_layout.globals, &terrain_layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Directed shadow pipeline"),
@ -283,7 +293,12 @@ impl PointShadowPipeline {
bind_group_layouts: &[&global_layout.globals, &terrain_layout.locals],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Point shadow pipeline"),

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@ -48,7 +48,12 @@ impl SkyboxPipeline {
bind_group_layouts: &[&layouts.globals, &layouts.shadow_textures],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Skybox pipeline"),

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@ -267,7 +267,12 @@ impl SpritePipeline {
],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Sprite pipeline"),

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@ -234,7 +234,12 @@ impl TerrainPipeline {
],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Terrain pipeline"),

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@ -69,7 +69,12 @@ impl TrailPipeline {
bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
});
let samples = aa_mode.samples();
let samples = match aa_mode {
AaMode::None | AaMode::Fxaa => 1,
AaMode::MsaaX4 => 4,
AaMode::MsaaX8 => 8,
AaMode::MsaaX16 => 16,
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Trail pipeline"),

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@ -28,8 +28,8 @@ use super::{
ui, GlobalsBindGroup, GlobalsLayouts, ShadowTexturesBindGroup,
},
texture::Texture,
AddressMode, FilterMode, OtherModes, PipelineModes, RenderError, RenderMode, ShadowMapMode,
ShadowMode, Vertex,
AaMode, AddressMode, FilterMode, OtherModes, PipelineModes, RenderError, RenderMode,
ShadowMapMode, ShadowMode, Vertex,
};
use common::assets::{self, AssetExt, AssetHandle, ReloadWatcher};
use common_base::span;
@ -798,8 +798,12 @@ impl Renderer {
let upscaled = Vec2::<u32>::from(size)
.map(|e| (e as f32 * other_modes.upscale_mode.factor) as u32)
.into_tuple();
let (width, height) = upscaled;
let sample_count = pipeline_modes.aa.samples();
let (width, height, sample_count) = match pipeline_modes.aa {
AaMode::None | AaMode::Fxaa => (upscaled.0, upscaled.1, 1),
AaMode::MsaaX4 => (upscaled.0, upscaled.1, 4),
AaMode::MsaaX8 => (upscaled.0, upscaled.1, 8),
AaMode::MsaaX16 => (upscaled.0, upscaled.1, 16),
};
let levels = 1;
let color_view = |width, height| {

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@ -47,10 +47,8 @@ impl Locals {
let postprocess_bind = layouts.postprocess.bind(
device,
tgt_color_pp_view,
tgt_depth_view,
bloom.as_ref().map(|b| b.final_tgt_view),
sampler,
depth_sampler,
&postprocess_locals,
);
@ -94,10 +92,8 @@ impl Locals {
self.postprocess_bind = layouts.postprocess.bind(
device,
tgt_color_pp_view,
tgt_depth_view,
bloom.as_ref().map(|b| b.final_tgt_view),
sampler,
depth_sampler,
&self.postprocess,
);
self.bloom_binds = bloom.map(|bloom| {

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@ -247,7 +247,6 @@ impl ShaderModules {
AaMode::MsaaX4 => "antialias.msaa-x4",
AaMode::MsaaX8 => "antialias.msaa-x8",
AaMode::MsaaX16 => "antialias.msaa-x16",
AaMode::Hqx => "antialias.hqx",
})
.unwrap();

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@ -41,7 +41,6 @@ impl assets::Compound for Shaders {
"antialias.msaa-x4",
"antialias.msaa-x8",
"antialias.msaa-x16",
"antialias.hqx",
"include.cloud.none",
"include.cloud.regular",
"figure-vert",