mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-24 04:15:11 +00:00
88cc142afb
End goal of this is to be an anisotropic filtering purely on the GPU without any actual mipmaps in the graphics subsystem. The basic idea behind it is that we can create all possible mipmaps in a twice as big texture as the original and then can efficiently render it no matter the GPU features as it will only consume one sampler. The texture that it outputs will have both horizontal, vertical and full mipmaps in it. Horizontal mipmaps reduce Width, Vertical mipmaps reduce Height and full mipmaps reduce both. This means that LoD levels are both possible in the X and Y direction, allowing for much greater precision mipmapping on all GPUs. This is a temporary solution until we can directly copy updated textures to a mipmap level.
159 lines
4.5 KiB
C++
159 lines
4.5 KiB
C++
/*
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* Modern effects for a modern Streamer
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* Copyright (C) 2017 Michael Fabian Dirks
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "gs-mipmapper.h"
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extern "C" {
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#pragma warning (push)
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#pragma warning (disable: 4201)
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#include "libobs/obs.h"
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#include "libobs/graphics/graphics.h"
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#pragma warning (pop)
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}
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#define MAX_LAYERS 16
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GS::MipMapper::MipMapper() : m_rt(GS_RGBA, GS_ZS_NONE), m_vb(65535) {
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// Sub layers start here now.
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double_t size = 0.5, offset = 0.0;
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for (size_t layer = 0; layer < MAX_LAYERS; layer++) {
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// Large Block
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if (layer == 0) {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], 0, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], 1, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], 1, 1, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], 0, 1, 0, 0);
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}
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} else {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], offset, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], offset, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset, 0, 0);
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}
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}
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if (layer != 0) {
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// Horizontal Slice
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 4);
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vec3_set(&v.position, 0, offset, 0);
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vec4_set(&v.uv[0], 0, offset - size, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 5);
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vec3_set(&v.position, size, offset, 0);
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vec4_set(&v.uv[0], .5, offset - size, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 6);
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vec3_set(&v.position, size, offset + size, 0);
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vec4_set(&v.uv[0], .5, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 7);
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vec3_set(&v.position, 0, offset + size, 0);
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vec4_set(&v.uv[0], 0, offset, 0, 0);
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}
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// Vertical Slice
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 8);
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vec3_set(&v.position, offset, 0, 0);
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vec4_set(&v.uv[0], offset - size, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 9);
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vec3_set(&v.position, offset + size, 0, 0);
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vec4_set(&v.uv[0], offset, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 10);
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vec3_set(&v.position, offset + size, size, 0);
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vec4_set(&v.uv[0], offset, 0.5, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 11);
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vec3_set(&v.position, offset, size, 0);
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vec4_set(&v.uv[0], offset - size, 0.5, 0, 0);
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}
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}
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offset += size;
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size /= 2.0;
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}
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}
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GS::MipMapper::~MipMapper() {}
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gs_texture_t* GS::MipMapper::Render(gs_texture_t* intex) {
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// Get Texture Size
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uint32_t width = gs_texture_get_width(intex),
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height = gs_texture_get_height(intex);
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// Calculate total mipmap layers.
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uint32_t layers = 1, size = height;
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if (width > height) size = width;
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layers = static_cast<uint32_t>(ceil(log(double_t(size)) / log(2.0)));
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size = pow(2, layers);
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// Render
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m_buf = GS::Texture(size, size, GS_RGBA, 1, nullptr, GS_DYNAMIC);
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for (uint32_t layer = 0; layer < layers; layer++) {
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try {
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GS::RenderTargetOp op = m_rt.Render(size * 2, size * 2);
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gs_load_vertexbuffer(m_vb.get());
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gs_load_indexbuffer(nullptr);
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gs_draw(gs_draw_mode::GS_TRIS, layer * 12, 12);
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} catch (...) {
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return intex;
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}
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gs_copy_texture(m_buf.GetObject(), m_rt.GetTextureObject());
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}
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return m_buf.GetObject();
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}
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