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SMAA.cpp
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SMAA.cpp
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/**
* Copyright (C) 2011 Jorge Jimenez ([email protected])
* Copyright (C) 2011 Belen Masia ([email protected])
* Copyright (C) 2011 Jose I. Echevarria ([email protected])
* Copyright (C) 2011 Fernando Navarro ([email protected])
* Copyright (C) 2011 Diego Gutierrez ([email protected])
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the following disclaimer
* in the documentation and/or other materials provided with the
* distribution:
*
* "Uses SMAA. Copyright (C) 2011 by Jorge Jimenez, Jose I. Echevarria,
* Belen Masia, Fernando Navarro and Diego Gutierrez."
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
* IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of the copyright holders.
*/
#include <vector>
#include <sstream>
#include "SMAA.h"
#include "SearchTex.h"
#include "AreaTex.h"
using namespace std;
#include "Settings.h"
#pragma region Useful Macros from DXUT (copy-pasted here as we prefer this to be as self-contained as possible)
#if defined(DEBUG) || defined(_DEBUG)
#ifndef V
#define V(x) { hr = (x); if (FAILED(hr)) { DXTrace(__FILE__, (DWORD)__LINE__, hr, L#x, true); } }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = (x); if (FAILED(hr)) { return DXTrace(__FILE__, (DWORD)__LINE__, hr, L#x, true); } }
#endif
#else
#ifndef V
#define V(x) { hr = (x); }
#endif
#ifndef V_RETURN
#define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return hr; } }
#endif
#endif
#pragma endregion
SMAA::SMAA(IDirect3DDevice9 *device, int width, int height, Preset preset, const ExternalStorage &storage)
: Effect(device),
threshold(0.1f),
maxSearchSteps(8),
width(width), height(height) {
HRESULT hr;
// Setup the defines for compiling the effect.
vector<D3DXMACRO> defines;
stringstream s;
// Setup pixel size macro
s << "float2(1.0 / " << width << ", 1.0 / " << height << ")";
string pixelSizeText = s.str();
D3DXMACRO pixelSizeMacro = { "SMAA_PIXEL_SIZE", pixelSizeText.c_str() };
defines.push_back(pixelSizeMacro);
// Setup preset macro
D3DXMACRO presetMacros[] = {
{ "SMAA_PRESET_LOW", "1" },
{ "SMAA_PRESET_MEDIUM", "1" },
{ "SMAA_PRESET_HIGH", "1" },
{ "SMAA_PRESET_ULTRA", "1" },
{ "SMAA_PRESET_CUSTOM", "1" }
};
defines.push_back(presetMacros[int(preset)]);
D3DXMACRO null = { NULL, NULL };
defines.push_back(null);
// Setup the flags for the effect.
DWORD flags = D3DXFX_NOT_CLONEABLE | D3DXSHADER_OPTIMIZATION_LEVEL3;
#ifdef D3DXFX_LARGEADDRESS_HANDLE
flags |= D3DXFX_LARGEADDRESSAWARE;
#endif
// Load effect from file
SDLOG(0, "SMAA load\n");
ID3DXBuffer* errors;
hr = D3DXCreateEffectFromFile(device, GetDirectoryFile("dsfix\\SMAA.fx"), &defines.front(), NULL, flags, NULL, &effect, &errors);
if(hr != D3D_OK) SDLOG(0, "ERRORS:\n %s\n", errors->GetBufferPointer());
// If storage for the edges is not specified we will create it.
if (storage.edgeTex != NULL && storage.edgeSurface != NULL) {
edgeTex = storage.edgeTex;
edgeSurface = storage.edgeSurface;
releaseEdgeResources = false;
} else {
V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &edgeTex, NULL));
V(edgeTex->GetSurfaceLevel(0, &edgeSurface));
releaseEdgeResources = true;
}
// Same for blending weights.
if (storage.blendTex != NULL && storage.blendSurface != NULL) {
blendTex = storage.blendTex;
blendSurface = storage.blendSurface;
releaseBlendResources = false;
} else {
V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &blendTex, NULL));
V(blendTex->GetSurfaceLevel(0, &blendSurface));
releaseBlendResources = true;
}
// Load the precomputed textures.
loadAreaTex();
loadSearchTex();
// Create some handles for techniques and variables.
thresholdHandle = effect->GetParameterByName(NULL, "threshold");
maxSearchStepsHandle = effect->GetParameterByName(NULL, "maxSearchSteps");
areaTexHandle = effect->GetParameterByName(NULL, "areaTex2D");
searchTexHandle = effect->GetParameterByName(NULL, "searchTex2D");
colorTexHandle = effect->GetParameterByName(NULL, "colorTex2D");
depthTexHandle = effect->GetParameterByName(NULL, "depthTex2D");
edgesTexHandle = effect->GetParameterByName(NULL, "edgesTex2D");
blendTexHandle = effect->GetParameterByName(NULL, "blendTex2D");
lumaEdgeDetectionHandle = effect->GetTechniqueByName("LumaEdgeDetection");
colorEdgeDetectionHandle = effect->GetTechniqueByName("ColorEdgeDetection");
depthEdgeDetectionHandle = effect->GetTechniqueByName("DepthEdgeDetection");
blendWeightCalculationHandle = effect->GetTechniqueByName("BlendWeightCalculation");
neighborhoodBlendingHandle = effect->GetTechniqueByName("NeighborhoodBlending");
}
SMAA::~SMAA() {
SAFERELEASE(effect);
if(releaseEdgeResources) { // We will be releasing these things *only* if we created them.
SAFERELEASE(edgeTex);
SAFERELEASE(edgeSurface);
}
if(releaseBlendResources) { // Same applies over here.
SAFERELEASE(blendTex);
SAFERELEASE(blendSurface);
}
SAFERELEASE(areaTex);
SAFERELEASE(searchTex);
}
void SMAA::go(IDirect3DTexture9 *edges,
IDirect3DTexture9 *src,
IDirect3DSurface9 *dst,
Input input) {
HRESULT hr;
// Setup the layout for our fullscreen quad.
V(device->SetVertexDeclaration(vertexDeclaration));
// And here we go!
edgesDetectionPass(edges, input);
blendingWeightsCalculationPass();
neighborhoodBlendingPass(src, dst);
}
void SMAA::loadAreaTex() {
HRESULT hr;
V(device->CreateTexture(AREATEX_WIDTH, AREATEX_HEIGHT, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8L8, D3DPOOL_DEFAULT, &areaTex, NULL));
D3DLOCKED_RECT rect;
V(areaTex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD));
for (int i = 0; i < AREATEX_HEIGHT; i++)
CopyMemory(((char *) rect.pBits) + i * rect.Pitch, areaTexBytes + i * AREATEX_PITCH, AREATEX_PITCH);
V(areaTex->UnlockRect(0));
}
void SMAA::loadSearchTex() {
HRESULT hr;
V(device->CreateTexture(SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &searchTex, NULL));
D3DLOCKED_RECT rect;
V(searchTex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD));
for (int i = 0; i < SEARCHTEX_HEIGHT; i++)
CopyMemory(((char *) rect.pBits) + i * rect.Pitch, searchTexBytes + i * SEARCHTEX_PITCH, SEARCHTEX_PITCH);
V(searchTex->UnlockRect(0));
}
void SMAA::edgesDetectionPass(IDirect3DTexture9 *edges, Input input) {
//D3DPERF_BeginEvent(D3DCOLOR_XRGB(0, 0, 0), L"SMAA: 1st pass");
HRESULT hr;
// Set the render target and clear both the color and the stencil buffers.
V(device->SetRenderTarget(0, edgeSurface));
V(device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0));
// Setup variables.
V(effect->SetFloat(thresholdHandle, threshold));
V(effect->SetFloat(maxSearchStepsHandle, float(maxSearchSteps)));
// Select the technique accordingly.
switch (input) {
case INPUT_LUMA:
V(effect->SetTexture(colorTexHandle, edges));
V(effect->SetTechnique(lumaEdgeDetectionHandle));
break;
case INPUT_COLOR:
V(effect->SetTexture(colorTexHandle, edges));
V(effect->SetTechnique(colorEdgeDetectionHandle));
break;
case INPUT_DEPTH:
V(effect->SetTexture(depthTexHandle, edges));
V(effect->SetTechnique(depthEdgeDetectionHandle));
break;
default:
throw logic_error("unexpected error");
}
// Do it!
UINT passes;
V(effect->Begin(&passes, 0));
V(effect->BeginPass(0));
quad(width, height);
V(effect->EndPass());
V(effect->End());
//D3DPERF_EndEvent();
}
void SMAA::blendingWeightsCalculationPass() {
//D3DPERF_BeginEvent(D3DCOLOR_XRGB(0, 0, 0), L"SMAA: 2nd pass");
HRESULT hr;
// Set the render target and clear it.
V(device->SetRenderTarget(0, blendSurface));
V(device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0));
// Setup the variables and the technique (yet again).
V(effect->SetTexture(edgesTexHandle, edgeTex));
V(effect->SetTexture(areaTexHandle, areaTex));
V(effect->SetTexture(searchTexHandle, searchTex));
V(effect->SetTechnique(blendWeightCalculationHandle));
// And here we go!
UINT passes;
V(effect->Begin(&passes, 0));
V(effect->BeginPass(0));
quad(width, height);
V(effect->EndPass());
V(effect->End());
//D3DPERF_EndEvent();
}
void SMAA::neighborhoodBlendingPass(IDirect3DTexture9 *src, IDirect3DSurface9 *dst) {
//D3DPERF_BeginEvent(D3DCOLOR_XRGB(0, 0, 0), L"SMAA: 3rd pass");
HRESULT hr;
// Blah blah blah
V(device->SetRenderTarget(0, dst));
V(effect->SetTexture(colorTexHandle, src));
V(effect->SetTexture(blendTexHandle, blendTex));
V(effect->SetTechnique(neighborhoodBlendingHandle));
// Yeah! We will finally have the antialiased image :D
UINT passes;
V(effect->Begin(&passes, 0));
V(effect->BeginPass(0));
quad(width, height);
V(effect->EndPass());
V(effect->End());
//D3DPERF_EndEvent();
}