-
Notifications
You must be signed in to change notification settings - Fork 4
/
SMAA.cpp
296 lines (249 loc) · 10.5 KB
/
SMAA.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
/**
* 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("dpfix\\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();
}