feat: add Temporal Anti-Aliasing (TAA) support for OpenGL and Vulkan

- Add TAA option to AntiAliasing enum in settings
- Implement TAA shaders for both OpenGL (GLSL) and Vulkan (SPIR-V)
- Add OpenGL TAA class with framebuffer management and temporal blending
- Add Vulkan TAA class following existing AntiAliasPass architecture
- Integrate TAA into OpenGL and Vulkan rendering pipelines
- Add UI translations and Android string resources for TAA option
- Implement Halton sequence jittering for temporal sampling
- Add motion vector validation and neighborhood clamping to reduce ghosting
- Configure aggressive temporal blending to minimize visual artifacts
- Add proper descriptor set management for Vulkan TAA implementation

The TAA implementation provides high-quality anti-aliasing by combining
information from multiple frames with per-pixel jittering, resulting
in smoother edges and reduced aliasing artifacts while maintaining
good performance and temporal stability.

Fixes: Black screen issues with proper descriptor set bindings
Fixes: Ghosting artifacts with improved temporal blending parameters
Fixes: Jitter visibility with reduced jitter intensity (50% scaling)
Signed-off-by: Zephyron <zephyron@citron-emu.org>
This commit is contained in:
Zephyron
2025-09-21 10:34:19 +10:00
parent 42bc6b7b6c
commit 19cf31b215
17 changed files with 1130 additions and 2 deletions

View File

@@ -12,6 +12,7 @@
#include "video_core/renderer_opengl/present/layer.h"
#include "video_core/renderer_opengl/present/present_uniforms.h"
#include "video_core/renderer_opengl/present/smaa.h"
#include "video_core/renderer_opengl/present/taa.h"
#include "video_core/surface.h"
#include "video_core/textures/decoders.h"
@@ -59,10 +60,16 @@ GLuint Layer::ConfigureDraw(std::array<GLfloat, 3 * 2>& out_matrix,
texture = fxaa->Draw(program_manager, info.display_texture);
break;
case Settings::AntiAliasing::Smaa:
default:
CreateSMAA();
texture = smaa->Draw(program_manager, info.display_texture);
break;
case Settings::AntiAliasing::Taa:
CreateTAA();
texture = taa->Draw(program_manager, info.display_texture,
GL_NONE, GL_NONE, GL_NONE, 0); // TODO: Add proper motion vectors
break;
default:
break;
}
}
@@ -215,6 +222,7 @@ void Layer::ConfigureFramebufferTexture(const Tegra::FramebufferConfig& framebuf
void Layer::CreateFXAA() {
smaa.reset();
taa.reset();
if (!fxaa) {
fxaa = std::make_unique<FXAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
@@ -224,6 +232,7 @@ void Layer::CreateFXAA() {
void Layer::CreateSMAA() {
fxaa.reset();
taa.reset();
if (!smaa) {
smaa = std::make_unique<SMAA>(
Settings::values.resolution_info.ScaleUp(framebuffer_texture.width),
@@ -231,4 +240,14 @@ void Layer::CreateSMAA() {
}
}
void Layer::CreateTAA() {
fxaa.reset();
smaa.reset();
auto scaled_width = Settings::values.resolution_info.ScaleUp(framebuffer_texture.width);
auto scaled_height = Settings::values.resolution_info.ScaleUp(framebuffer_texture.height);
if (!taa || taa->NeedsRecreation(scaled_width, scaled_height)) {
taa = std::make_unique<TAA>(scaled_width, scaled_height);
}
}
} // namespace OpenGL

View File

@@ -33,6 +33,7 @@ class FXAA;
class ProgramManager;
class RasterizerOpenGL;
class SMAA;
class TAA;
/// Structure used for storing information about the textures for the Switch screen
struct TextureInfo {
@@ -66,6 +67,7 @@ private:
void CreateFXAA();
void CreateSMAA();
void CreateTAA();
private:
RasterizerOpenGL& rasterizer;
@@ -82,6 +84,7 @@ private:
std::unique_ptr<FSR2> fsr2;
std::unique_ptr<FXAA> fxaa;
std::unique_ptr<SMAA> smaa;
std::unique_ptr<TAA> taa;
};
} // namespace OpenGL

View File

@@ -0,0 +1,162 @@
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// Shader headers generated by CMake
#include "video_core/host_shaders/taa_frag.h"
#include "video_core/host_shaders/taa_vert.h"
#include "video_core/renderer_opengl/gl_shader_manager.h"
#include "video_core/renderer_opengl/gl_shader_util.h"
#include "video_core/renderer_opengl/present/taa.h"
#include "video_core/renderer_opengl/present/util.h"
#include "common/logging/log.h"
namespace OpenGL {
TAA::TAA(u32 render_width, u32 render_height) : width(render_width), height(render_height), current_frame(0) {
// Validate dimensions
if (width == 0 || height == 0) {
LOG_ERROR(Render_OpenGL, "TAA: Invalid dimensions {}x{}", width, height);
return;
}
vert_shader = CreateProgram(HostShaders::TAA_VERT, GL_VERTEX_SHADER);
frag_shader = CreateProgram(HostShaders::TAA_FRAG, GL_FRAGMENT_SHADER);
sampler = CreateBilinearSampler();
// Create uniform buffer
uniform_buffer.Create();
glNamedBufferStorage(uniform_buffer.handle, sizeof(TaaParams), nullptr,
GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT);
// Initialize TAA parameters
params.frame_count = 0.0f;
params.blend_factor = 0.25f; // Increased blend factor to reduce ghosting
params.inv_resolution[0] = 1.0f / static_cast<float>(width);
params.inv_resolution[1] = 1.0f / static_cast<float>(height);
params.motion_scale = 1.0f;
params.jitter_offset[0] = 0.0f;
params.jitter_offset[1] = 0.0f;
CreateFramebuffers();
}
TAA::~TAA() = default;
void TAA::CreateFramebuffers() {
framebuffer.Create();
// Current frame texture (RGBA16F for HDR support)
current_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(current_texture.handle, 1, GL_RGBA16F, width, height);
glNamedFramebufferTexture(framebuffer.handle, GL_COLOR_ATTACHMENT0, current_texture.handle, 0);
// Previous frame texture
previous_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(previous_texture.handle, 1, GL_RGBA16F, width, height);
// Motion vector texture (RG16F for 2D motion vectors) - initialize with zeros
motion_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(motion_texture.handle, 1, GL_RG16F, width, height);
// Clear motion texture to zero motion vectors
glClearTexImage(motion_texture.handle, 0, GL_RG, GL_FLOAT, nullptr);
// Depth texture (R32F for depth buffer) - initialize with far depth
depth_texture.Create(GL_TEXTURE_2D);
glTextureStorage2D(depth_texture.handle, 1, GL_R32F, width, height);
// Clear depth texture to far depth (1.0)
const float far_depth = 1.0f;
glClearTexImage(depth_texture.handle, 0, GL_RED, GL_FLOAT, &far_depth);
// Check framebuffer completeness
GLenum status = glCheckNamedFramebufferStatus(framebuffer.handle, GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR(Render_OpenGL, "TAA framebuffer incomplete: 0x{:04X}", status);
}
}
void TAA::UpdateJitter(u32 frame_count) {
// Halton sequence (2,3) for low-discrepancy sampling
constexpr float halton_2[8] = {0.0f, 0.5f, 0.25f, 0.75f, 0.125f, 0.625f, 0.375f, 0.875f};
constexpr float halton_3[8] = {0.0f, 0.333333f, 0.666667f, 0.111111f, 0.444444f, 0.777778f, 0.222222f, 0.555556f};
// Ensure safe array access
const size_t index = static_cast<size_t>(frame_count) % 8;
// Reduce jitter intensity to minimize visible jittering
const float jitter_scale = 0.5f; // Reduce jitter by 50%
params.jitter_offset[0] = (halton_2[index] - 0.5f) * jitter_scale * params.inv_resolution[0];
params.jitter_offset[1] = (halton_3[index] - 0.5f) * jitter_scale * params.inv_resolution[1];
}
GLuint TAA::Draw(ProgramManager& program_manager, GLuint input_texture, GLuint prev_texture,
GLuint motion_text, GLuint depth_text, u32 frame_count) {
// Validate input texture
if (input_texture == 0) {
LOG_ERROR(Render_OpenGL, "TAA: Invalid input texture");
return input_texture;
}
// Update parameters
params.frame_count = static_cast<float>(frame_count);
UpdateJitter(frame_count);
// Update uniform buffer
void* buffer_data = glMapNamedBuffer(uniform_buffer.handle, GL_WRITE_ONLY);
if (buffer_data) {
memcpy(buffer_data, &params, sizeof(TaaParams));
glUnmapNamedBuffer(uniform_buffer.handle);
}
// Bind TAA program
program_manager.BindPresentPrograms(vert_shader.handle, frag_shader.handle);
// Bind framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer.handle);
// Bind textures - use fallback textures if motion/depth are not available
glBindTextureUnit(0, input_texture); // Current frame
glBindTextureUnit(1, previous_texture.handle); // Previous frame (from TAA)
// Use motion texture if provided, otherwise use a dummy texture
if (motion_text != 0 && motion_text != GL_NONE) {
glBindTextureUnit(2, motion_text);
} else {
glBindTextureUnit(2, motion_texture.handle); // Use our dummy motion texture
}
// Use depth texture if provided, otherwise use a dummy texture
if (depth_text != 0 && depth_text != GL_NONE) {
glBindTextureUnit(3, depth_text);
} else {
glBindTextureUnit(3, depth_texture.handle); // Use our dummy depth texture
}
// Bind samplers
glBindSampler(0, sampler.handle);
glBindSampler(1, sampler.handle);
glBindSampler(2, sampler.handle);
glBindSampler(3, sampler.handle);
// Bind uniform buffer
glBindBufferBase(GL_UNIFORM_BUFFER, 5, uniform_buffer.handle);
// Draw full-screen triangle
glFrontFace(GL_CCW);
glDrawArrays(GL_TRIANGLES, 0, 3);
glFrontFace(GL_CW);
// Copy current frame to previous frame for next iteration
glCopyImageSubData(current_texture.handle, GL_TEXTURE_2D, 0, 0, 0, 0,
previous_texture.handle, GL_TEXTURE_2D, 0, 0, 0, 0,
width, height, 1);
return current_texture.handle;
}
void TAA::SwapBuffers() {
// Swap current and previous textures
std::swap(current_texture, previous_texture);
current_frame++;
}
} // namespace OpenGL

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@@ -0,0 +1,61 @@
// SPDX-FileCopyrightText: Copyright 2025 Citron Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "video_core/renderer_opengl/gl_resource_manager.h"
namespace OpenGL {
class ProgramManager;
class TAA {
public:
explicit TAA(u32 render_width, u32 render_height);
~TAA();
GLuint Draw(ProgramManager& program_manager, GLuint input_texture, GLuint previous_texture,
GLuint motion_texture, GLuint depth_texture, u32 frame_count);
void SwapBuffers();
bool NeedsRecreation(u32 render_width, u32 render_height) const {
return this->width != render_width || this->height != render_height;
}
private:
void CreateFramebuffers();
void UpdateJitter(u32 frame_count);
OGLProgram vert_shader;
OGLProgram frag_shader;
OGLSampler sampler;
// Current and previous frame buffers
OGLFramebuffer framebuffer;
OGLTexture current_texture;
OGLTexture previous_texture;
OGLTexture motion_texture;
OGLTexture depth_texture;
// Uniform buffer for TAA parameters
OGLBuffer uniform_buffer;
u32 width;
u32 height;
u32 current_frame;
// TAA parameters
struct TaaParams {
alignas(8) float jitter_offset[2];
alignas(4) float frame_count;
alignas(4) float blend_factor;
alignas(8) float inv_resolution[2];
alignas(4) float motion_scale;
alignas(4) float padding[3]; // Padding to 32-byte alignment
};
TaaParams params;
};
} // namespace OpenGL