80b4972139
* Add Post Processing Effects * fix events and shader issues * fix gtk upscale slider value * fix bgra games * don't swap swizzle if already swapped * restore opengl texture state after effects run * addressed review * use single pipeline for smaa and fsr * call finish on all pipelines * addressed review * attempt fix file case * attempt fixing file case * fix filter level tick frequency * adjust filter slider margins * replace fxaa shaders with original shader * addressed review
177 lines
7.6 KiB
C#
177 lines
7.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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using static Ryujinx.Graphics.OpenGL.Effects.ShaderHelper;
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namespace Ryujinx.Graphics.OpenGL.Effects
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{
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internal class FsrScalingFilter : IScalingFilter
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{
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private readonly OpenGLRenderer _renderer;
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private int _inputUniform;
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private int _outputUniform;
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private int _sharpeningUniform;
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private int _srcX0Uniform;
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private int _srcX1Uniform;
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private int _srcY0Uniform;
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private int _scalingShaderProgram;
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private int _sharpeningShaderProgram;
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private float _scale = 1;
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private int _srcY1Uniform;
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private int _dstX0Uniform;
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private int _dstX1Uniform;
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private int _dstY0Uniform;
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private int _dstY1Uniform;
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private int _scaleXUniform;
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private int _scaleYUniform;
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private TextureStorage _intermediaryTexture;
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public float Level
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{
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get => _scale;
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set
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{
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_scale = MathF.Max(0.01f, value);
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}
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}
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public FsrScalingFilter(OpenGLRenderer renderer, IPostProcessingEffect filter)
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{
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Initialize();
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_renderer = renderer;
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}
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public void Dispose()
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{
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if (_scalingShaderProgram != 0)
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{
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GL.DeleteProgram(_scalingShaderProgram);
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GL.DeleteProgram(_sharpeningShaderProgram);
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}
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_intermediaryTexture?.Dispose();
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}
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private void Initialize()
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{
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var scalingShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl");
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var sharpeningShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl");
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var fsrA = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h");
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var fsr1 = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h");
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scalingShader = scalingShader.Replace("#include \"ffx_a.h\"", fsrA);
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scalingShader = scalingShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
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sharpeningShader = sharpeningShader.Replace("#include \"ffx_a.h\"", fsrA);
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sharpeningShader = sharpeningShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
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_scalingShaderProgram = CompileProgram(scalingShader, ShaderType.ComputeShader);
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_sharpeningShaderProgram = CompileProgram(sharpeningShader, ShaderType.ComputeShader);
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_inputUniform = GL.GetUniformLocation(_scalingShaderProgram, "Source");
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_outputUniform = GL.GetUniformLocation(_scalingShaderProgram, "imgOutput");
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_sharpeningUniform = GL.GetUniformLocation(_sharpeningShaderProgram, "sharpening");
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_srcX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX0");
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_srcX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX1");
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_srcY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY0");
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_srcY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY1");
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_dstX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX0");
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_dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
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_dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
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_dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
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_scaleXUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleX");
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_scaleYUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleY");
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}
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public void Run(
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TextureView view,
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TextureView destinationTexture,
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int width,
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int height,
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Extents2D source,
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Extents2D destination)
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{
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if (_intermediaryTexture == null || _intermediaryTexture.Info.Width != width || _intermediaryTexture.Info.Height != height)
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{
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_intermediaryTexture?.Dispose();
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var originalInfo = view.Info;
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var info = new TextureCreateInfo(width,
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height,
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originalInfo.Depth,
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originalInfo.Levels,
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originalInfo.Samples,
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originalInfo.BlockWidth,
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originalInfo.BlockHeight,
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originalInfo.BytesPerPixel,
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originalInfo.Format,
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originalInfo.DepthStencilMode,
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originalInfo.Target,
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originalInfo.SwizzleR,
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originalInfo.SwizzleG,
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originalInfo.SwizzleB,
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originalInfo.SwizzleA);
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_intermediaryTexture = new TextureStorage(_renderer, info, view.ScaleFactor);
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_intermediaryTexture.CreateDefaultView();
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}
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var textureView = _intermediaryTexture.CreateView(_intermediaryTexture.Info, 0, 0) as TextureView;
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int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
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int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
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GL.ActiveTexture(TextureUnit.Texture0);
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int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
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GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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int threadGroupWorkRegionDim = 16;
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int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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// Scaling pass
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float srcWidth = Math.Abs(source.X2 - source.X1);
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float srcHeight = Math.Abs(source.Y2 - source.Y1);
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float scaleX = srcWidth / view.Width;
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float scaleY = srcHeight / view.Height;
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GL.UseProgram(_scalingShaderProgram);
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view.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_srcX0Uniform, (float)source.X1);
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GL.Uniform1(_srcX1Uniform, (float)source.X2);
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GL.Uniform1(_srcY0Uniform, (float)source.Y1);
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GL.Uniform1(_srcY1Uniform, (float)source.Y2);
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GL.Uniform1(_dstX0Uniform, (float)destination.X1);
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GL.Uniform1(_dstX1Uniform, (float)destination.X2);
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GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
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GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
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GL.Uniform1(_scaleXUniform, scaleX);
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GL.Uniform1(_scaleYUniform, scaleY);
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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// Sharpening Pass
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GL.UseProgram(_sharpeningShaderProgram);
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GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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textureView.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_sharpeningUniform, 1.5f - (Level * 0.01f * 1.5f));
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.UseProgram(previousProgram);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
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GL.ActiveTexture((TextureUnit)previousUnit);
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}
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}
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} |