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Ryujinx/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
Emmanuel Hansen 80b4972139
Add Support for Post Processing Effects (#3616)
* 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
2023-02-27 18:11:55 -03:00

127 lines
No EOL
4.5 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using Silk.NET.Vulkan;
using System;
namespace Ryujinx.Graphics.Vulkan.Effects
{
internal partial class FxaaPostProcessingEffect : IPostProcessingEffect
{
private readonly VulkanRenderer _renderer;
private ISampler _samplerLinear;
private ShaderCollection _shaderProgram;
private PipelineHelperShader _pipeline;
private TextureView _texture;
public FxaaPostProcessingEffect(VulkanRenderer renderer, Device device)
{
_renderer = renderer;
_pipeline = new PipelineHelperShader(renderer, device);
Initialize();
}
public void Dispose()
{
_shaderProgram.Dispose();
_pipeline.Dispose();
_samplerLinear.Dispose();
_texture?.Dispose();
}
private void Initialize()
{
_pipeline.Initialize();
var shader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv");
var computeBindings = new ShaderBindings(
new[] { 2 },
Array.Empty<int>(),
new[] { 1 },
new[] { 0 });
_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(shader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
});
}
public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
{
if (_texture == null || _texture.Width != view.Width || _texture.Height != view.Height)
{
_texture?.Dispose();
var info = view.Info;
if (view.Info.Format.IsBgr())
{
info = new TextureCreateInfo(info.Width,
info.Height,
info.Depth,
info.Levels,
info.Samples,
info.BlockWidth,
info.BlockHeight,
info.BytesPerPixel,
info.Format,
info.DepthStencilMode,
info.Target,
info.SwizzleB,
info.SwizzleG,
info.SwizzleR,
info.SwizzleA);
}
_texture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
}
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_shaderProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
int rangeSize = resolutionBuffer.Length * sizeof(float);
var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize, false);
_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
viewports[0] = new GAL.Viewport(
new Rectangle<float>(0, 0, view.Width, view.Height),
ViewportSwizzle.PositiveX,
ViewportSwizzle.PositiveY,
ViewportSwizzle.PositiveZ,
ViewportSwizzle.PositiveW,
0f,
1f);
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
_pipeline.SetScissors(stackalloc[] { new Rectangle<int>(0, 0, view.Width, view.Height) });
_pipeline.SetViewports(viewports, false);
_pipeline.SetImage(0, _texture, GAL.Format.R8G8B8A8Unorm);
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_renderer.BufferManager.Delete(bufferHandle);
_pipeline.ComputeBarrier();
_pipeline.Finish();
return _texture;
}
}
}