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Ryujinx/src/Ryujinx.Graphics.OpenGL/Effects/FxaaPostProcessingEffect.cs

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using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Graphics.OpenGL.Image;
namespace Ryujinx.Graphics.OpenGL.Effects
{
internal class FxaaPostProcessingEffect : IPostProcessingEffect
{
private readonly OpenGLRenderer _renderer;
private int _resolutionUniform;
private int _inputUniform;
private int _outputUniform;
private int _shaderProgram;
private TextureStorage _textureStorage;
public FxaaPostProcessingEffect(OpenGLRenderer renderer)
{
Initialize();
_renderer = renderer;
}
public void Dispose()
{
if (_shaderProgram != 0)
{
GL.DeleteProgram(_shaderProgram);
_textureStorage?.Dispose();
}
}
private void Initialize()
{
_shaderProgram = ShaderHelper.CompileProgram(EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl"), ShaderType.ComputeShader);
_resolutionUniform = GL.GetUniformLocation(_shaderProgram, "invResolution");
_inputUniform = GL.GetUniformLocation(_shaderProgram, "inputTexture");
_outputUniform = GL.GetUniformLocation(_shaderProgram, "imgOutput");
}
public TextureView Run(TextureView view, int width, int height)
{
if (_textureStorage == null || _textureStorage.Info.Width != view.Width || _textureStorage.Info.Height != view.Height)
{
_textureStorage?.Dispose();
_textureStorage = new TextureStorage(_renderer, view.Info);
_textureStorage.CreateDefaultView();
}
var textureView = _textureStorage.CreateView(view.Info, 0, 0) as TextureView;
int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
GL.ActiveTexture(TextureUnit.Texture0);
int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
GL.UseProgram(_shaderProgram);
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
view.Bind(0);
GL.Uniform1(_inputUniform, 0);
GL.Uniform1(_outputUniform, 0);
GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
GL.DispatchCompute(dispatchX, dispatchY, 1);
GL.UseProgram(previousProgram);
GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
(_renderer.Pipeline as Pipeline).RestoreImages1And2();
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
GL.ActiveTexture((TextureUnit)previousUnit);
return textureView;
}
}
}