mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-19 11:42:02 +00:00
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
81 lines
No EOL
3.1 KiB
C#
81 lines
No EOL
3.1 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Graphics.OpenGL.Image;
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namespace Ryujinx.Graphics.OpenGL.Effects
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{
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internal class FxaaPostProcessingEffect : IPostProcessingEffect
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{
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private readonly OpenGLRenderer _renderer;
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private int _resolutionUniform;
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private int _inputUniform;
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private int _outputUniform;
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private int _shaderProgram;
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private TextureStorage _textureStorage;
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public FxaaPostProcessingEffect(OpenGLRenderer renderer)
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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 (_shaderProgram != 0)
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{
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GL.DeleteProgram(_shaderProgram);
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_textureStorage?.Dispose();
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}
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}
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private void Initialize()
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{
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_shaderProgram = ShaderHelper.CompileProgram(EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fxaa.glsl"), ShaderType.ComputeShader);
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_resolutionUniform = GL.GetUniformLocation(_shaderProgram, "invResolution");
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_inputUniform = GL.GetUniformLocation(_shaderProgram, "inputTexture");
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_outputUniform = GL.GetUniformLocation(_shaderProgram, "imgOutput");
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}
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public TextureView Run(TextureView view, int width, int height)
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{
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if (_textureStorage == null || _textureStorage.Info.Width != view.Width || _textureStorage.Info.Height != view.Height)
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{
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_textureStorage?.Dispose();
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_textureStorage = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
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_textureStorage.CreateDefaultView();
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}
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var textureView = _textureStorage.CreateView(view.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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GL.UseProgram(_shaderProgram);
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var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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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.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height);
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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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return textureView;
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}
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}
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} |