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
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60 changed files with 21954 additions and 26 deletions
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Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl
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Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl
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#version 430 core
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precision mediump float;
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layout (local_size_x = 64) in;
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layout(rgba8, binding = 0, location=0) uniform image2D imgOutput;
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layout( location=1 ) uniform sampler2D source;
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layout( location=2 ) uniform float sharpening;
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#define A_GPU 1
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#define A_GLSL 1
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#include "ffx_a.h"
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#define FSR_RCAS_F 1
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AU4 con0;
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AF4 FsrRcasLoadF(ASU2 p) { return AF4(texelFetch(source, p, 0)); }
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void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
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#include "ffx_fsr1.h"
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void CurrFilter(AU2 pos)
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{
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AF3 c;
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FsrRcasF(c.r, c.g, c.b, pos, con0);
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imageStore(imgOutput, ASU2(pos), AF4(c, 1));
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}
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void main() {
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FsrRcasCon(con0, sharpening);
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AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
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CurrFilter(gxy);
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gxy.x += 8u;
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CurrFilter(gxy);
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gxy.y += 8u;
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CurrFilter(gxy);
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gxy.x -= 8u;
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CurrFilter(gxy);
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}
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