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
261
Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs
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261
Ryujinx.Graphics.OpenGL/Effects/SmaaPostProcessingEffect.cs
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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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namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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{
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internal partial class SmaaPostProcessingEffect : IPostProcessingEffect
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{
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public const int AreaWidth = 160;
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public const int AreaHeight = 560;
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public const int SearchWidth = 64;
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public const int SearchHeight = 16;
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private readonly OpenGLRenderer _renderer;
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private TextureStorage _outputTexture;
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private TextureStorage _searchTexture;
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private TextureStorage _areaTexture;
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private int[] _edgeShaderPrograms;
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private int[] _blendShaderPrograms;
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private int[] _neighbourShaderPrograms;
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private TextureStorage _edgeOutputTexture;
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private TextureStorage _blendOutputTexture;
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private string[] _qualities;
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private int _inputUniform;
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private int _outputUniform;
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private int _samplerAreaUniform;
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private int _samplerSearchUniform;
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private int _samplerBlendUniform;
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private int _resolutionUniform;
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private int _quality = 1;
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public int Quality
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{
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get => _quality; set
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{
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_quality = Math.Clamp(value, 0, _qualities.Length - 1);
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}
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}
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public SmaaPostProcessingEffect(OpenGLRenderer renderer, int quality)
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{
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_renderer = renderer;
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_edgeShaderPrograms = Array.Empty<int>();
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_blendShaderPrograms = Array.Empty<int>();
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_neighbourShaderPrograms = Array.Empty<int>();
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_qualities = new string[] { "SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA" };
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Quality = quality;
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Initialize();
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}
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public void Dispose()
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{
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_searchTexture?.Dispose();
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_areaTexture?.Dispose();
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_outputTexture?.Dispose();
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_edgeOutputTexture?.Dispose();
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_blendOutputTexture?.Dispose();
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DeleteShaders();
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}
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private void DeleteShaders()
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{
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for (int i = 0; i < _edgeShaderPrograms.Length; i++)
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{
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GL.DeleteProgram(_edgeShaderPrograms[i]);
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GL.DeleteProgram(_blendShaderPrograms[i]);
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GL.DeleteProgram(_neighbourShaderPrograms[i]);
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}
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}
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private unsafe void RecreateShaders(int width, int height)
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{
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string baseShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl");
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var pixelSizeDefine = $"#define SMAA_RT_METRICS float4(1.0 / {width}.0, 1.0 / {height}.0, {width}, {height}) \n";
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_edgeShaderPrograms = new int[_qualities.Length];
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_blendShaderPrograms = new int[_qualities.Length];
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_neighbourShaderPrograms = new int[_qualities.Length];
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for (int i = 0; i < +_edgeShaderPrograms.Length; i++)
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{
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var presets = $"#version 430 core \n#define {_qualities[i]} 1 \n{pixelSizeDefine}#define SMAA_GLSL_4 1 \nlayout (local_size_x = 16, local_size_y = 16) in;\n{baseShader}";
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var edgeShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl");
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var blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl");
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var neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl");
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var shaders = new string[] { presets, edgeShaderData };
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var edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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shaders[1] = blendShaderData;
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var blendProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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shaders[1] = neighbourShaderData;
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var neighbourProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader);
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_edgeShaderPrograms[i] = edgeProgram;
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_blendShaderPrograms[i] = blendProgram;
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_neighbourShaderPrograms[i] = neighbourProgram;
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}
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_inputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "inputTexture");
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_outputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "imgOutput");
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_samplerAreaUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerArea");
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_samplerSearchUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerSearch");
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_samplerBlendUniform = GL.GetUniformLocation(_neighbourShaderPrograms[0], "samplerBlend");
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_resolutionUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "invResolution");
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}
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private void Initialize()
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{
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var areaInfo = new TextureCreateInfo(AreaWidth,
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AreaHeight,
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1,
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1,
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1,
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1,
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1,
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1,
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Format.R8G8Unorm,
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DepthStencilMode.Depth,
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Target.Texture2D,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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var searchInfo = new TextureCreateInfo(SearchWidth,
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SearchHeight,
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1,
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1,
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1,
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1,
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1,
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1,
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Format.R8Unorm,
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DepthStencilMode.Depth,
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Target.Texture2D,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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_areaTexture = new TextureStorage(_renderer, areaInfo, 1);
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_searchTexture = new TextureStorage(_renderer, searchInfo, 1);
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var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin");
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var areaView = _areaTexture.CreateDefaultView();
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var searchView = _searchTexture.CreateDefaultView();
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areaView.SetData(areaTexture);
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searchView.SetData(searchTexture);
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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 (_outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height)
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{
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_outputTexture?.Dispose();
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_outputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
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_outputTexture.CreateDefaultView();
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_edgeOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
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_edgeOutputTexture.CreateDefaultView();
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_blendOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor);
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_blendOutputTexture.CreateDefaultView();
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DeleteShaders();
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RecreateShaders(view.Width, view.Height);
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}
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var textureView = _outputTexture.CreateView(view.Info, 0, 0) as TextureView;
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var edgeOutput = _edgeOutputTexture.DefaultView as TextureView;
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var blendOutput = _blendOutputTexture.DefaultView as TextureView;
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var areaTexture = _areaTexture.DefaultView as TextureView;
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var searchTexture = _searchTexture.DefaultView as TextureView;
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var previousFramebuffer = GL.GetInteger(GetPName.FramebufferBinding);
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int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
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GL.ActiveTexture(TextureUnit.Texture0);
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int previousTextureBinding0 = GL.GetInteger(GetPName.TextureBinding2D);
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GL.ActiveTexture(TextureUnit.Texture1);
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int previousTextureBinding1 = GL.GetInteger(GetPName.TextureBinding2D);
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GL.ActiveTexture(TextureUnit.Texture2);
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int previousTextureBinding2 = GL.GetInteger(GetPName.TextureBinding2D);
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var framebuffer = new Framebuffer();
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framebuffer.Bind();
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framebuffer.AttachColor(0, edgeOutput);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.ClearColor(0, 0, 0, 0);
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framebuffer.AttachColor(0, blendOutput);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.ClearColor(0, 0, 0, 0);
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GL.BindFramebuffer(FramebufferTarget.Framebuffer, previousFramebuffer);
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framebuffer.Dispose();
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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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int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
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GL.BindImageTexture(0, edgeOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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GL.UseProgram(_edgeShaderPrograms[Quality]);
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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.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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GL.BindImageTexture(0, blendOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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GL.UseProgram(_blendShaderPrograms[Quality]);
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edgeOutput.Bind(0);
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areaTexture.Bind(1);
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searchTexture.Bind(2);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_samplerAreaUniform, 1);
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GL.Uniform1(_samplerSearchUniform, 2);
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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.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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GL.UseProgram(_neighbourShaderPrograms[Quality]);
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view.Bind(0);
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blendOutput.Bind(1);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_samplerBlendUniform, 1);
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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.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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GL.UseProgram(previousProgram);
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding0);
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GL.ActiveTexture(TextureUnit.Texture1);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding1);
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GL.ActiveTexture(TextureUnit.Texture2);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding2);
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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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}
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