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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, view.ScaleFactor);
- _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;
- }
- }
- }
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