FsrScalingFilter.cs 7.6 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common;
  3. using Ryujinx.Graphics.GAL;
  4. using Ryujinx.Graphics.OpenGL.Image;
  5. using System;
  6. using static Ryujinx.Graphics.OpenGL.Effects.ShaderHelper;
  7. namespace Ryujinx.Graphics.OpenGL.Effects
  8. {
  9. internal class FsrScalingFilter : IScalingFilter
  10. {
  11. private readonly OpenGLRenderer _renderer;
  12. private int _inputUniform;
  13. private int _outputUniform;
  14. private int _sharpeningUniform;
  15. private int _srcX0Uniform;
  16. private int _srcX1Uniform;
  17. private int _srcY0Uniform;
  18. private int _scalingShaderProgram;
  19. private int _sharpeningShaderProgram;
  20. private float _scale = 1;
  21. private int _srcY1Uniform;
  22. private int _dstX0Uniform;
  23. private int _dstX1Uniform;
  24. private int _dstY0Uniform;
  25. private int _dstY1Uniform;
  26. private int _scaleXUniform;
  27. private int _scaleYUniform;
  28. private TextureStorage _intermediaryTexture;
  29. public float Level
  30. {
  31. get => _scale;
  32. set
  33. {
  34. _scale = MathF.Max(0.01f, value);
  35. }
  36. }
  37. public FsrScalingFilter(OpenGLRenderer renderer, IPostProcessingEffect filter)
  38. {
  39. Initialize();
  40. _renderer = renderer;
  41. }
  42. public void Dispose()
  43. {
  44. if (_scalingShaderProgram != 0)
  45. {
  46. GL.DeleteProgram(_scalingShaderProgram);
  47. GL.DeleteProgram(_sharpeningShaderProgram);
  48. }
  49. _intermediaryTexture?.Dispose();
  50. }
  51. private void Initialize()
  52. {
  53. var scalingShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_scaling.glsl");
  54. var sharpeningShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/fsr_sharpening.glsl");
  55. var fsrA = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_a.h");
  56. var fsr1 = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/ffx_fsr1.h");
  57. scalingShader = scalingShader.Replace("#include \"ffx_a.h\"", fsrA);
  58. scalingShader = scalingShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
  59. sharpeningShader = sharpeningShader.Replace("#include \"ffx_a.h\"", fsrA);
  60. sharpeningShader = sharpeningShader.Replace("#include \"ffx_fsr1.h\"", fsr1);
  61. _scalingShaderProgram = CompileProgram(scalingShader, ShaderType.ComputeShader);
  62. _sharpeningShaderProgram = CompileProgram(sharpeningShader, ShaderType.ComputeShader);
  63. _inputUniform = GL.GetUniformLocation(_scalingShaderProgram, "Source");
  64. _outputUniform = GL.GetUniformLocation(_scalingShaderProgram, "imgOutput");
  65. _sharpeningUniform = GL.GetUniformLocation(_sharpeningShaderProgram, "sharpening");
  66. _srcX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX0");
  67. _srcX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcX1");
  68. _srcY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY0");
  69. _srcY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "srcY1");
  70. _dstX0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX0");
  71. _dstX1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstX1");
  72. _dstY0Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY0");
  73. _dstY1Uniform = GL.GetUniformLocation(_scalingShaderProgram, "dstY1");
  74. _scaleXUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleX");
  75. _scaleYUniform = GL.GetUniformLocation(_scalingShaderProgram, "scaleY");
  76. }
  77. public void Run(
  78. TextureView view,
  79. TextureView destinationTexture,
  80. int width,
  81. int height,
  82. Extents2D source,
  83. Extents2D destination)
  84. {
  85. if (_intermediaryTexture == null || _intermediaryTexture.Info.Width != width || _intermediaryTexture.Info.Height != height)
  86. {
  87. _intermediaryTexture?.Dispose();
  88. var originalInfo = view.Info;
  89. var info = new TextureCreateInfo(width,
  90. height,
  91. originalInfo.Depth,
  92. originalInfo.Levels,
  93. originalInfo.Samples,
  94. originalInfo.BlockWidth,
  95. originalInfo.BlockHeight,
  96. originalInfo.BytesPerPixel,
  97. originalInfo.Format,
  98. originalInfo.DepthStencilMode,
  99. originalInfo.Target,
  100. originalInfo.SwizzleR,
  101. originalInfo.SwizzleG,
  102. originalInfo.SwizzleB,
  103. originalInfo.SwizzleA);
  104. _intermediaryTexture = new TextureStorage(_renderer, info, view.ScaleFactor);
  105. _intermediaryTexture.CreateDefaultView();
  106. }
  107. var textureView = _intermediaryTexture.CreateView(_intermediaryTexture.Info, 0, 0) as TextureView;
  108. int previousProgram = GL.GetInteger(GetPName.CurrentProgram);
  109. int previousUnit = GL.GetInteger(GetPName.ActiveTexture);
  110. GL.ActiveTexture(TextureUnit.Texture0);
  111. int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
  112. GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  113. int threadGroupWorkRegionDim = 16;
  114. int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
  115. int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
  116. // Scaling pass
  117. float srcWidth = Math.Abs(source.X2 - source.X1);
  118. float srcHeight = Math.Abs(source.Y2 - source.Y1);
  119. float scaleX = srcWidth / view.Width;
  120. float scaleY = srcHeight / view.Height;
  121. GL.UseProgram(_scalingShaderProgram);
  122. view.Bind(0);
  123. GL.Uniform1(_inputUniform, 0);
  124. GL.Uniform1(_outputUniform, 0);
  125. GL.Uniform1(_srcX0Uniform, (float)source.X1);
  126. GL.Uniform1(_srcX1Uniform, (float)source.X2);
  127. GL.Uniform1(_srcY0Uniform, (float)source.Y1);
  128. GL.Uniform1(_srcY1Uniform, (float)source.Y2);
  129. GL.Uniform1(_dstX0Uniform, (float)destination.X1);
  130. GL.Uniform1(_dstX1Uniform, (float)destination.X2);
  131. GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
  132. GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
  133. GL.Uniform1(_scaleXUniform, scaleX);
  134. GL.Uniform1(_scaleYUniform, scaleY);
  135. GL.DispatchCompute(dispatchX, dispatchY, 1);
  136. GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
  137. // Sharpening Pass
  138. GL.UseProgram(_sharpeningShaderProgram);
  139. GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
  140. textureView.Bind(0);
  141. GL.Uniform1(_inputUniform, 0);
  142. GL.Uniform1(_outputUniform, 0);
  143. GL.Uniform1(_sharpeningUniform, 1.5f - (Level * 0.01f * 1.5f));
  144. GL.DispatchCompute(dispatchX, dispatchY, 1);
  145. GL.UseProgram(previousProgram);
  146. GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
  147. (_renderer.Pipeline as Pipeline).RestoreImages1And2();
  148. GL.ActiveTexture(TextureUnit.Texture0);
  149. GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
  150. GL.ActiveTexture((TextureUnit)previousUnit);
  151. }
  152. }
  153. }