mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 12:49:15 +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
419 lines
14 KiB
C#
419 lines
14 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.OpenGL.Effects;
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using Ryujinx.Graphics.OpenGL.Effects.Smaa;
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using Ryujinx.Graphics.OpenGL.Image;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Window : IWindow, IDisposable
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{
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private readonly OpenGLRenderer _renderer;
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private bool _initialized;
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private int _width;
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private int _height;
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private bool _updateSize;
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private int _copyFramebufferHandle;
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private IPostProcessingEffect _antiAliasing;
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private IScalingFilter _scalingFilter;
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private bool _isLinear;
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private AntiAliasing _currentAntiAliasing;
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private bool _updateEffect;
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private ScalingFilter _currentScalingFilter;
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private float _scalingFilterLevel;
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private bool _updateScalingFilter;
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private bool _isBgra;
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private TextureView _upscaledTexture;
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internal BackgroundContextWorker BackgroundContext { get; private set; }
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internal bool ScreenCaptureRequested { get; set; }
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public Window(OpenGLRenderer renderer)
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{
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_renderer = renderer;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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GL.Disable(EnableCap.FramebufferSrgb);
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(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
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CopyTextureToFrameBufferRGB(0, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop, swapBuffersCallback);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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GL.Enable(EnableCap.FramebufferSrgb);
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// Restore unpack alignment to 4, as performance overlays such as RTSS may change this to load their resources.
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GL.PixelStore(PixelStoreParameter.UnpackAlignment, 4);
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}
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public void ChangeVSyncMode(bool vsyncEnabled) { }
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public void SetSize(int width, int height)
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{
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_width = width;
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_height = height;
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_updateSize = true;
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}
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private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop, Action swapBuffersCallback)
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{
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
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TextureView viewConverted = view.Format.IsBgr() ? _renderer.TextureCopy.BgraSwap(view) : view;
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UpdateEffect();
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if (_antiAliasing != null)
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{
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var oldView = viewConverted;
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viewConverted = _antiAliasing.Run(viewConverted, _width, _height);
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if (viewConverted.Format.IsBgr())
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{
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var swappedView = _renderer.TextureCopy.BgraSwap(viewConverted);
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viewConverted?.Dispose();
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viewConverted = swappedView;
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}
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if (viewConverted != oldView && oldView != view)
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{
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oldView.Dispose();
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}
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}
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
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GL.FramebufferTexture(
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FramebufferTarget.ReadFramebuffer,
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FramebufferAttachment.ColorAttachment0,
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viewConverted.Handle,
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0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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int srcX0, srcX1, srcY0, srcY1;
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float scale = viewConverted.ScaleFactor;
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if (crop.Left == 0 && crop.Right == 0)
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{
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srcX0 = 0;
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srcX1 = (int)(viewConverted.Width / scale);
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}
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else
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{
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srcX0 = crop.Left;
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srcX1 = crop.Right;
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}
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if (crop.Top == 0 && crop.Bottom == 0)
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{
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srcY0 = 0;
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srcY1 = (int)(viewConverted.Height / scale);
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}
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else
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{
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srcY0 = crop.Top;
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srcY1 = crop.Bottom;
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}
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if (scale != 1f)
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{
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srcX0 = (int)(srcX0 * scale);
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srcY0 = (int)(srcY0 * scale);
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srcX1 = (int)Math.Ceiling(srcX1 * scale);
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srcY1 = (int)Math.Ceiling(srcY1 * scale);
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}
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float ratioX = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _height * crop.AspectRatioX / (_width * crop.AspectRatioY));
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float ratioY = crop.IsStretched ? 1.0f : MathF.Min(1.0f, _width * crop.AspectRatioY / (_height * crop.AspectRatioX));
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int dstWidth = (int)(_width * ratioX);
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int dstHeight = (int)(_height * ratioY);
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int dstPaddingX = (_width - dstWidth) / 2;
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int dstPaddingY = (_height - dstHeight) / 2;
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int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
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int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
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int dstY0 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
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int dstY1 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
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if (ScreenCaptureRequested)
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{
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CaptureFrame(srcX0, srcY0, srcX1, srcY1, view.Format.IsBgr(), crop.FlipX, crop.FlipY);
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ScreenCaptureRequested = false;
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}
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if (_scalingFilter != null)
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{
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if (viewConverted.Format.IsBgr() && !_isBgra)
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{
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RecreateUpscalingTexture(true);
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}
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_scalingFilter.Run(
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viewConverted,
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_upscaledTexture,
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_width,
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_height,
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new Extents2D(
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srcX0,
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srcY0,
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srcX1,
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srcY1),
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new Extents2D(
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dstX0,
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dstY0,
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dstX1,
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dstY1)
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);
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srcX0 = dstX0;
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srcY0 = dstY0;
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srcX1 = dstX1;
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srcY1 = dstY1;
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GL.FramebufferTexture(
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FramebufferTarget.ReadFramebuffer,
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FramebufferAttachment.ColorAttachment0,
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_upscaledTexture.Handle,
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0);
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}
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GL.BlitFramebuffer(
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srcX0,
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srcY0,
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srcX1,
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srcY1,
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dstX0,
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dstY0,
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dstX1,
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dstY1,
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ClearBufferMask.ColorBufferBit,
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_isLinear ? BlitFramebufferFilter.Linear : BlitFramebufferFilter.Nearest);
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// Remove Alpha channel
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GL.ColorMask(false, false, false, true);
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GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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for (int i = 0; i < Constants.MaxRenderTargets; i++)
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{
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((Pipeline)_renderer.Pipeline).RestoreComponentMask(i);
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}
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// Set clip control, viewport and the framebuffer to the output to placate overlays and OBS capture.
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GL.ClipControl(ClipOrigin.LowerLeft, ClipDepthMode.NegativeOneToOne);
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GL.Viewport(0, 0, _width, _height);
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swapBuffersCallback();
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((Pipeline)_renderer.Pipeline).RestoreClipControl();
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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((Pipeline)_renderer.Pipeline).RestoreViewport0();
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if (viewConverted != view)
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{
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viewConverted.Dispose();
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}
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}
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private int GetCopyFramebufferHandleLazy()
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{
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int handle = _copyFramebufferHandle;
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if (handle == 0)
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{
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handle = GL.GenFramebuffer();
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_copyFramebufferHandle = handle;
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}
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return handle;
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}
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public void InitializeBackgroundContext(IOpenGLContext baseContext)
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{
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BackgroundContext = new BackgroundContextWorker(baseContext);
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_initialized = true;
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}
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public void CaptureFrame(int x, int y, int width, int height, bool isBgra, bool flipX, bool flipY)
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{
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long size = Math.Abs(4 * width * height);
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byte[] bitmap = new byte[size];
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GL.ReadPixels(x, y, width, height, isBgra ? PixelFormat.Bgra : PixelFormat.Rgba, PixelType.UnsignedByte, bitmap);
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_renderer.OnScreenCaptured(new ScreenCaptureImageInfo(width, height, isBgra, bitmap, flipX, flipY));
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}
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public void Dispose()
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{
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if (!_initialized)
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{
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return;
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}
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BackgroundContext.Dispose();
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if (_copyFramebufferHandle != 0)
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{
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GL.DeleteFramebuffer(_copyFramebufferHandle);
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_copyFramebufferHandle = 0;
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}
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_antiAliasing?.Dispose();
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_scalingFilter?.Dispose();
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_upscaledTexture?.Dispose();
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}
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public void SetAntiAliasing(AntiAliasing effect)
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{
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if (_currentAntiAliasing == effect && _antiAliasing != null)
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{
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return;
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}
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_currentAntiAliasing = effect;
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_updateEffect = true;
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}
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public void SetScalingFilter(ScalingFilter type)
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{
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if (_currentScalingFilter == type && _antiAliasing != null)
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{
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return;
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}
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_currentScalingFilter = type;
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_updateScalingFilter = true;
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}
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private void UpdateEffect()
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{
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if (_updateEffect)
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{
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_updateEffect = false;
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switch (_currentAntiAliasing)
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{
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case AntiAliasing.Fxaa:
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_antiAliasing?.Dispose();
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_antiAliasing = new FxaaPostProcessingEffect(_renderer);
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break;
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case AntiAliasing.None:
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_antiAliasing?.Dispose();
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_antiAliasing = null;
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break;
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case AntiAliasing.SmaaLow:
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case AntiAliasing.SmaaMedium:
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case AntiAliasing.SmaaHigh:
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case AntiAliasing.SmaaUltra:
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var quality = _currentAntiAliasing - AntiAliasing.SmaaLow;
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if (_antiAliasing is SmaaPostProcessingEffect smaa)
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{
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smaa.Quality = quality;
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}
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else
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{
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_antiAliasing?.Dispose();
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_antiAliasing = new SmaaPostProcessingEffect(_renderer, quality);
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}
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break;
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}
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}
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if (_updateSize && !_updateScalingFilter)
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{
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RecreateUpscalingTexture();
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}
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_updateSize = false;
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if (_updateScalingFilter)
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{
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_updateScalingFilter = false;
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switch (_currentScalingFilter)
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{
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case ScalingFilter.Bilinear:
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case ScalingFilter.Nearest:
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_scalingFilter?.Dispose();
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_scalingFilter = null;
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_isLinear = _currentScalingFilter == ScalingFilter.Bilinear;
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_upscaledTexture?.Dispose();
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_upscaledTexture = null;
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break;
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case ScalingFilter.Fsr:
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if (_scalingFilter is not FsrScalingFilter)
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{
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_scalingFilter?.Dispose();
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_scalingFilter = new FsrScalingFilter(_renderer, _antiAliasing);
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}
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_isLinear = false;
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_scalingFilter.Level = _scalingFilterLevel;
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RecreateUpscalingTexture();
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break;
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}
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}
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}
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private void RecreateUpscalingTexture(bool forceBgra = false)
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{
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_upscaledTexture?.Dispose();
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var info = new TextureCreateInfo(
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_width,
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_height,
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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.R8G8B8A8Unorm,
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DepthStencilMode.Depth,
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Target.Texture2D,
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forceBgra ? SwizzleComponent.Blue : SwizzleComponent.Red,
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SwizzleComponent.Green,
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forceBgra ? SwizzleComponent.Red : SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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_isBgra = forceBgra;
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_upscaledTexture = _renderer.CreateTexture(info, 1) as TextureView;
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}
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public void SetScalingFilterLevel(float level)
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{
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_scalingFilterLevel = level;
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_updateScalingFilter = true;
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}
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}
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} |