using OpenTK.Graphics.OpenGL; using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.OpenGL.Image; using System; namespace Ryujinx.Graphics.OpenGL.Effects.Smaa { internal partial class SmaaPostProcessingEffect : IPostProcessingEffect { public const int AreaWidth = 160; public const int AreaHeight = 560; public const int SearchWidth = 64; public const int SearchHeight = 16; private readonly OpenGLRenderer _renderer; private TextureStorage _outputTexture; private TextureStorage _searchTexture; private TextureStorage _areaTexture; private int[] _edgeShaderPrograms; private int[] _blendShaderPrograms; private int[] _neighbourShaderPrograms; private TextureStorage _edgeOutputTexture; private TextureStorage _blendOutputTexture; private string[] _qualities; private int _inputUniform; private int _outputUniform; private int _samplerAreaUniform; private int _samplerSearchUniform; private int _samplerBlendUniform; private int _resolutionUniform; private int _quality = 1; public int Quality { get => _quality; set { _quality = Math.Clamp(value, 0, _qualities.Length - 1); } } public SmaaPostProcessingEffect(OpenGLRenderer renderer, int quality) { _renderer = renderer; _edgeShaderPrograms = Array.Empty(); _blendShaderPrograms = Array.Empty(); _neighbourShaderPrograms = Array.Empty(); _qualities = new string[] { "SMAA_PRESET_LOW", "SMAA_PRESET_MEDIUM", "SMAA_PRESET_HIGH", "SMAA_PRESET_ULTRA" }; Quality = quality; Initialize(); } public void Dispose() { _searchTexture?.Dispose(); _areaTexture?.Dispose(); _outputTexture?.Dispose(); _edgeOutputTexture?.Dispose(); _blendOutputTexture?.Dispose(); DeleteShaders(); } private void DeleteShaders() { for (int i = 0; i < _edgeShaderPrograms.Length; i++) { GL.DeleteProgram(_edgeShaderPrograms[i]); GL.DeleteProgram(_blendShaderPrograms[i]); GL.DeleteProgram(_neighbourShaderPrograms[i]); } } private unsafe void RecreateShaders(int width, int height) { string baseShader = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa.hlsl"); var pixelSizeDefine = $"#define SMAA_RT_METRICS float4(1.0 / {width}.0, 1.0 / {height}.0, {width}, {height}) \n"; _edgeShaderPrograms = new int[_qualities.Length]; _blendShaderPrograms = new int[_qualities.Length]; _neighbourShaderPrograms = new int[_qualities.Length]; for (int i = 0; i < +_edgeShaderPrograms.Length; i++) { 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}"; var edgeShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_edge.glsl"); var blendShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_blend.glsl"); var neighbourShaderData = EmbeddedResources.ReadAllText("Ryujinx.Graphics.OpenGL/Effects/Shaders/smaa_neighbour.glsl"); var shaders = new string[] { presets, edgeShaderData }; var edgeProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader); shaders[1] = blendShaderData; var blendProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader); shaders[1] = neighbourShaderData; var neighbourProgram = ShaderHelper.CompileProgram(shaders, ShaderType.ComputeShader); _edgeShaderPrograms[i] = edgeProgram; _blendShaderPrograms[i] = blendProgram; _neighbourShaderPrograms[i] = neighbourProgram; } _inputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "inputTexture"); _outputUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "imgOutput"); _samplerAreaUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerArea"); _samplerSearchUniform = GL.GetUniformLocation(_blendShaderPrograms[0], "samplerSearch"); _samplerBlendUniform = GL.GetUniformLocation(_neighbourShaderPrograms[0], "samplerBlend"); _resolutionUniform = GL.GetUniformLocation(_edgeShaderPrograms[0], "invResolution"); } private void Initialize() { var areaInfo = new TextureCreateInfo(AreaWidth, AreaHeight, 1, 1, 1, 1, 1, 1, Format.R8G8Unorm, DepthStencilMode.Depth, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha); var searchInfo = new TextureCreateInfo(SearchWidth, SearchHeight, 1, 1, 1, 1, 1, 1, Format.R8Unorm, DepthStencilMode.Depth, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha); _areaTexture = new TextureStorage(_renderer, areaInfo, 1); _searchTexture = new TextureStorage(_renderer, searchInfo, 1); var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaAreaTexture.bin"); var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.OpenGL/Effects/Textures/SmaaSearchTexture.bin"); var areaView = _areaTexture.CreateDefaultView(); var searchView = _searchTexture.CreateDefaultView(); areaView.SetData(areaTexture); searchView.SetData(searchTexture); } public TextureView Run(TextureView view, int width, int height) { if (_outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height) { _outputTexture?.Dispose(); _outputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor); _outputTexture.CreateDefaultView(); _edgeOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor); _edgeOutputTexture.CreateDefaultView(); _blendOutputTexture = new TextureStorage(_renderer, view.Info, view.ScaleFactor); _blendOutputTexture.CreateDefaultView(); DeleteShaders(); RecreateShaders(view.Width, view.Height); } var textureView = _outputTexture.CreateView(view.Info, 0, 0) as TextureView; var edgeOutput = _edgeOutputTexture.DefaultView as TextureView; var blendOutput = _blendOutputTexture.DefaultView as TextureView; var areaTexture = _areaTexture.DefaultView as TextureView; var searchTexture = _searchTexture.DefaultView as TextureView; var previousFramebuffer = GL.GetInteger(GetPName.FramebufferBinding); int previousUnit = GL.GetInteger(GetPName.ActiveTexture); GL.ActiveTexture(TextureUnit.Texture0); int previousTextureBinding0 = GL.GetInteger(GetPName.TextureBinding2D); GL.ActiveTexture(TextureUnit.Texture1); int previousTextureBinding1 = GL.GetInteger(GetPName.TextureBinding2D); GL.ActiveTexture(TextureUnit.Texture2); int previousTextureBinding2 = GL.GetInteger(GetPName.TextureBinding2D); var framebuffer = new Framebuffer(); framebuffer.Bind(); framebuffer.AttachColor(0, edgeOutput); GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(0, 0, 0, 0); framebuffer.AttachColor(0, blendOutput); GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(0, 0, 0, 0); GL.BindFramebuffer(FramebufferTarget.Framebuffer, previousFramebuffer); framebuffer.Dispose(); var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize); var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize); int previousProgram = GL.GetInteger(GetPName.CurrentProgram); GL.BindImageTexture(0, edgeOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8); GL.UseProgram(_edgeShaderPrograms[Quality]); 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.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); GL.BindImageTexture(0, blendOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8); GL.UseProgram(_blendShaderPrograms[Quality]); edgeOutput.Bind(0); areaTexture.Bind(1); searchTexture.Bind(2); GL.Uniform1(_inputUniform, 0); GL.Uniform1(_outputUniform, 0); GL.Uniform1(_samplerAreaUniform, 1); GL.Uniform1(_samplerSearchUniform, 2); GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height); GL.DispatchCompute(dispatchX, dispatchY, 1); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8); GL.UseProgram(_neighbourShaderPrograms[Quality]); view.Bind(0); blendOutput.Bind(1); GL.Uniform1(_inputUniform, 0); GL.Uniform1(_outputUniform, 0); GL.Uniform1(_samplerBlendUniform, 1); GL.Uniform2(_resolutionUniform, (float)view.Width, (float)view.Height); GL.DispatchCompute(dispatchX, dispatchY, 1); GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit); (_renderer.Pipeline as Pipeline).RestoreImages1And2(); GL.UseProgram(previousProgram); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding0); GL.ActiveTexture(TextureUnit.Texture1); GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding1); GL.ActiveTexture(TextureUnit.Texture2); GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding2); GL.ActiveTexture((TextureUnit)previousUnit); return textureView; } } }