Ryujinx/src/Ryujinx.Graphics.Vulkan/Effects/FxaaPostProcessingEffect.cs
riperiperi 1a919e99b2
Vulkan: Defer guest barriers, and improve image barrier timings (#7012)
* More guarantees for buffer correct placement, defer guest requested buffers

* Split RP on indirect barrier rn

* Better handling for feedback loops.

* Qualcomm barriers suck too

* Fix condition

* Remove unused field

* Allow render pass barriers on turnip for now
2024-07-17 20:21:32 -03:00

88 lines
3.2 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Shader;
using Ryujinx.Graphics.Shader.Translation;
using Silk.NET.Vulkan;
using System;
using SamplerCreateInfo = Ryujinx.Graphics.GAL.SamplerCreateInfo;
namespace Ryujinx.Graphics.Vulkan.Effects
{
internal class FxaaPostProcessingEffect : IPostProcessingEffect
{
private readonly VulkanRenderer _renderer;
private ISampler _samplerLinear;
private ShaderCollection _shaderProgram;
private readonly PipelineHelperShader _pipeline;
private TextureView _texture;
public FxaaPostProcessingEffect(VulkanRenderer renderer, Device device)
{
_renderer = renderer;
_pipeline = new PipelineHelperShader(renderer, device);
Initialize();
}
public void Dispose()
{
_shaderProgram.Dispose();
_pipeline.Dispose();
_samplerLinear.Dispose();
_texture?.Dispose();
}
private void Initialize()
{
_pipeline.Initialize();
var shader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.spv");
var resourceLayout = new ResourceLayoutBuilder()
.Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2)
.Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1)
.Add(ResourceStages.Compute, ResourceType.Image, 0, true).Build();
_samplerLinear = _renderer.CreateSampler(SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
_shaderProgram = _renderer.CreateProgramWithMinimalLayout(new[]
{
new ShaderSource(shader, ShaderStage.Compute, TargetLanguage.Spirv),
}, resourceLayout);
}
public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
{
if (_texture == null || _texture.Width != view.Width || _texture.Height != view.Height)
{
_texture?.Dispose();
_texture = _renderer.CreateTexture(view.Info) as TextureView;
}
_pipeline.SetCommandBuffer(cbs);
_pipeline.SetProgram(_shaderProgram);
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
int rangeSize = resolutionBuffer.Length * sizeof(float);
using var buffer = _renderer.BufferManager.ReserveOrCreate(_renderer, cbs, rangeSize);
buffer.Holder.SetDataUnchecked(buffer.Offset, resolutionBuffer);
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, buffer.Range) });
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
_pipeline.SetImage(ShaderStage.Compute, 0, _texture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format));
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
_pipeline.ComputeBarrier();
_pipeline.Finish();
return _texture;
}
}
}