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