mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-01 11:17:18 +01:00
Change SMAA filter texture clear method (#4685)
* Change SMAA filter texture clear method * Alpha should be 1 * Delete more unnecessary code
This commit is contained in:
parent
69b6ef7a4a
commit
3e68a87d63
@ -118,20 +118,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
_intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
|
_intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
|
||||||
}
|
}
|
||||||
|
|
||||||
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
|
|
||||||
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
|
|
||||||
|
|
||||||
viewports[0] = new GAL.Viewport(
|
|
||||||
new Rectangle<float>(0, 0, view.Width, view.Height),
|
|
||||||
ViewportSwizzle.PositiveX,
|
|
||||||
ViewportSwizzle.PositiveY,
|
|
||||||
ViewportSwizzle.PositiveZ,
|
|
||||||
ViewportSwizzle.PositiveW,
|
|
||||||
0f,
|
|
||||||
1f);
|
|
||||||
|
|
||||||
scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
|
|
||||||
|
|
||||||
_pipeline.SetCommandBuffer(cbs);
|
_pipeline.SetCommandBuffer(cbs);
|
||||||
_pipeline.SetProgram(_scalingProgram);
|
_pipeline.SetProgram(_scalingProgram);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
|
||||||
@ -169,23 +155,10 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
|
|
||||||
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
||||||
_pipeline.SetScissors(scissors);
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
_pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
|
_pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
_pipeline.ComputeBarrier();
|
_pipeline.ComputeBarrier();
|
||||||
|
|
||||||
viewports[0] = new GAL.Viewport(
|
|
||||||
new Rectangle<float>(0, 0, width, height),
|
|
||||||
ViewportSwizzle.PositiveX,
|
|
||||||
ViewportSwizzle.PositiveY,
|
|
||||||
ViewportSwizzle.PositiveZ,
|
|
||||||
ViewportSwizzle.PositiveW,
|
|
||||||
0f,
|
|
||||||
1f);
|
|
||||||
|
|
||||||
scissors[0] = new Rectangle<int>(0, 0, width, height);
|
|
||||||
|
|
||||||
// Sharpening pass
|
// Sharpening pass
|
||||||
_pipeline.SetCommandBuffer(cbs);
|
_pipeline.SetCommandBuffer(cbs);
|
||||||
_pipeline.SetProgram(_sharpeningProgram);
|
_pipeline.SetProgram(_sharpeningProgram);
|
||||||
@ -193,8 +166,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
||||||
var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
|
var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
|
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
|
||||||
_pipeline.SetScissors(scissors);
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
_pipeline.SetImage(0, destinationTexture);
|
_pipeline.SetImage(0, destinationTexture);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
_pipeline.ComputeBarrier();
|
_pipeline.ComputeBarrier();
|
||||||
|
@ -94,25 +94,9 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
||||||
|
|
||||||
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
|
|
||||||
|
|
||||||
viewports[0] = new GAL.Viewport(
|
|
||||||
new Rectangle<float>(0, 0, view.Width, view.Height),
|
|
||||||
ViewportSwizzle.PositiveX,
|
|
||||||
ViewportSwizzle.PositiveY,
|
|
||||||
ViewportSwizzle.PositiveZ,
|
|
||||||
ViewportSwizzle.PositiveW,
|
|
||||||
0f,
|
|
||||||
1f);
|
|
||||||
|
|
||||||
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
|
|
||||||
|
|
||||||
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
|
var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
|
||||||
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
|
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
|
||||||
|
|
||||||
_pipeline.SetScissors(stackalloc[] { new Rectangle<int>(0, 0, view.Width, view.Height) });
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
|
|
||||||
_pipeline.SetImage(0, _texture, GAL.Format.R8G8B8A8Unorm);
|
_pipeline.SetImage(0, _texture, GAL.Format.R8G8B8A8Unorm);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
|
|
||||||
|
@ -218,40 +218,10 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
_blendOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
|
_blendOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
|
||||||
}
|
}
|
||||||
|
|
||||||
Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
|
_pipeline.SetCommandBuffer(cbs);
|
||||||
|
|
||||||
viewports[0] = new GAL.Viewport(
|
Clear(_edgeOutputTexture);
|
||||||
new Rectangle<float>(0, 0, view.Width, view.Height),
|
Clear(_blendOutputTexture);
|
||||||
ViewportSwizzle.PositiveX,
|
|
||||||
ViewportSwizzle.PositiveY,
|
|
||||||
ViewportSwizzle.PositiveZ,
|
|
||||||
ViewportSwizzle.PositiveW,
|
|
||||||
0f,
|
|
||||||
1f);
|
|
||||||
|
|
||||||
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
|
|
||||||
|
|
||||||
scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
|
|
||||||
|
|
||||||
_renderer.HelperShader.Clear(_renderer,
|
|
||||||
_edgeOutputTexture.GetImageView(),
|
|
||||||
new float[] { 0, 0, 0, 1 },
|
|
||||||
(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
|
|
||||||
view.Width,
|
|
||||||
view.Height,
|
|
||||||
_edgeOutputTexture.VkFormat,
|
|
||||||
ComponentType.UnsignedInteger,
|
|
||||||
scissors[0]);
|
|
||||||
|
|
||||||
_renderer.HelperShader.Clear(_renderer,
|
|
||||||
_blendOutputTexture.GetImageView(),
|
|
||||||
new float[] { 0, 0, 0, 1 },
|
|
||||||
(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
|
|
||||||
view.Width,
|
|
||||||
view.Height,
|
|
||||||
_blendOutputTexture.VkFormat,
|
|
||||||
ComponentType.UnsignedInteger,
|
|
||||||
scissors[0]);
|
|
||||||
|
|
||||||
_renderer.Pipeline.TextureBarrier();
|
_renderer.Pipeline.TextureBarrier();
|
||||||
|
|
||||||
@ -259,7 +229,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
|
var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
|
||||||
|
|
||||||
// Edge pass
|
// Edge pass
|
||||||
_pipeline.SetCommandBuffer(cbs);
|
|
||||||
_pipeline.SetProgram(_edgeProgram);
|
_pipeline.SetProgram(_edgeProgram);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
|
||||||
_pipeline.Specialize(_specConstants);
|
_pipeline.Specialize(_specConstants);
|
||||||
@ -271,35 +240,25 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
|
_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
|
||||||
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
||||||
_pipeline.SetScissors(scissors);
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
_pipeline.SetImage(0, _edgeOutputTexture, GAL.Format.R8G8B8A8Unorm);
|
_pipeline.SetImage(0, _edgeOutputTexture, GAL.Format.R8G8B8A8Unorm);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
_pipeline.ComputeBarrier();
|
_pipeline.ComputeBarrier();
|
||||||
|
|
||||||
// Blend pass
|
// Blend pass
|
||||||
_pipeline.SetCommandBuffer(cbs);
|
|
||||||
_pipeline.SetProgram(_blendProgram);
|
_pipeline.SetProgram(_blendProgram);
|
||||||
_pipeline.Specialize(_specConstants);
|
_pipeline.Specialize(_specConstants);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear);
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
|
||||||
_pipeline.SetScissors(scissors);
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
_pipeline.SetImage(0, _blendOutputTexture, GAL.Format.R8G8B8A8Unorm);
|
_pipeline.SetImage(0, _blendOutputTexture, GAL.Format.R8G8B8A8Unorm);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
_pipeline.ComputeBarrier();
|
_pipeline.ComputeBarrier();
|
||||||
|
|
||||||
// Neighbour pass
|
// Neighbour pass
|
||||||
_pipeline.SetCommandBuffer(cbs);
|
|
||||||
_pipeline.SetProgram(_neighbourProgram);
|
_pipeline.SetProgram(_neighbourProgram);
|
||||||
_pipeline.Specialize(_specConstants);
|
_pipeline.Specialize(_specConstants);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear);
|
||||||
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
|
_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
|
||||||
_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
|
|
||||||
_pipeline.SetScissors(scissors);
|
|
||||||
_pipeline.SetViewports(viewports, false);
|
|
||||||
_pipeline.SetImage(0, _outputTexture, GAL.Format.R8G8B8A8Unorm);
|
_pipeline.SetImage(0, _outputTexture, GAL.Format.R8G8B8A8Unorm);
|
||||||
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
|
||||||
_pipeline.ComputeBarrier();
|
_pipeline.ComputeBarrier();
|
||||||
@ -310,5 +269,21 @@ namespace Ryujinx.Graphics.Vulkan.Effects
|
|||||||
|
|
||||||
return _outputTexture;
|
return _outputTexture;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void Clear(TextureView texture)
|
||||||
|
{
|
||||||
|
Span<uint> colorMasks = stackalloc uint[1];
|
||||||
|
|
||||||
|
colorMasks[0] = 0xf;
|
||||||
|
|
||||||
|
Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
|
||||||
|
|
||||||
|
scissors[0] = new Rectangle<int>(0, 0, texture.Width, texture.Height);
|
||||||
|
|
||||||
|
_pipeline.SetRenderTarget(texture.GetImageViewForAttachment(), (uint)texture.Width, (uint)texture.Height, false, texture.VkFormat);
|
||||||
|
_pipeline.SetRenderTargetColorMasks(colorMasks);
|
||||||
|
_pipeline.SetScissors(scissors);
|
||||||
|
_pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user