mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
9f1cf6458c
* Initial implementation of migration between memory heaps - Missing OOM handling - Missing `_map` data safety when remapping - Copy may not have completed yet (needs some kind of fence) - Map may be unmapped before it is done being used. (needs scoped access) - SSBO accesses are all "writes" - maybe pass info in another way. - Missing keeping map type when resizing buffers (should this be done?) * Ensure migrated data is in place before flushing. * Fix issue where old waitable would be signalled. - There is a real issue where existing Auto<> references need to be replaced. * Swap bound Auto<> instances when swapping buffer backing * Fix conversion buffers * Don't try move buffers if the host has shared memory. * Make GPU methods return PinnedSpan with scope * Storage Hint * Fix stupidity * Fix rebase * Tweak rules Attempt to sidestep BOTW slowdown * Remove line * Migrate only when command buffers flush * Change backing swap log to debug * Address some feedback * Disallow backing swap when the flush lock is held by the current thread * Make PinnedSpan from ReadOnlySpan explicitly unsafe * Fix some small issues - Index buffer swap fixed - Allocate DeviceLocal buffers using a separate block list to images. * Remove alternative flags * Address feedback
208 lines
No EOL
8 KiB
C#
208 lines
No EOL
8 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Ryujinx.Graphics.Shader.Translation;
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using Silk.NET.Vulkan;
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using System;
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using Extent2D = Ryujinx.Graphics.GAL.Extents2D;
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namespace Ryujinx.Graphics.Vulkan.Effects
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{
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internal partial class FsrScalingFilter : IScalingFilter
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{
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private readonly VulkanRenderer _renderer;
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private PipelineHelperShader _pipeline;
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private ISampler _sampler;
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private ShaderCollection _scalingProgram;
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private ShaderCollection _sharpeningProgram;
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private float _sharpeningLevel = 1;
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private Device _device;
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private TextureView _intermediaryTexture;
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public float Level
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{
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get => _sharpeningLevel;
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set
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{
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_sharpeningLevel = MathF.Max(0.01f, value);
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}
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}
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public FsrScalingFilter(VulkanRenderer renderer, Device device)
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{
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_device = device;
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_renderer = renderer;
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Initialize();
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}
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public void Dispose()
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{
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_pipeline.Dispose();
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_scalingProgram.Dispose();
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_sharpeningProgram.Dispose();
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_sampler.Dispose();
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_intermediaryTexture?.Dispose();
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}
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public void Initialize()
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{
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_pipeline = new PipelineHelperShader(_renderer, _device);
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_pipeline.Initialize();
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var scalingShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrScaling.spv");
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var sharpeningShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/FsrSharpening.spv");
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var computeBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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var sharpeningBindings = new ShaderBindings(
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new[] { 2, 3, 4 },
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Array.Empty<int>(),
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new[] { 1 },
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new[] { 0 });
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_sampler = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_scalingProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(scalingShader, computeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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});
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_sharpeningProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(sharpeningShader, sharpeningBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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});
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}
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public void Run(
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TextureView view,
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CommandBufferScoped cbs,
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Auto<DisposableImageView> destinationTexture,
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Silk.NET.Vulkan.Format format,
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int width,
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int height,
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Extent2D source,
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Extent2D destination)
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{
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if (_intermediaryTexture == null
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|| _intermediaryTexture.Info.Width != width
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|| _intermediaryTexture.Info.Height != height
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|| !_intermediaryTexture.Info.Equals(view.Info))
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{
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var originalInfo = view.Info;
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var swapRB = originalInfo.Format.IsBgr() && originalInfo.SwizzleR == SwizzleComponent.Red;
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var info = new TextureCreateInfo(
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width,
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height,
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originalInfo.Depth,
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originalInfo.Levels,
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originalInfo.Samples,
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originalInfo.BlockWidth,
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originalInfo.BlockHeight,
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originalInfo.BytesPerPixel,
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originalInfo.Format,
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originalInfo.DepthStencilMode,
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originalInfo.Target,
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swapRB ? originalInfo.SwizzleB : originalInfo.SwizzleR,
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originalInfo.SwizzleG,
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swapRB ? originalInfo.SwizzleR : originalInfo.SwizzleB,
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originalInfo.SwizzleA);
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_intermediaryTexture?.Dispose();
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_intermediaryTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
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}
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Span<GAL.Viewport> viewports = stackalloc GAL.Viewport[1];
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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, view.Width, view.Height),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_scalingProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _sampler);
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float srcWidth = Math.Abs(source.X2 - source.X1);
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float srcHeight = Math.Abs(source.Y2 - source.Y1);
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float scaleX = srcWidth / view.Width;
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float scaleY = srcHeight / view.Height;
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ReadOnlySpan<float> dimensionsBuffer = stackalloc float[]
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{
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source.X1,
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source.X2,
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source.Y1,
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source.Y2,
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destination.X1,
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destination.X2,
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destination.Y1,
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destination.Y2,
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scaleX,
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scaleY
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};
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int rangeSize = dimensionsBuffer.Length * sizeof(float);
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var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
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_renderer.BufferManager.SetData(bufferHandle, 0, dimensionsBuffer);
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ReadOnlySpan<float> sharpeningBuffer = stackalloc float[] { 1.5f - (Level * 0.01f * 1.5f)};
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var sharpeningBufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, sizeof(float));
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_renderer.BufferManager.SetData(sharpeningBufferHandle, 0, sharpeningBuffer);
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int threadGroupWorkRegionDim = 16;
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int dispatchX = (width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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int dispatchY = (height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
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var bufferRanges = new BufferRange(bufferHandle, 0, rangeSize);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetImage(0, _intermediaryTexture, GAL.Format.R8G8B8A8Unorm);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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viewports[0] = new GAL.Viewport(
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new Rectangle<float>(0, 0, width, height),
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ViewportSwizzle.PositiveX,
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ViewportSwizzle.PositiveY,
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ViewportSwizzle.PositiveZ,
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ViewportSwizzle.PositiveW,
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0f,
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1f);
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scissors[0] = new Rectangle<int>(0, 0, width, height);
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// Sharpening pass
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_sharpeningProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _intermediaryTexture, _sampler);
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(2, bufferRanges) });
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var sharpeningRange = new BufferRange(sharpeningBufferHandle, 0, sizeof(float));
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_pipeline.SetUniformBuffers(stackalloc[] { new BufferAssignment(4, sharpeningRange) });
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_pipeline.SetScissors(scissors);
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_pipeline.SetViewports(viewports, false);
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_pipeline.SetImage(0, destinationTexture);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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_pipeline.Finish();
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_renderer.BufferManager.Delete(bufferHandle);
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_renderer.BufferManager.Delete(sharpeningBufferHandle);
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}
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}
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} |