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
314 lines
No EOL
12 KiB
C#
314 lines
No EOL
12 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 Format = Ryujinx.Graphics.GAL.Format;
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namespace Ryujinx.Graphics.Vulkan.Effects
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{
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internal partial class SmaaPostProcessingEffect : IPostProcessingEffect
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{
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public const int AreaWidth = 160;
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public const int AreaHeight = 560;
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public const int SearchWidth = 64;
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public const int SearchHeight = 16;
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private readonly VulkanRenderer _renderer;
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private ISampler _samplerLinear;
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private SmaaConstants _specConstants;
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private ShaderCollection _edgeProgram;
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private ShaderCollection _blendProgram;
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private ShaderCollection _neighbourProgram;
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private PipelineHelperShader _pipeline;
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private TextureView _outputTexture;
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private TextureView _edgeOutputTexture;
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private TextureView _blendOutputTexture;
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private TextureView _areaTexture;
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private TextureView _searchTexture;
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private Device _device;
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private bool _recreatePipelines;
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private int _quality;
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public SmaaPostProcessingEffect(VulkanRenderer renderer, Device device, int quality)
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{
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_device = device;
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_renderer = renderer;
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_quality = quality;
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Initialize();
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}
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public int Quality
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{
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get => _quality;
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set
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{
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_quality = value;
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_recreatePipelines = true;
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}
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}
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public void Dispose()
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{
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DeletePipelines();
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_samplerLinear?.Dispose();
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_outputTexture?.Dispose();
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_edgeOutputTexture?.Dispose();
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_blendOutputTexture?.Dispose();
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_areaTexture?.Dispose();
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_searchTexture?.Dispose();
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}
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private unsafe void RecreateShaders(int width, int height)
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{
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_recreatePipelines = false;
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DeletePipelines();
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_pipeline = new PipelineHelperShader(_renderer, _device);
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_pipeline.Initialize();
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var edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv");
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var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv");
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var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv");
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var edgeBindings = 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 blendBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1, 3, 4 },
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new[] { 0 });
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var neighbourBindings = new ShaderBindings(
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new[] { 2 },
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Array.Empty<int>(),
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new[] { 1, 3 },
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new[] { 0 });
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_samplerLinear = _renderer.CreateSampler(GAL.SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear));
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_specConstants = new SmaaConstants()
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{
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Width = width,
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Height = height,
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QualityLow = Quality == 0 ? 1 : 0,
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QualityMedium = Quality == 1 ? 1 : 0,
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QualityHigh = Quality == 2 ? 1 : 0,
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QualityUltra = Quality == 3 ? 1 : 0,
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};
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var specInfo = new SpecDescription(
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(0, SpecConstType.Int32),
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(1, SpecConstType.Int32),
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(2, SpecConstType.Int32),
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(3, SpecConstType.Int32),
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(4, SpecConstType.Float32),
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(5, SpecConstType.Float32));
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_edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(edgeShader, edgeBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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_blendProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(blendShader, blendBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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_neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[]
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{
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new ShaderSource(neighbourShader, neighbourBindings, ShaderStage.Compute, TargetLanguage.Spirv)
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}, new[] { specInfo });
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}
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public void DeletePipelines()
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{
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_pipeline?.Dispose();
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_edgeProgram?.Dispose();
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_blendProgram?.Dispose();
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_neighbourProgram?.Dispose();
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}
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private void Initialize()
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{
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var areaInfo = new TextureCreateInfo(AreaWidth,
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AreaHeight,
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1,
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1,
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1,
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1,
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1,
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1,
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Format.R8G8Unorm,
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DepthStencilMode.Depth,
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Target.Texture2D,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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var searchInfo = new TextureCreateInfo(SearchWidth,
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SearchHeight,
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1,
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1,
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1,
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1,
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1,
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1,
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Format.R8Unorm,
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DepthStencilMode.Depth,
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Target.Texture2D,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha);
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var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin");
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var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin");
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_areaTexture = _renderer.CreateTexture(areaInfo, 1) as TextureView;
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_searchTexture = _renderer.CreateTexture(searchInfo, 1) as TextureView;
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_areaTexture.SetData(areaTexture);
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_searchTexture.SetData(searchTexture);
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}
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public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height)
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{
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if (_recreatePipelines || _outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height)
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{
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RecreateShaders(view.Width, view.Height);
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_outputTexture?.Dispose();
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_edgeOutputTexture?.Dispose();
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_blendOutputTexture?.Dispose();
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var info = view.Info;
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if (view.Info.Format.IsBgr())
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{
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info = new TextureCreateInfo(info.Width,
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info.Height,
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info.Depth,
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info.Levels,
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info.Samples,
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info.BlockWidth,
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info.BlockHeight,
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info.BytesPerPixel,
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info.Format,
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info.DepthStencilMode,
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info.Target,
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info.SwizzleB,
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info.SwizzleG,
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info.SwizzleR,
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info.SwizzleA);
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}
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_outputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
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_edgeOutputTexture = _renderer.CreateTexture(info, view.ScaleFactor) as TextureView;
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_blendOutputTexture = _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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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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Span<Rectangle<int>> scissors = stackalloc Rectangle<int>[1];
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scissors[0] = new Rectangle<int>(0, 0, view.Width, view.Height);
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_renderer.HelperShader.Clear(_renderer,
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_edgeOutputTexture.GetImageView(),
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new float[] { 0, 0, 0, 1 },
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(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
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view.Width,
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view.Height,
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_edgeOutputTexture.VkFormat,
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ComponentType.UnsignedInteger,
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scissors[0]);
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_renderer.HelperShader.Clear(_renderer,
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_blendOutputTexture.GetImageView(),
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new float[] { 0, 0, 0, 1 },
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(uint)(ColorComponentFlags.RBit | ColorComponentFlags.GBit | ColorComponentFlags.BBit | ColorComponentFlags.ABit),
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view.Width,
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view.Height,
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_blendOutputTexture.VkFormat,
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ComponentType.UnsignedInteger,
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scissors[0]);
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_renderer.Pipeline.TextureBarrier();
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var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize);
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var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize);
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// Edge pass
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_edgeProgram);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
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_pipeline.Specialize(_specConstants);
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ReadOnlySpan<float> resolutionBuffer = stackalloc float[] { view.Width, view.Height };
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int rangeSize = resolutionBuffer.Length * sizeof(float);
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var bufferHandle = _renderer.BufferManager.CreateWithHandle(_renderer, rangeSize);
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_renderer.BufferManager.SetData(bufferHandle, 0, resolutionBuffer);
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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, _edgeOutputTexture, GAL.Format.R8G8B8A8Unorm);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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// Blend pass
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_blendProgram);
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_pipeline.Specialize(_specConstants);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear);
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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, _blendOutputTexture, GAL.Format.R8G8B8A8Unorm);
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_pipeline.DispatchCompute(dispatchX, dispatchY, 1);
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_pipeline.ComputeBarrier();
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// Neighbour pass
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_pipeline.SetCommandBuffer(cbs);
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_pipeline.SetProgram(_neighbourProgram);
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_pipeline.Specialize(_specConstants);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear);
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_pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear);
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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, _outputTexture, GAL.Format.R8G8B8A8Unorm);
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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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return _outputTexture;
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}
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}
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} |