using Ryujinx.Common; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; using Ryujinx.Graphics.Shader.Translation; using Silk.NET.Vulkan; using System; using Format = Ryujinx.Graphics.GAL.Format; using SamplerCreateInfo = Ryujinx.Graphics.GAL.SamplerCreateInfo; namespace Ryujinx.Graphics.Vulkan.Effects { internal class SmaaPostProcessingEffect : IPostProcessingEffect { public const int AreaWidth = 160; public const int AreaHeight = 560; public const int SearchWidth = 64; public const int SearchHeight = 16; private readonly VulkanRenderer _renderer; private ISampler _samplerLinear; private SmaaConstants _specConstants; private ShaderCollection _edgeProgram; private ShaderCollection _blendProgram; private ShaderCollection _neighbourProgram; private PipelineHelperShader _pipeline; private TextureView _outputTexture; private TextureView _edgeOutputTexture; private TextureView _blendOutputTexture; private TextureView _areaTexture; private TextureView _searchTexture; private Device _device; private bool _recreatePipelines; private int _quality; public SmaaPostProcessingEffect(VulkanRenderer renderer, Device device, int quality) { _device = device; _renderer = renderer; _quality = quality; Initialize(); } public int Quality { get => _quality; set { _quality = value; _recreatePipelines = true; } } public void Dispose() { DeletePipelines(); _samplerLinear?.Dispose(); _outputTexture?.Dispose(); _edgeOutputTexture?.Dispose(); _blendOutputTexture?.Dispose(); _areaTexture?.Dispose(); _searchTexture?.Dispose(); } private void RecreateShaders(int width, int height) { _recreatePipelines = false; DeletePipelines(); _pipeline = new PipelineHelperShader(_renderer, _device); _pipeline.Initialize(); var edgeShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaEdge.spv"); var blendShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaBlend.spv"); var neighbourShader = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Shaders/SmaaNeighbour.spv"); var edgeResourceLayout = new ResourceLayoutBuilder() .Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1) .Add(ResourceStages.Compute, ResourceType.Image, 0).Build(); var blendResourceLayout = new ResourceLayoutBuilder() .Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 4) .Add(ResourceStages.Compute, ResourceType.Image, 0).Build(); var neighbourResourceLayout = new ResourceLayoutBuilder() .Add(ResourceStages.Compute, ResourceType.UniformBuffer, 2) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 1) .Add(ResourceStages.Compute, ResourceType.TextureAndSampler, 3) .Add(ResourceStages.Compute, ResourceType.Image, 0).Build(); _samplerLinear = _renderer.CreateSampler(SamplerCreateInfo.Create(MinFilter.Linear, MagFilter.Linear)); _specConstants = new SmaaConstants { Width = width, Height = height, QualityLow = Quality == 0 ? 1 : 0, QualityMedium = Quality == 1 ? 1 : 0, QualityHigh = Quality == 2 ? 1 : 0, QualityUltra = Quality == 3 ? 1 : 0, }; var specInfo = new SpecDescription( (0, SpecConstType.Int32), (1, SpecConstType.Int32), (2, SpecConstType.Int32), (3, SpecConstType.Int32), (4, SpecConstType.Float32), (5, SpecConstType.Float32)); _edgeProgram = _renderer.CreateProgramWithMinimalLayout(new[] { new ShaderSource(edgeShader, ShaderStage.Compute, TargetLanguage.Spirv), }, edgeResourceLayout, new[] { specInfo }); _blendProgram = _renderer.CreateProgramWithMinimalLayout(new[] { new ShaderSource(blendShader, ShaderStage.Compute, TargetLanguage.Spirv), }, blendResourceLayout, new[] { specInfo }); _neighbourProgram = _renderer.CreateProgramWithMinimalLayout(new[] { new ShaderSource(neighbourShader, ShaderStage.Compute, TargetLanguage.Spirv), }, neighbourResourceLayout, new[] { specInfo }); } public void DeletePipelines() { _pipeline?.Dispose(); _edgeProgram?.Dispose(); _blendProgram?.Dispose(); _neighbourProgram?.Dispose(); } private void Initialize() { var areaInfo = new TextureCreateInfo(AreaWidth, AreaHeight, 1, 1, 1, 1, 1, 1, Format.R8G8Unorm, DepthStencilMode.Depth, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha); var searchInfo = new TextureCreateInfo(SearchWidth, SearchHeight, 1, 1, 1, 1, 1, 1, Format.R8Unorm, DepthStencilMode.Depth, Target.Texture2D, SwizzleComponent.Red, SwizzleComponent.Green, SwizzleComponent.Blue, SwizzleComponent.Alpha); var areaTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaAreaTexture.bin"); var searchTexture = EmbeddedResources.Read("Ryujinx.Graphics.Vulkan/Effects/Textures/SmaaSearchTexture.bin"); _areaTexture = _renderer.CreateTexture(areaInfo) as TextureView; _searchTexture = _renderer.CreateTexture(searchInfo) as TextureView; _areaTexture.SetData(areaTexture); _searchTexture.SetData(searchTexture); } public TextureView Run(TextureView view, CommandBufferScoped cbs, int width, int height) { if (_recreatePipelines || _outputTexture == null || _outputTexture.Info.Width != view.Width || _outputTexture.Info.Height != view.Height) { RecreateShaders(view.Width, view.Height); _outputTexture?.Dispose(); _edgeOutputTexture?.Dispose(); _blendOutputTexture?.Dispose(); _outputTexture = _renderer.CreateTexture(view.Info) as TextureView; _edgeOutputTexture = _renderer.CreateTexture(view.Info) as TextureView; _blendOutputTexture = _renderer.CreateTexture(view.Info) as TextureView; } _pipeline.SetCommandBuffer(cbs); Clear(_edgeOutputTexture); Clear(_blendOutputTexture); _renderer.Pipeline.TextureBarrier(); var dispatchX = BitUtils.DivRoundUp(view.Width, IPostProcessingEffect.LocalGroupSize); var dispatchY = BitUtils.DivRoundUp(view.Height, IPostProcessingEffect.LocalGroupSize); // Edge pass _pipeline.SetProgram(_edgeProgram); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear); _pipeline.Specialize(_specConstants); ReadOnlySpan 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) }); _pipeline.SetImage(ShaderStage.Compute, 0, _edgeOutputTexture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format)); _pipeline.DispatchCompute(dispatchX, dispatchY, 1); _pipeline.ComputeBarrier(); // Blend pass _pipeline.SetProgram(_blendProgram); _pipeline.Specialize(_specConstants); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, _edgeOutputTexture, _samplerLinear); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _areaTexture, _samplerLinear); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 4, _searchTexture, _samplerLinear); _pipeline.SetImage(ShaderStage.Compute, 0, _blendOutputTexture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format)); _pipeline.DispatchCompute(dispatchX, dispatchY, 1); _pipeline.ComputeBarrier(); // Neighbour pass _pipeline.SetProgram(_neighbourProgram); _pipeline.Specialize(_specConstants); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 3, _blendOutputTexture, _samplerLinear); _pipeline.SetTextureAndSampler(ShaderStage.Compute, 1, view, _samplerLinear); _pipeline.SetImage(ShaderStage.Compute, 0, _outputTexture, FormatTable.ConvertRgba8SrgbToUnorm(view.Info.Format)); _pipeline.DispatchCompute(dispatchX, dispatchY, 1); _pipeline.ComputeBarrier(); _pipeline.Finish(); return _outputTexture; } private void Clear(TextureView texture) { Span colorMasks = stackalloc uint[1]; colorMasks[0] = 0xf; Span> scissors = stackalloc Rectangle[1]; scissors[0] = new Rectangle(0, 0, texture.Width, texture.Height); _pipeline.SetRenderTarget(texture, (uint)texture.Width, (uint)texture.Height); _pipeline.SetRenderTargetColorMasks(colorMasks); _pipeline.SetScissors(scissors); _pipeline.ClearRenderTargetColor(0, 0, 1, new ColorF(0f, 0f, 0f, 1f)); } } }