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ryujinx-final/Ryujinx.Graphics.OpenGL/Window.cs
riperiperi 915d6d044c
OpenGL: Fix OBS/Overlays again by binding FB before present (#4668)
This seems to have been removed by the Post-Processing PR, but it is required for the display in OBS to be the right way up and properly scaled.

I've tested this with AA and FSR on MK8D and it seems to behave properly. Testing is welcome.
2023-04-11 08:32:31 +02:00

420 lines
No EOL
14 KiB
C#

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;
float scale = viewConverted.ScaleFactor;
if (crop.Left == 0 && crop.Right == 0)
{
srcX0 = 0;
srcX1 = (int)(viewConverted.Width / scale);
}
else
{
srcX0 = crop.Left;
srcX1 = crop.Right;
}
if (crop.Top == 0 && crop.Bottom == 0)
{
srcY0 = 0;
srcY1 = (int)(viewConverted.Height / scale);
}
else
{
srcY0 = crop.Top;
srcY1 = crop.Bottom;
}
if (scale != 1f)
{
srcX0 = (int)(srcX0 * scale);
srcY0 = (int)(srcY0 * scale);
srcX1 = (int)Math.Ceiling(srcX1 * scale);
srcY1 = (int)Math.Ceiling(srcY1 * scale);
}
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, _antiAliasing);
}
_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, 1) as TextureView;
}
public void SetScalingFilterLevel(float level)
{
_scalingFilterLevel = level;
_updateScalingFilter = true;
}
}
}