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Change SMAA filter texture clear method (#4685)
* Change SMAA filter texture clear method * Alpha should be 1 * Delete more unnecessary code
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@ -118,20 +118,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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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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@ -169,23 +155,10 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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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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@ -193,8 +166,6 @@ namespace Ryujinx.Graphics.Vulkan.Effects
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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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