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https://git.ryujinx.app/projects/Kenji-NX.git
synced 2026-09-29 08:18:12 +02:00
misc: chore: Fix numerous NullReferenceExceptions, InvalidOperationExceptions
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@@ -59,7 +59,7 @@ namespace Ryujinx.Graphics.OpenGL
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IntPtr message,
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IntPtr userParam)
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{
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string msg = Marshal.PtrToStringUTF8(message).Replace('\n', ' ');
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string msg = Marshal.PtrToStringUTF8(message)?.Replace('\n', ' ');
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switch (type)
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{
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@@ -94,7 +94,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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GL.UseProgram(previousProgram);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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(_renderer.Pipeline as Pipeline)?.RestoreImages1And2();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
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@@ -125,48 +125,53 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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GL.ActiveTexture(TextureUnit.Texture0);
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int previousTextureBinding = GL.GetInteger(GetPName.TextureBinding2D);
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GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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if (textureView != null)
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{
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GL.BindImageTexture(0, textureView.Handle, 0, false, 0, TextureAccess.ReadWrite,
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SizedInternalFormat.Rgba8);
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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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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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// Scaling pass
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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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GL.UseProgram(_scalingShaderProgram);
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view.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_srcX0Uniform, (float)source.X1);
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GL.Uniform1(_srcX1Uniform, (float)source.X2);
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GL.Uniform1(_srcY0Uniform, (float)source.Y1);
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GL.Uniform1(_srcY1Uniform, (float)source.Y2);
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GL.Uniform1(_dstX0Uniform, (float)destination.X1);
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GL.Uniform1(_dstX1Uniform, (float)destination.X2);
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GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
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GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
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GL.Uniform1(_scaleXUniform, scaleX);
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GL.Uniform1(_scaleYUniform, scaleY);
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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// Scaling pass
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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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GL.UseProgram(_scalingShaderProgram);
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view.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_srcX0Uniform, (float)source.X1);
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GL.Uniform1(_srcX1Uniform, (float)source.X2);
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GL.Uniform1(_srcY0Uniform, (float)source.Y1);
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GL.Uniform1(_srcY1Uniform, (float)source.Y2);
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GL.Uniform1(_dstX0Uniform, (float)destination.X1);
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GL.Uniform1(_dstX1Uniform, (float)destination.X2);
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GL.Uniform1(_dstY0Uniform, (float)destination.Y1);
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GL.Uniform1(_dstY1Uniform, (float)destination.Y2);
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GL.Uniform1(_scaleXUniform, scaleX);
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GL.Uniform1(_scaleYUniform, scaleY);
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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// Sharpening Pass
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GL.UseProgram(_sharpeningShaderProgram);
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GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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textureView.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_sharpeningUniform, 1.5f - (Level * 0.01f * 1.5f));
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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// Sharpening Pass
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GL.UseProgram(_sharpeningShaderProgram);
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GL.BindImageTexture(0, destinationTexture.Handle, 0, false, 0, TextureAccess.ReadWrite,
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SizedInternalFormat.Rgba8);
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textureView.Bind(0);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_sharpeningUniform, 1.5f - (Level * 0.01f * 1.5f));
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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}
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GL.UseProgram(previousProgram);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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(_renderer.Pipeline as Pipeline)?.RestoreImages1And2();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
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@@ -68,7 +68,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects
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GL.UseProgram(previousProgram);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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(_renderer.Pipeline as Pipeline)?.RestoreImages1And2();
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, previousTextureBinding);
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@@ -222,8 +222,8 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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GL.BindImageTexture(0, blendOutput.Handle, 0, false, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8);
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GL.UseProgram(_blendShaderPrograms[Quality]);
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edgeOutput.Bind(0);
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areaTexture.Bind(1);
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searchTexture.Bind(2);
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areaTexture?.Bind(1);
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searchTexture?.Bind(2);
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GL.Uniform1(_inputUniform, 0);
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GL.Uniform1(_outputUniform, 0);
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GL.Uniform1(_samplerAreaUniform, 1);
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@@ -243,7 +243,7 @@ namespace Ryujinx.Graphics.OpenGL.Effects.Smaa
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GL.DispatchCompute(dispatchX, dispatchY, 1);
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GL.MemoryBarrier(MemoryBarrierFlags.ShaderImageAccessBarrierBit);
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(_renderer.Pipeline as Pipeline).RestoreImages1And2();
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(_renderer.Pipeline as Pipeline)?.RestoreImages1And2();
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GL.UseProgram(previousProgram);
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