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- // Copyright 2014 Dolphin Emulator Project
- // SPDX-License-Identifier: GPL-2.0-or-later
- #include "VideoCommon/PostProcessing.h"
- #include <sstream>
- #include <string>
- #include <string_view>
- #include <fmt/format.h>
- #include "Common/Assert.h"
- #include "Common/CommonPaths.h"
- #include "Common/CommonTypes.h"
- #include "Common/FileSearch.h"
- #include "Common/FileUtil.h"
- #include "Common/IniFile.h"
- #include "Common/Logging/Log.h"
- #include "Common/MsgHandler.h"
- #include "Common/StringUtil.h"
- #include "VideoCommon/AbstractFramebuffer.h"
- #include "VideoCommon/AbstractGfx.h"
- #include "VideoCommon/AbstractPipeline.h"
- #include "VideoCommon/AbstractShader.h"
- #include "VideoCommon/AbstractTexture.h"
- #include "VideoCommon/FramebufferManager.h"
- #include "VideoCommon/Present.h"
- #include "VideoCommon/ShaderCache.h"
- #include "VideoCommon/VertexManagerBase.h"
- #include "VideoCommon/VideoCommon.h"
- #include "VideoCommon/VideoConfig.h"
- namespace VideoCommon
- {
- static const char s_empty_pixel_shader[] = "void main() { SetOutput(Sample()); }\n";
- static const char s_default_pixel_shader_name[] = "default_pre_post_process";
- // Keep the highest quality possible to avoid losing quality on subtle gamma conversions.
- // RGBA16F should have enough quality even if we store colors in gamma space on it.
- static const AbstractTextureFormat s_intermediary_buffer_format = AbstractTextureFormat::RGBA16F;
- static bool LoadShaderFromFile(const std::string& shader, const std::string& sub_dir,
- std::string& out_code)
- {
- std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
- if (!File::Exists(path))
- {
- // Fallback to shared user dir
- path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
- }
- if (!File::ReadFileToString(path, out_code))
- {
- out_code = "";
- ERROR_LOG_FMT(VIDEO, "Post-processing shader not found: {}", path);
- return false;
- }
- return true;
- }
- PostProcessingConfiguration::PostProcessingConfiguration() = default;
- PostProcessingConfiguration::~PostProcessingConfiguration() = default;
- void PostProcessingConfiguration::LoadShader(const std::string& shader)
- {
- // Load the shader from the configuration if there isn't one sent to us.
- m_current_shader = shader;
- if (shader.empty())
- {
- LoadDefaultShader();
- return;
- }
- std::string sub_dir = "";
- if (g_Config.stereo_mode == StereoMode::Anaglyph)
- {
- sub_dir = ANAGLYPH_DIR DIR_SEP;
- }
- else if (g_Config.stereo_mode == StereoMode::Passive)
- {
- sub_dir = PASSIVE_DIR DIR_SEP;
- }
- std::string code;
- if (!LoadShaderFromFile(shader, sub_dir, code))
- {
- LoadDefaultShader();
- return;
- }
- LoadOptions(code);
- // Note that this will build the shaders with the custom options values users
- // might have set in the settings
- LoadOptionsConfiguration();
- m_current_shader_code = code;
- }
- void PostProcessingConfiguration::LoadDefaultShader()
- {
- m_options.clear();
- m_any_options_dirty = false;
- m_current_shader = "";
- m_current_shader_code = s_empty_pixel_shader;
- }
- void PostProcessingConfiguration::LoadOptions(const std::string& code)
- {
- const std::string config_start_delimiter = "[configuration]";
- const std::string config_end_delimiter = "[/configuration]";
- size_t configuration_start = code.find(config_start_delimiter);
- size_t configuration_end = code.find(config_end_delimiter);
- m_options.clear();
- m_any_options_dirty = true;
- if (configuration_start == std::string::npos || configuration_end == std::string::npos)
- {
- // Issue loading configuration or there isn't one.
- return;
- }
- std::string configuration_string =
- code.substr(configuration_start + config_start_delimiter.size(),
- configuration_end - configuration_start - config_start_delimiter.size());
- std::istringstream in(configuration_string);
- struct GLSLStringOption
- {
- std::string m_type;
- std::vector<std::pair<std::string, std::string>> m_options;
- };
- std::vector<GLSLStringOption> option_strings;
- GLSLStringOption* current_strings = nullptr;
- while (!in.eof())
- {
- std::string line_str;
- if (std::getline(in, line_str))
- {
- std::string_view line = line_str;
- #ifndef _WIN32
- // Check for CRLF eol and convert it to LF
- if (!line.empty() && line.at(line.size() - 1) == '\r')
- line.remove_suffix(1);
- #endif
- if (!line.empty())
- {
- if (line[0] == '[')
- {
- size_t endpos = line.find("]");
- if (endpos != std::string::npos)
- {
- // New section!
- std::string_view sub = line.substr(1, endpos - 1);
- option_strings.push_back({std::string(sub)});
- current_strings = &option_strings.back();
- }
- }
- else
- {
- if (current_strings)
- {
- std::string key, value;
- Common::IniFile::ParseLine(line, &key, &value);
- if (!(key.empty() && value.empty()))
- current_strings->m_options.emplace_back(key, value);
- }
- }
- }
- }
- }
- for (const auto& it : option_strings)
- {
- ConfigurationOption option;
- option.m_dirty = true;
- if (it.m_type == "OptionBool")
- option.m_type = ConfigurationOption::OptionType::Bool;
- else if (it.m_type == "OptionRangeFloat")
- option.m_type = ConfigurationOption::OptionType::Float;
- else if (it.m_type == "OptionRangeInteger")
- option.m_type = ConfigurationOption::OptionType::Integer;
- for (const auto& string_option : it.m_options)
- {
- if (string_option.first == "GUIName")
- {
- option.m_gui_name = string_option.second;
- }
- else if (string_option.first == "OptionName")
- {
- option.m_option_name = string_option.second;
- }
- else if (string_option.first == "DependentOption")
- {
- option.m_dependent_option = string_option.second;
- }
- else if (string_option.first == "MinValue" || string_option.first == "MaxValue" ||
- string_option.first == "DefaultValue" || string_option.first == "StepAmount")
- {
- std::vector<s32>* output_integer = nullptr;
- std::vector<float>* output_float = nullptr;
- if (string_option.first == "MinValue")
- {
- output_integer = &option.m_integer_min_values;
- output_float = &option.m_float_min_values;
- }
- else if (string_option.first == "MaxValue")
- {
- output_integer = &option.m_integer_max_values;
- output_float = &option.m_float_max_values;
- }
- else if (string_option.first == "DefaultValue")
- {
- output_integer = &option.m_integer_values;
- output_float = &option.m_float_values;
- }
- else if (string_option.first == "StepAmount")
- {
- output_integer = &option.m_integer_step_values;
- output_float = &option.m_float_step_values;
- }
- if (option.m_type == ConfigurationOption::OptionType::Bool)
- {
- TryParse(string_option.second, &option.m_bool_value);
- }
- else if (option.m_type == ConfigurationOption::OptionType::Integer)
- {
- TryParseVector(string_option.second, output_integer);
- if (output_integer->size() > 4)
- output_integer->erase(output_integer->begin() + 4, output_integer->end());
- }
- else if (option.m_type == ConfigurationOption::OptionType::Float)
- {
- TryParseVector(string_option.second, output_float);
- if (output_float->size() > 4)
- output_float->erase(output_float->begin() + 4, output_float->end());
- }
- }
- }
- m_options[option.m_option_name] = option;
- }
- }
- void PostProcessingConfiguration::LoadOptionsConfiguration()
- {
- Common::IniFile ini;
- ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
- std::string section = m_current_shader + "-options";
- // We already expect all the options to be marked as "dirty" when we reach here
- for (auto& it : m_options)
- {
- switch (it.second.m_type)
- {
- case ConfigurationOption::OptionType::Bool:
- ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &it.second.m_bool_value,
- it.second.m_bool_value);
- break;
- case ConfigurationOption::OptionType::Integer:
- {
- std::string value;
- ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
- if (!value.empty())
- {
- auto integer_values = it.second.m_integer_values;
- if (TryParseVector(value, &integer_values))
- {
- it.second.m_integer_values = integer_values;
- }
- }
- }
- break;
- case ConfigurationOption::OptionType::Float:
- {
- std::string value;
- ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
- if (!value.empty())
- {
- auto float_values = it.second.m_float_values;
- if (TryParseVector(value, &float_values))
- {
- it.second.m_float_values = float_values;
- }
- }
- }
- break;
- }
- }
- }
- void PostProcessingConfiguration::SaveOptionsConfiguration()
- {
- Common::IniFile ini;
- ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
- std::string section = m_current_shader + "-options";
- for (auto& it : m_options)
- {
- switch (it.second.m_type)
- {
- case ConfigurationOption::OptionType::Bool:
- {
- ini.GetOrCreateSection(section)->Set(it.second.m_option_name, it.second.m_bool_value);
- }
- break;
- case ConfigurationOption::OptionType::Integer:
- {
- std::string value;
- for (size_t i = 0; i < it.second.m_integer_values.size(); ++i)
- {
- value += fmt::format("{}{}", it.second.m_integer_values[i],
- i == (it.second.m_integer_values.size() - 1) ? "" : ", ");
- }
- ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value);
- }
- break;
- case ConfigurationOption::OptionType::Float:
- {
- std::ostringstream value;
- value.imbue(std::locale("C"));
- for (size_t i = 0; i < it.second.m_float_values.size(); ++i)
- {
- value << it.second.m_float_values[i];
- if (i != (it.second.m_float_values.size() - 1))
- value << ", ";
- }
- ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value.str());
- }
- break;
- }
- }
- ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX));
- }
- void PostProcessingConfiguration::SetOptionf(const std::string& option, int index, float value)
- {
- auto it = m_options.find(option);
- it->second.m_float_values[index] = value;
- it->second.m_dirty = true;
- m_any_options_dirty = true;
- }
- void PostProcessingConfiguration::SetOptioni(const std::string& option, int index, s32 value)
- {
- auto it = m_options.find(option);
- it->second.m_integer_values[index] = value;
- it->second.m_dirty = true;
- m_any_options_dirty = true;
- }
- void PostProcessingConfiguration::SetOptionb(const std::string& option, bool value)
- {
- auto it = m_options.find(option);
- it->second.m_bool_value = value;
- it->second.m_dirty = true;
- m_any_options_dirty = true;
- }
- PostProcessing::PostProcessing()
- {
- m_timer.Start();
- }
- PostProcessing::~PostProcessing()
- {
- m_timer.Stop();
- }
- static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
- {
- std::vector<std::string> paths =
- Common::DoFileSearch({File::GetUserPath(D_SHADERS_IDX) + sub_dir,
- File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir},
- {".glsl"});
- std::vector<std::string> result;
- for (std::string path : paths)
- {
- std::string name;
- SplitPath(path, nullptr, &name, nullptr);
- if (name == s_default_pixel_shader_name)
- continue;
- result.push_back(name);
- }
- return result;
- }
- std::vector<std::string> PostProcessing::GetShaderList()
- {
- return GetShaders();
- }
- std::vector<std::string> PostProcessing::GetAnaglyphShaderList()
- {
- return GetShaders(ANAGLYPH_DIR DIR_SEP);
- }
- std::vector<std::string> PostProcessing::GetPassiveShaderList()
- {
- return GetShaders(PASSIVE_DIR DIR_SEP);
- }
- bool PostProcessing::Initialize(AbstractTextureFormat format)
- {
- m_framebuffer_format = format;
- // CompilePixelShader() must be run first if configuration options are used.
- // Otherwise the UBO has a different member list between vertex and pixel
- // shaders, which is a link error on some backends.
- if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
- return false;
- return true;
- }
- void PostProcessing::RecompileShader()
- {
- // Note: for simplicity we already recompile all the shaders
- // and pipelines even if there might not be need to.
- m_default_pipeline.reset();
- m_pipeline.reset();
- m_default_pixel_shader.reset();
- m_pixel_shader.reset();
- m_default_vertex_shader.reset();
- m_vertex_shader.reset();
- if (!CompilePixelShader())
- return;
- if (!CompileVertexShader())
- return;
- CompilePipeline();
- }
- void PostProcessing::RecompilePipeline()
- {
- m_default_pipeline.reset();
- m_pipeline.reset();
- CompilePipeline();
- }
- bool PostProcessing::IsColorCorrectionActive() const
- {
- // We can skip the color correction pass if none of these settings are on
- // (it might have still helped with gamma correct sampling, but it's not worth running it).
- return g_ActiveConfig.color_correction.bCorrectColorSpace ||
- g_ActiveConfig.color_correction.bCorrectGamma ||
- m_framebuffer_format == AbstractTextureFormat::RGBA16F;
- }
- bool PostProcessing::NeedsIntermediaryBuffer() const
- {
- // If we have no user selected post process shader,
- // there's no point in having an intermediary buffer doing nothing.
- return !m_config.GetShader().empty();
- }
- void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
- const MathUtil::Rectangle<int>& src,
- const AbstractTexture* src_tex, int src_layer)
- {
- if (g_gfx->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format)
- {
- m_framebuffer_format = g_gfx->GetCurrentFramebuffer()->GetColorFormat();
- RecompilePipeline();
- }
- // By default all source layers will be copied into the respective target layers
- const bool copy_all_layers = src_layer < 0;
- src_layer = std::max(src_layer, 0);
- MathUtil::Rectangle<int> src_rect = src;
- g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
- g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState());
- g_gfx->SetTexture(0, src_tex);
- g_gfx->SetTexture(1, src_tex);
- const bool needs_color_correction = IsColorCorrectionActive();
- // Rely on the default (bi)linear sampler with the default mode
- // (it might not be gamma corrected).
- const bool needs_resampling =
- g_ActiveConfig.output_resampling_mode > OutputResamplingMode::Default;
- const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
- const bool needs_default_pipeline = needs_color_correction || needs_resampling;
- const AbstractPipeline* final_pipeline = m_pipeline.get();
- std::vector<u8>* uniform_staging_buffer = &m_default_uniform_staging_buffer;
- bool default_uniform_staging_buffer = true;
- const MathUtil::Rectangle<int> present_rect = g_presenter->GetTargetRectangle();
- // Intermediary pass.
- // We draw to a high quality intermediary texture for a couple reasons:
- // -Consistently do high quality gamma corrected resampling (upscaling/downscaling)
- // -Keep quality for gamma and gamut conversions, and HDR output
- // (low bit depths lose too much quality with gamma conversions)
- // -Keep the post process phase in linear space, to better operate with colors
- if (m_default_pipeline && needs_default_pipeline && needs_intermediary_buffer)
- {
- AbstractFramebuffer* const previous_framebuffer = g_gfx->GetCurrentFramebuffer();
- // We keep the min number of layers as the render target,
- // as in case of OpenGL, the source FBX will have two layers,
- // but we will render onto two separate frame buffers (one by one),
- // so it would be a waste to allocate two layers (see "bUsesExplictQuadBuffering").
- const u32 target_layers = copy_all_layers ? src_tex->GetLayers() : 1;
- const u32 target_width =
- needs_resampling ? present_rect.GetWidth() : static_cast<u32>(src_rect.GetWidth());
- const u32 target_height =
- needs_resampling ? present_rect.GetHeight() : static_cast<u32>(src_rect.GetHeight());
- if (!m_intermediary_frame_buffer || !m_intermediary_color_texture ||
- m_intermediary_color_texture->GetWidth() != target_width ||
- m_intermediary_color_texture->GetHeight() != target_height ||
- m_intermediary_color_texture->GetLayers() != target_layers)
- {
- const TextureConfig intermediary_color_texture_config(
- target_width, target_height, 1, target_layers, src_tex->GetSamples(),
- s_intermediary_buffer_format, AbstractTextureFlag_RenderTarget,
- AbstractTextureType::Texture_2DArray);
- m_intermediary_color_texture = g_gfx->CreateTexture(intermediary_color_texture_config,
- "Intermediary post process texture");
- m_intermediary_frame_buffer =
- g_gfx->CreateFramebuffer(m_intermediary_color_texture.get(), nullptr);
- }
- g_gfx->SetFramebuffer(m_intermediary_frame_buffer.get());
- FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
- present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
- true);
- g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
- static_cast<u32>(uniform_staging_buffer->size()));
- g_gfx->SetViewportAndScissor(g_gfx->ConvertFramebufferRectangle(
- m_intermediary_color_texture->GetRect(), m_intermediary_frame_buffer.get()));
- g_gfx->SetPipeline(m_default_pipeline.get());
- g_gfx->Draw(0, 3);
- g_gfx->SetFramebuffer(previous_framebuffer);
- src_rect = m_intermediary_color_texture->GetRect();
- src_tex = m_intermediary_color_texture.get();
- g_gfx->SetTexture(0, src_tex);
- g_gfx->SetTexture(1, src_tex);
- // The "m_intermediary_color_texture" has already copied
- // from the specified source layer onto its first one.
- // If we query for a layer that the source texture doesn't have,
- // it will fall back on the first one anyway.
- src_layer = 0;
- uniform_staging_buffer = &m_uniform_staging_buffer;
- default_uniform_staging_buffer = false;
- }
- else
- {
- // If we have no custom user shader selected, and color correction
- // is active, directly run the fixed pipeline shader instead of
- // doing two passes, with the second one doing nothing useful.
- if (m_default_pipeline && needs_default_pipeline)
- {
- final_pipeline = m_default_pipeline.get();
- }
- else
- {
- uniform_staging_buffer = &m_uniform_staging_buffer;
- default_uniform_staging_buffer = false;
- }
- m_intermediary_frame_buffer.reset();
- m_intermediary_color_texture.reset();
- }
- // TODO: ideally we'd do the user selected post process pass in the intermediary buffer in linear
- // space (instead of gamma space), so the shaders could act more accurately (and sample in linear
- // space), though that would break the look of some of current post processes we have, and thus is
- // better avoided for now.
- // Final pass, either a user selected shader or the default (fixed) shader.
- if (final_pipeline)
- {
- FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
- present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
- false);
- g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
- static_cast<u32>(uniform_staging_buffer->size()));
- g_gfx->SetViewportAndScissor(
- g_gfx->ConvertFramebufferRectangle(dst, g_gfx->GetCurrentFramebuffer()));
- g_gfx->SetPipeline(final_pipeline);
- g_gfx->Draw(0, 3);
- }
- }
- std::string PostProcessing::GetUniformBufferHeader(bool user_post_process) const
- {
- std::ostringstream ss;
- u32 unused_counter = 1;
- ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
- // Builtin uniforms:
- ss << " float4 resolution;\n"; // Source resolution
- ss << " float4 target_resolution;\n";
- ss << " float4 window_resolution;\n";
- // How many horizontal and vertical stereo views do we have? (set to 1 when we use layers instead)
- ss << " int2 stereo_views;\n";
- ss << " float4 src_rect;\n";
- // The first (but not necessarily only) source layer we target
- ss << " int src_layer;\n";
- ss << " uint time;\n";
- ss << " int graphics_api;\n";
- // If true, it's an intermediary buffer (including the first), if false, it's the final one
- ss << " int intermediary_buffer;\n";
- ss << " int resampling_method;\n";
- ss << " int correct_color_space;\n";
- ss << " int game_color_space;\n";
- ss << " int correct_gamma;\n";
- ss << " float game_gamma;\n";
- ss << " int sdr_display_gamma_sRGB;\n";
- ss << " float sdr_display_custom_gamma;\n";
- ss << " int linear_space_output;\n";
- ss << " int hdr_output;\n";
- ss << " float hdr_paper_white_nits;\n";
- ss << " float hdr_sdr_white_nits;\n";
- if (user_post_process)
- {
- ss << "\n";
- // Custom options/uniforms
- for (const auto& it : m_config.GetOptions())
- {
- if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
- {
- ss << fmt::format(" int {};\n", it.first);
- for (u32 i = 0; i < 3; i++)
- ss << " int ubo_align_" << unused_counter++ << "_;\n";
- }
- else if (it.second.m_type ==
- PostProcessingConfiguration::ConfigurationOption::OptionType::Integer)
- {
- u32 count = static_cast<u32>(it.second.m_integer_values.size());
- if (count == 1)
- ss << fmt::format(" int {};\n", it.first);
- else
- ss << fmt::format(" int{} {};\n", count, it.first);
- for (u32 i = count; i < 4; i++)
- ss << " int ubo_align_" << unused_counter++ << "_;\n";
- }
- else if (it.second.m_type ==
- PostProcessingConfiguration::ConfigurationOption::OptionType::Float)
- {
- u32 count = static_cast<u32>(it.second.m_float_values.size());
- if (count == 1)
- ss << fmt::format(" float {};\n", it.first);
- else
- ss << fmt::format(" float{} {};\n", count, it.first);
- for (u32 i = count; i < 4; i++)
- ss << " float ubo_align_" << unused_counter++ << "_;\n";
- }
- }
- }
- ss << "};\n\n";
- return ss.str();
- }
- std::string PostProcessing::GetHeader(bool user_post_process) const
- {
- std::ostringstream ss;
- ss << GetUniformBufferHeader(user_post_process);
- ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n";
- ss << "SAMPLER_BINDING(1) uniform sampler2DArray samp1;\n";
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
- {
- ss << "VARYING_LOCATION(0) in VertexData {\n";
- ss << " float3 v_tex0;\n";
- ss << "};\n";
- }
- else
- {
- ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
- }
- ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
- ss << R"(
- float4 Sample() { return texture(samp0, v_tex0); }
- float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(v_tex0.z))); }
- float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); }
- #define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
- float2 GetTargetResolution()
- {
- return target_resolution.xy;
- }
- float2 GetInvTargetResolution()
- {
- return target_resolution.zw;
- }
- float2 GetWindowResolution()
- {
- return window_resolution.xy;
- }
- float2 GetInvWindowResolution()
- {
- return window_resolution.zw;
- }
- float2 GetResolution()
- {
- return resolution.xy;
- }
- float2 GetInvResolution()
- {
- return resolution.zw;
- }
- float2 GetCoordinates()
- {
- return v_tex0.xy;
- }
- float GetLayer()
- {
- return v_tex0.z;
- }
- uint GetTime()
- {
- return time;
- }
- void SetOutput(float4 color)
- {
- ocol0 = color;
- }
- #define GetOption(x) (x)
- #define OptionEnabled(x) ((x) != 0)
- #define OptionDisabled(x) ((x) == 0)
- )";
- return ss.str();
- }
- std::string PostProcessing::GetFooter() const
- {
- return {};
- }
- static std::string GetVertexShaderBody()
- {
- std::ostringstream ss;
- if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
- {
- ss << "VARYING_LOCATION(0) out VertexData {\n";
- ss << " float3 v_tex0;\n";
- ss << "};\n";
- }
- else
- {
- ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
- }
- ss << "#define id gl_VertexID\n";
- ss << "#define opos gl_Position\n";
- ss << "void main() {\n";
- ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
- ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
- ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), float(src_layer));\n";
- // Vulkan Y needs to be inverted on every pass
- if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
- {
- ss << " opos.y = -opos.y;\n";
- }
- // OpenGL Y needs to be inverted in all passes except the last one
- else if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
- {
- ss << " if (intermediary_buffer != 0)\n";
- ss << " opos.y = -opos.y;\n";
- }
- ss << "}\n";
- return ss.str();
- }
- bool PostProcessing::CompileVertexShader()
- {
- std::ostringstream ss_default;
- ss_default << GetUniformBufferHeader(false);
- ss_default << GetVertexShaderBody();
- m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(),
- "Default post-processing vertex shader");
- std::ostringstream ss;
- ss << GetUniformBufferHeader(true);
- ss << GetVertexShaderBody();
- m_vertex_shader =
- g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
- if (!m_default_vertex_shader || !m_vertex_shader)
- {
- PanicAlertFmt("Failed to compile post-processing vertex shader");
- m_default_vertex_shader.reset();
- m_vertex_shader.reset();
- return false;
- }
- return true;
- }
- struct BuiltinUniforms
- {
- // bools need to be represented as "s32"
- std::array<float, 4> source_resolution;
- std::array<float, 4> target_resolution;
- std::array<float, 4> window_resolution;
- std::array<float, 4> stereo_views;
- std::array<float, 4> src_rect;
- s32 src_layer;
- u32 time;
- s32 graphics_api;
- s32 intermediary_buffer;
- s32 resampling_method;
- s32 correct_color_space;
- s32 game_color_space;
- s32 correct_gamma;
- float game_gamma;
- s32 sdr_display_gamma_sRGB;
- float sdr_display_custom_gamma;
- s32 linear_space_output;
- s32 hdr_output;
- float hdr_paper_white_nits;
- float hdr_sdr_white_nits;
- };
- size_t PostProcessing::CalculateUniformsSize(bool user_post_process) const
- {
- // Allocate a vec4 for each uniform to simplify allocation.
- return sizeof(BuiltinUniforms) +
- (user_post_process ? m_config.GetOptions().size() : 0) * sizeof(float) * 4;
- }
- void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
- const AbstractTexture* src_tex, int src_layer,
- const MathUtil::Rectangle<int>& dst,
- const MathUtil::Rectangle<int>& wnd, u8* buffer,
- bool user_post_process, bool intermediary_buffer)
- {
- const float rcp_src_width = 1.0f / src_tex->GetWidth();
- const float rcp_src_height = 1.0f / src_tex->GetHeight();
- BuiltinUniforms builtin_uniforms;
- builtin_uniforms.source_resolution = {static_cast<float>(src_tex->GetWidth()),
- static_cast<float>(src_tex->GetHeight()), rcp_src_width,
- rcp_src_height};
- builtin_uniforms.target_resolution = {
- static_cast<float>(dst.GetWidth()), static_cast<float>(dst.GetHeight()),
- 1.0f / static_cast<float>(dst.GetWidth()), 1.0f / static_cast<float>(dst.GetHeight())};
- builtin_uniforms.window_resolution = {
- static_cast<float>(wnd.GetWidth()), static_cast<float>(wnd.GetHeight()),
- 1.0f / static_cast<float>(wnd.GetWidth()), 1.0f / static_cast<float>(wnd.GetHeight())};
- builtin_uniforms.src_rect = {static_cast<float>(src.left) * rcp_src_width,
- static_cast<float>(src.top) * rcp_src_height,
- static_cast<float>(src.GetWidth()) * rcp_src_width,
- static_cast<float>(src.GetHeight()) * rcp_src_height};
- builtin_uniforms.src_layer = static_cast<s32>(src_layer);
- builtin_uniforms.time = static_cast<u32>(m_timer.ElapsedMs());
- builtin_uniforms.graphics_api = static_cast<s32>(g_ActiveConfig.backend_info.api_type);
- builtin_uniforms.intermediary_buffer = static_cast<s32>(intermediary_buffer);
- builtin_uniforms.resampling_method = static_cast<s32>(g_ActiveConfig.output_resampling_mode);
- // Color correction related uniforms.
- // These are mainly used by the "m_default_pixel_shader",
- // but should also be accessible to all other shaders.
- builtin_uniforms.correct_color_space = g_ActiveConfig.color_correction.bCorrectColorSpace;
- builtin_uniforms.game_color_space =
- static_cast<int>(g_ActiveConfig.color_correction.game_color_space);
- builtin_uniforms.correct_gamma = g_ActiveConfig.color_correction.bCorrectGamma;
- builtin_uniforms.game_gamma = g_ActiveConfig.color_correction.fGameGamma;
- builtin_uniforms.sdr_display_gamma_sRGB = g_ActiveConfig.color_correction.bSDRDisplayGammaSRGB;
- builtin_uniforms.sdr_display_custom_gamma =
- g_ActiveConfig.color_correction.fSDRDisplayCustomGamma;
- // scRGB (RGBA16F) expects linear values as opposed to sRGB gamma
- builtin_uniforms.linear_space_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
- // Implies ouput values can be beyond the 0-1 range
- builtin_uniforms.hdr_output = m_framebuffer_format == AbstractTextureFormat::RGBA16F;
- builtin_uniforms.hdr_paper_white_nits = g_ActiveConfig.color_correction.fHDRPaperWhiteNits;
- // A value of 1 1 1 usually matches 80 nits in HDR
- builtin_uniforms.hdr_sdr_white_nits = 80.f;
- std::memcpy(buffer, &builtin_uniforms, sizeof(builtin_uniforms));
- buffer += sizeof(builtin_uniforms);
- // Don't include the custom pp shader options if they are not necessary,
- // having mismatching uniforms between different shaders can cause issues on some backends
- if (!user_post_process)
- return;
- for (auto& it : m_config.GetOptions())
- {
- union
- {
- u32 as_bool[4];
- s32 as_int[4];
- float as_float[4];
- } value = {};
- switch (it.second.m_type)
- {
- case PostProcessingConfiguration::ConfigurationOption::OptionType::Bool:
- value.as_bool[0] = it.second.m_bool_value ? 1 : 0;
- break;
- case PostProcessingConfiguration::ConfigurationOption::OptionType::Integer:
- ASSERT(it.second.m_integer_values.size() <= 4);
- std::copy_n(it.second.m_integer_values.begin(), it.second.m_integer_values.size(),
- value.as_int);
- break;
- case PostProcessingConfiguration::ConfigurationOption::OptionType::Float:
- ASSERT(it.second.m_float_values.size() <= 4);
- std::copy_n(it.second.m_float_values.begin(), it.second.m_float_values.size(),
- value.as_float);
- break;
- }
- it.second.m_dirty = false;
- std::memcpy(buffer, &value, sizeof(value));
- buffer += sizeof(value);
- }
- m_config.SetDirty(false);
- }
- bool PostProcessing::CompilePixelShader()
- {
- m_default_pixel_shader.reset();
- m_pixel_shader.reset();
- // Generate GLSL and compile the new shaders:
- std::string default_pixel_shader_code;
- if (LoadShaderFromFile(s_default_pixel_shader_name, "", default_pixel_shader_code))
- {
- m_default_pixel_shader = g_gfx->CreateShaderFromSource(
- ShaderStage::Pixel, GetHeader(false) + default_pixel_shader_code + GetFooter(),
- "Default post-processing pixel shader");
- // We continue even if all of this failed, it doesn't matter
- m_default_uniform_staging_buffer.resize(CalculateUniformsSize(false));
- }
- else
- {
- m_default_uniform_staging_buffer.resize(0);
- }
- m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
- m_pixel_shader = g_gfx->CreateShaderFromSource(
- ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(),
- fmt::format("User post-processing pixel shader: {}", m_config.GetShader()));
- if (!m_pixel_shader)
- {
- PanicAlertFmt("Failed to compile user post-processing shader {}", m_config.GetShader());
- // Use default shader.
- m_config.LoadDefaultShader();
- m_pixel_shader = g_gfx->CreateShaderFromSource(
- ShaderStage::Pixel, GetHeader(true) + m_config.GetShaderCode() + GetFooter(),
- "Default user post-processing pixel shader");
- if (!m_pixel_shader)
- {
- m_uniform_staging_buffer.resize(0);
- return false;
- }
- }
- m_uniform_staging_buffer.resize(CalculateUniformsSize(true));
- return true;
- }
- static bool UseGeometryShaderForPostProcess(bool is_intermediary_buffer)
- {
- // We only return true on stereo modes that need to copy
- // both source texture layers into the target texture layers.
- // Any other case is handled manually with multiple copies, thus
- // it doesn't need a geom shader.
- switch (g_ActiveConfig.stereo_mode)
- {
- case StereoMode::QuadBuffer:
- return !g_ActiveConfig.backend_info.bUsesExplictQuadBuffering;
- case StereoMode::Anaglyph:
- case StereoMode::Passive:
- return is_intermediary_buffer;
- case StereoMode::SBS:
- case StereoMode::TAB:
- case StereoMode::Off:
- default:
- return false;
- }
- }
- bool PostProcessing::CompilePipeline()
- {
- // Not needed. Some backends don't like making pipelines with no targets,
- // and in any case, we don't need to render anything if that happened.
- if (m_framebuffer_format == AbstractTextureFormat::Undefined)
- return true;
- // If this is true, the "m_default_pipeline" won't be the only one that runs
- const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
- AbstractPipelineConfig config = {};
- config.vertex_shader = m_default_vertex_shader.get();
- // This geometry shader will take care of reading both layer 0 and 1 on the source texture,
- // and writing to both layer 0 and 1 on the render target.
- config.geometry_shader = UseGeometryShaderForPostProcess(needs_intermediary_buffer) ?
- g_shader_cache->GetTexcoordGeometryShader() :
- nullptr;
- config.pixel_shader = m_default_pixel_shader.get();
- config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
- config.depth_state = RenderState::GetNoDepthTestingDepthState();
- config.blending_state = RenderState::GetNoBlendingBlendState();
- config.framebuffer_state = RenderState::GetColorFramebufferState(
- needs_intermediary_buffer ? s_intermediary_buffer_format : m_framebuffer_format);
- config.usage = AbstractPipelineUsage::Utility;
- // We continue even if it failed, it will be skipped later on
- if (config.pixel_shader)
- m_default_pipeline = g_gfx->CreatePipeline(config);
- config.vertex_shader = m_vertex_shader.get();
- config.geometry_shader = UseGeometryShaderForPostProcess(false) ?
- g_shader_cache->GetTexcoordGeometryShader() :
- nullptr;
- config.pixel_shader = m_pixel_shader.get();
- config.framebuffer_state = RenderState::GetColorFramebufferState(m_framebuffer_format);
- m_pipeline = g_gfx->CreatePipeline(config);
- if (!m_pipeline)
- return false;
- return true;
- }
- } // namespace VideoCommon
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