diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2025-11-17 18:32:47 -0600 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2026-03-26 20:13:16 -0500 |
| commit | 2d8f9558515df4f5fccee9be9e659e40b710e164 (patch) | |
| tree | ee1a567a9fde92f10749435d05c9a39d4d1c30b3 /Source/Core/VideoCommon/Resources/ShaderResource.cpp | |
| parent | 6ba2d2e081c991835892acd912c00c5ea39902a0 (diff) | |
VideoCommon: enhance 'CustomResourceManager' for post processing
This expands the interface of 'CustomResourceManager' to get a Material for post processing a frame buffer (currently EFB). The flow is similar to the normal draw material but distinguishes itself by not needing a UID. The full shader is much simpler than the draw shader and is currently put inline with the shader resource.
Diffstat (limited to 'Source/Core/VideoCommon/Resources/ShaderResource.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Resources/ShaderResource.cpp | 312 |
1 files changed, 276 insertions, 36 deletions
diff --git a/Source/Core/VideoCommon/Resources/ShaderResource.cpp b/Source/Core/VideoCommon/Resources/ShaderResource.cpp index 47600f2c6a..08aa994055 100644 --- a/Source/Core/VideoCommon/Resources/ShaderResource.cpp +++ b/Source/Core/VideoCommon/Resources/ShaderResource.cpp @@ -10,6 +10,7 @@ #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/Assets/CustomAssetCache.h" #include "VideoCommon/AsyncShaderCompiler.h" +#include "VideoCommon/FramebufferShaderGen.h" #include "VideoCommon/GeometryShaderGen.h" #include "VideoCommon/PipelineUtils.h" #include "VideoCommon/PixelShaderGen.h" @@ -20,20 +21,223 @@ namespace VideoCommon { namespace { -std::unique_ptr<AbstractShader> -CompileGeometryShader(const GeometryShaderUid& uid, APIType api_type, ShaderHostConfig host_config) +// TODO: the uniform buffer is combined due to the utility path only having a single +// set of constants, this isn't ideal (both for the end user, where it's more readable +// to see 'custom_uniforms' before variables and from Dolphin because the +// standard uniforms have to be packed with the custom ones +void GeneratePostProcessUniformOutput(ShaderCode& shader_source, std::string_view block_name, + std::string_view uniforms) +{ + shader_source.Write("UBO_BINDING(std140, 1) uniform {} {{\n", block_name); + shader_source.Write("\tvec4 source_resolution;\n"); + shader_source.Write("\tvec4 target_resolution;\n"); + shader_source.Write("\tvec4 window_resolution;\n"); + shader_source.Write("\tvec4 source_region;\n"); + shader_source.Write("\tint source_layer;\n"); + shader_source.Write("\tint source_layer_pad1;\n"); + shader_source.Write("\tint source_layer_pad2;\n"); + shader_source.Write("\tint source_layer_pad3;\n"); + shader_source.Write("\tuint time;\n"); + shader_source.Write("\tuint time_pad1;\n"); + shader_source.Write("\tuint time_pad2;\n"); + shader_source.Write("\tuint time_pad3;\n"); + shader_source.Write("\tint graphics_api;\n"); + shader_source.Write("\tint graphics_api_pad1;\n"); + shader_source.Write("\tint graphics_api_pad2;\n"); + shader_source.Write("\tint graphics_api_pad3;\n"); + shader_source.Write("\tuint efb_scale;\n"); + shader_source.Write("\tuint efb_scale_pad1;\n"); + shader_source.Write("\tuint efb_scale_pad2;\n"); + shader_source.Write("\tuint efb_scale_pad3;\n"); + if (!uniforms.empty()) + { + shader_source.Write("{}", uniforms); + } + shader_source.Write("}};\n"); +} + +// TODO: move this to a more standard post processing file +// once post processing has been cleaned up +void GeneratePostProcessingVertexShader(ShaderCode& shader_source, + const CustomVertexContents& custom_contents) +{ + // Note: if blocks are the same, they need to match for the OpenGL backend + GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms); + + // Define some defines that are shared with custom draw shaders, + // so that a common shader code could possibly be used in both + shader_source.Write("#define HAS_COLOR_0 0\n"); + shader_source.Write("#define HAS_COLOR_1 0\n"); + shader_source.Write("#define HAS_NORMAL 0\n"); + shader_source.Write("#define HAS_BINORMAL 0\n"); + shader_source.Write("#define HAS_TANGENT 0\n"); + shader_source.Write("#define HAS_TEXTURE_COORD_0 1\n"); + for (u32 i = 1; i < 8; i++) + { + shader_source.Write("#define HAS_TEXTURE_COORD_{} 0\n", i); + } + + // Write the common structs, might want to consider + // moving these to another location? + shader_source.Write("struct DolphinVertexInput\n"); + shader_source.Write("{{\n"); + shader_source.Write("\tvec4 position;\n"); + shader_source.Write("\tvec3 texture_coord_0;\n"); + shader_source.Write("}};\n\n"); + + shader_source.Write("struct DolphinVertexOutput\n"); + shader_source.Write("{{\n"); + shader_source.Write("\tvec4 position;\n"); + shader_source.Write("\tvec3 texture_coord_0;\n"); + shader_source.Write("}};\n\n"); + + constexpr std::string_view emulated_vertex_definition = + "void dolphin_process_emulated_vertex(in DolphinVertexInput vertex_input, out " + "DolphinVertexOutput vertex_output)"; + shader_source.Write("{}\n", emulated_vertex_definition); + shader_source.Write("{{\n"); + shader_source.Write("\tvertex_output.position = vertex_input.position;\n"); + shader_source.Write("\tvertex_output.texture_coord_0 = vertex_input.texture_coord_0;\n"); + shader_source.Write("}}\n"); + + if (custom_contents.shader.empty()) + { + shader_source.Write( + "void process_vertex(in DolphinVertexInput vertex_input, out DolphinVertexOutput " + "vertex_output)\n"); + shader_source.Write("{{\n"); + + shader_source.Write("\tdolphin_process_emulated_vertex(vertex_input, vertex_output);\n"); + + shader_source.Write("}}\n"); + } + else + { + shader_source.Write("{}\n", custom_contents.shader); + } + + if (g_backend_info.bSupportsGeometryShaders) + { + shader_source.Write("VARYING_LOCATION(0) out VertexData {{\n"); + shader_source.Write("\tvec3 v_tex0;\n"); + shader_source.Write("}};\n"); + } + else + { + shader_source.Write("VARYING_LOCATION(0) out vec3 v_tex0;\n"); + } + + shader_source.Write("void main()\n"); + shader_source.Write("{{\n"); + shader_source.Write("\tDolphinVertexInput vertex_input;\n"); + shader_source.Write("\tvec3 vert = vec3(float((gl_VertexID << 1) & 2), " + "float(gl_VertexID & 2), 0.0f);\n"); + shader_source.Write("\tvertex_input.position = vec4(vert.xy * " + "float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n"); + shader_source.Write("\tvertex_input.texture_coord_0 = vec3(source_region.xy + " + "(source_region.zw * vert.xy), 0.0f);\n"); + shader_source.Write("\tDolphinVertexOutput vertex_output;\n"); + shader_source.Write("\tprocess_vertex(vertex_input, vertex_output);\n"); + shader_source.Write("\tgl_Position = vertex_output.position;\n"); + shader_source.Write("\tv_tex0 = vertex_output.texture_coord_0;\n"); + + // NDC space is flipped in Vulkan + if (g_backend_info.api_type == APIType::Vulkan) + { + shader_source.Write("\tgl_Position.y = -gl_Position.y;\n"); + } + + shader_source.Write("}}\n"); +} + +void GeneratePostProcessingPixelShader(ShaderCode& shader_source, + const CustomPixelContents& custom_contents) +{ + GeneratePostProcessUniformOutput(shader_source, "PSBlock", custom_contents.uniforms); + + shader_source.Write("SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"); + + if (g_backend_info.bSupportsGeometryShaders) + { + shader_source.Write("VARYING_LOCATION(0) in VertexData {{\n"); + shader_source.Write("\tvec3 v_tex0;\n"); + shader_source.Write("}};\n"); + } + else + { + shader_source.Write("VARYING_LOCATION(0) in float3 v_tex0;\n"); + } + + shader_source.Write("FRAGMENT_OUTPUT_LOCATION(0) out vec4 ocol0;\n"); + + shader_source.Write("struct DolphinFragmentInput\n"); + shader_source.Write("{{\n"); + for (u32 i = 0; i < 1; i++) + { + shader_source.Write("\tvec3 tex{};\n", i); + } + shader_source.Write("\n"); + + shader_source.Write("}};\n\n"); + + shader_source.Write("struct DolphinFragmentOutput\n"); + shader_source.Write("{{\n"); + shader_source.Write("\tvec4 main;\n"); + shader_source.Write("}};\n\n"); + + constexpr std::string_view emulated_fragment_definition = + "void dolphin_process_emulated_fragment(in DolphinFragmentInput frag_input, out " + "DolphinFragmentOutput frag_output)"; + shader_source.Write("{}\n", emulated_fragment_definition); + shader_source.Write("{{\n"); + shader_source.Write("\tfrag_output.main = texture(samp0, frag_input.tex0);\n"); + shader_source.Write("}}\n"); + + if (custom_contents.shader.empty()) + { + shader_source.Write( + "void process_fragment(in DolphinFragmentInput frag_input, out DolphinFragmentOutput " + "frag_output)\n"); + shader_source.Write("{{\n"); + + shader_source.Write("\tdolphin_process_emulated_fragment(frag_input, frag_output);\n"); + + shader_source.Write("}}\n"); + } + else + { + shader_source.Write("{}\n", custom_contents.shader); + } + + shader_source.Write("void main()\n"); + shader_source.Write("{{\n"); + shader_source.Write("\tDolphinFragmentInput frag_input;\n"); + shader_source.Write("\tfrag_input.tex0 = v_tex0;\n"); + shader_source.Write("\tDolphinFragmentOutput frag_output;\n"); + shader_source.Write("\tprocess_fragment(frag_input, frag_output);\n"); + shader_source.Write("\tocol0 = frag_output.main;\n"); + shader_source.Write("}}\n"); +} + +std::unique_ptr<AbstractShader> CompileGeometryShader(GeometryShaderUid* uid, APIType api_type, + ShaderHostConfig host_config) { + if (!uid) + { + return g_gfx->CreateShaderFromSource( + ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 0), + nullptr, "Custom Post Processing Geometry Shader"); + } + const ShaderCode source_code = - GenerateGeometryShaderCode(api_type, host_config, uid.GetUidData()); + GenerateGeometryShaderCode(api_type, host_config, uid->GetUidData()); return g_gfx->CreateShaderFromSource(ShaderStage::Geometry, source_code.GetBuffer(), nullptr, - fmt::format("Geometry shader: {}", *uid.GetUidData())); + fmt::format("Geometry shader: {}", *uid->GetUidData())); } -std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid, - std::string_view preprocessor_settings, - APIType api_type, - const ShaderHostConfig& host_config, - RasterSurfaceShaderData* shader_data) +std::unique_ptr<AbstractShader> +CompilePixelShader(PixelShaderUid* uid, std::string_view preprocessor_settings, APIType api_type, + const ShaderHostConfig& host_config, RasterSurfaceShaderData* shader_data) { ShaderCode shader_code; @@ -89,19 +293,25 @@ std::unique_ptr<AbstractShader> CompilePixelShader(const PixelShaderUid& uid, // Compile the shader CustomPixelContents contents{.shader = shader_code.GetBuffer(), .uniforms = uniform_code.GetBuffer()}; - const ShaderCode source_code = - GeneratePixelShaderCode(api_type, host_config, uid.GetUidData(), contents); + + ShaderCode source_code; + if (uid) + { + source_code = GeneratePixelShaderCode(api_type, host_config, uid->GetUidData(), contents); + } + else + { + GeneratePostProcessingPixelShader(source_code, contents); + } ShaderIncluder* shader_includer = shader_data->shader_includer ? &*shader_data->shader_includer : nullptr; return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(), shader_includer, "Custom Pixel Shader"); } -std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid, - std::string_view preprocessor_settings, - APIType api_type, - const ShaderHostConfig& host_config, - const RasterSurfaceShaderData& shader_data) +std::unique_ptr<AbstractShader> +CompileVertexShader(VertexShaderUid* uid, std::string_view preprocessor_settings, APIType api_type, + const ShaderHostConfig& host_config, const RasterSurfaceShaderData& shader_data) { ShaderCode shader_code; @@ -157,14 +367,22 @@ std::unique_ptr<AbstractShader> CompileVertexShader(const VertexShaderUid& uid, // Compile the shader CustomVertexContents contents{.shader = shader_code.GetBuffer(), .uniforms = uniform_code.GetBuffer()}; - const ShaderCode source_code = - GenerateVertexShaderCode(api_type, host_config, uid.GetUidData(), contents); + + ShaderCode source_code; + if (uid) + { + source_code = GenerateVertexShaderCode(api_type, host_config, uid->GetUidData(), contents); + } + else + { + GeneratePostProcessingVertexShader(source_code, contents); + } return g_gfx->CreateShaderFromSource(ShaderStage::Vertex, source_code.GetBuffer(), nullptr, "Custom Vertex Shader"); } } // namespace ShaderResource::ShaderResource(Resource::ResourceContext resource_context, - const GXPipelineUid& pipeline_uid, + const std::optional<GXPipelineUid>& pipeline_uid, const std::string& preprocessor_setting, const ShaderHostConfig& shader_host_config) : Resource(std::move(resource_context)), m_shader_host_config{.bits = shader_host_config.bits}, @@ -257,24 +475,46 @@ Resource::TaskComplete ShaderResource::ProcessData() bool Compile() override { const ShaderHostConfig shader_host_config{.bits = m_shader_bits}; - auto actual_uid = ApplyDriverBugs(*m_uid); - - ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config, - &actual_uid.ps_uid); - m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders && - !actual_uid.gs_uid.GetUidData()->IsPassthrough(); - - if (m_resource_data->m_needs_geometry_shader) + if (m_uid) + { + // Draw based shader + auto actual_uid = ApplyDriverBugs(*m_uid); + + ClearUnusedPixelShaderUidBits(g_backend_info.api_type, shader_host_config, + &actual_uid.ps_uid); + m_resource_data->m_needs_geometry_shader = shader_host_config.backend_geometry_shaders && + !actual_uid.gs_uid.GetUidData()->IsPassthrough(); + + if (m_resource_data->m_needs_geometry_shader) + { + m_resource_data->m_geometry_shader = CompileGeometryShader( + &actual_uid.gs_uid, g_backend_info.api_type, shader_host_config); + } + m_resource_data->m_pixel_shader = + CompilePixelShader(&actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type, + shader_host_config, m_resource_data->m_shader_data.get()); + m_resource_data->m_vertex_shader = CompileVertexShader( + &actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type, + shader_host_config, *m_resource_data->m_shader_data); + } + else { - m_resource_data->m_geometry_shader = - CompileGeometryShader(actual_uid.gs_uid, g_backend_info.api_type, shader_host_config); + // Post processing based shader + + m_resource_data->m_needs_geometry_shader = + shader_host_config.backend_geometry_shaders && shader_host_config.stereo; + if (m_resource_data->m_needs_geometry_shader) + { + m_resource_data->m_geometry_shader = + CompileGeometryShader(nullptr, g_backend_info.api_type, shader_host_config); + } + m_resource_data->m_pixel_shader = + CompilePixelShader(nullptr, m_preprocessor_settings, g_backend_info.api_type, + shader_host_config, m_resource_data->m_shader_data.get()); + m_resource_data->m_vertex_shader = + CompileVertexShader(nullptr, m_preprocessor_settings, g_backend_info.api_type, + shader_host_config, *m_resource_data->m_shader_data); } - m_resource_data->m_pixel_shader = - CompilePixelShader(actual_uid.ps_uid, m_preprocessor_settings, g_backend_info.api_type, - shader_host_config, m_resource_data->m_shader_data.get()); - m_resource_data->m_vertex_shader = - CompileVertexShader(actual_uid.vs_uid, m_preprocessor_settings, g_backend_info.api_type, - shader_host_config, *m_resource_data->m_shader_data); m_resource_data->m_processing_finished = true; return true; } @@ -291,7 +531,7 @@ Resource::TaskComplete ShaderResource::ProcessData() { std::string_view preprocessor_settings = m_preprocessor_settings; auto wi = m_resource_context.shader_compiler->CreateWorkItem<WorkItem>( - m_load_data, &m_uid, m_shader_host_config.bits, preprocessor_settings); + m_load_data, m_uid ? &*m_uid : nullptr, m_shader_host_config.bits, preprocessor_settings); // We don't need priority, that is already handled by the resource system m_resource_context.shader_compiler->QueueWorkItem(std::move(wi), 0); |
