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authorStenzek <stenzek@gmail.com>2019-10-02 12:19:47 +1000
committerStenzek <stenzek@gmail.com>2019-10-02 12:19:47 +1000
commitc98a5f7dfd6d5f779c4f18735656becc4fd9f365 (patch)
tree2fba2f65c90b7ecc8315a0f76441c12f36e539bd /Source/Core/VideoCommon
parentb44a0980eb310b221feb84a195db63b89276a053 (diff)
Renderer: Draw ImGui interface to both eyes
Diffstat (limited to 'Source/Core/VideoCommon')
-rw-r--r--Source/Core/VideoCommon/PostProcessing.cpp7
-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp129
-rw-r--r--Source/Core/VideoCommon/RenderBase.h13
3 files changed, 97 insertions, 52 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp
index 0212793f98..8329b74e79 100644
--- a/Source/Core/VideoCommon/PostProcessing.cpp
+++ b/Source/Core/VideoCommon/PostProcessing.cpp
@@ -719,15 +719,10 @@ bool PostProcessing::CompilePixelShader()
bool PostProcessing::CompilePipeline()
{
- // OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo, instead
- // drawing twice and the eye selected by glDrawBuffer() (see OGL::Renderer::RenderXFBToScreen).
- const bool use_quad_buffer_gs = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
- g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
-
AbstractPipelineConfig config = {};
config.vertex_shader = m_vertex_shader.get();
config.geometry_shader =
- use_quad_buffer_gs ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
+ g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
config.pixel_shader = m_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index 31d3192933..c533814fc8 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -59,6 +59,7 @@
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FrameDump.h"
#include "VideoCommon/FramebufferManager.h"
+#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
@@ -442,6 +443,13 @@ void Renderer::CheckForConfigChanges()
// Notify the backend of the changes, if any.
OnConfigChanged(changed_bits);
+ // If there's any shader changes, wait for the GPU to finish before destroying anything.
+ if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
+ {
+ WaitForGPUIdle();
+ SetPipeline(nullptr);
+ }
+
// Framebuffer changed?
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
CONFIG_CHANGE_BIT_TARGET_SIZE))
@@ -453,8 +461,6 @@ void Renderer::CheckForConfigChanges()
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
- WaitForGPUIdle();
- SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
@@ -467,6 +473,14 @@ void Renderer::CheckForConfigChanges()
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
+
+ // Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
+ // rendering the UI.
+ if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
+ {
+ RecompileImGuiPipeline();
+ m_post_processor->RecompilePipeline();
+ }
}
// Create On-Screen-Messages
@@ -916,8 +930,8 @@ static std::string GenerateImGuiVertexShader()
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
- << " out float2 frag_uv : TEXCOORD,\n"
- << " out float4 frag_color : COLOR,\n"
+ << " out float3 v_tex0 : TEXCOORD,\n"
+ << " out float4 v_col0 : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
@@ -925,14 +939,14 @@ static std::string GenerateImGuiVertexShader()
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
- << "VARYING_LOCATION(0) out float2 frag_uv;\n"
- << "VARYING_LOCATION(1) out float4 frag_color;\n"
+ << "VARYING_LOCATION(0) out float3 v_tex0;\n"
+ << "VARYING_LOCATION(1) out float4 v_col0;\n"
<< "void main()\n";
}
ss << "{\n"
- << " frag_uv = rawtex0;\n"
- << " frag_color = rawcolor0;\n";
+ << " v_tex0 = float3(rawtex0, 0.0);\n"
+ << " v_col0 = rawcolor0;\n";
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
@@ -955,15 +969,15 @@ static std::string GenerateImGuiPixelShader()
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
- << "void main(in float2 frag_uv : TEXCOORD,\n"
- << " in float4 frag_color : COLOR,\n"
+ << "void main(in float3 v_tex0 : TEXCOORD,\n"
+ << " in float4 v_col0 : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
- << "VARYING_LOCATION(0) in float2 frag_uv; \n"
- << "VARYING_LOCATION(1) in float4 frag_color;\n"
+ << "VARYING_LOCATION(0) in float3 v_tex0; \n"
+ << "VARYING_LOCATION(1) in float4 v_col0;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}
@@ -971,9 +985,9 @@ static std::string GenerateImGuiPixelShader()
ss << "{\n";
if (api_type == APIType::D3D)
- ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
+ ss << " ocol0 = tex0.Sample(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
else
- ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
+ ss << " ocol0 = texture(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
ss << "}\n";
@@ -1007,21 +1021,66 @@ bool Renderer::InitializeImGui()
return false;
}
- const std::string vertex_shader_source = GenerateImGuiVertexShader();
- const std::string pixel_shader_source = GenerateImGuiPixelShader();
+ // Font texture(s).
+ {
+ ImGuiIO& io = ImGui::GetIO();
+ u8* font_tex_pixels;
+ int font_tex_width, font_tex_height;
+ io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
+
+ TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
+ AbstractTextureFormat::RGBA8, 0);
+ std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
+ if (!font_tex)
+ {
+ PanicAlert("Failed to create imgui texture");
+ return false;
+ }
+ font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
+ sizeof(u32) * font_tex_width * font_tex_height);
+
+ io.Fonts->TexID = font_tex.get();
+
+ m_imgui_textures.push_back(std::move(font_tex));
+ }
+
+ if (!RecompileImGuiPipeline())
+ return false;
+
+ m_imgui_last_frame_time = Common::Timer::GetTimeUs();
+ BeginImGuiFrame();
+ return true;
+}
+
+bool Renderer::RecompileImGuiPipeline()
+{
std::unique_ptr<AbstractShader> vertex_shader =
- CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
+ CreateShaderFromSource(ShaderStage::Vertex, GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
- CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
+ CreateShaderFromSource(ShaderStage::Pixel, GenerateImGuiPixelShader());
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");
return false;
}
+ // GS is used to render the UI to both eyes in stereo modes.
+ std::unique_ptr<AbstractShader> geometry_shader;
+ if (UseGeometryShaderForUI())
+ {
+ geometry_shader = CreateShaderFromSource(
+ ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
+ if (!geometry_shader)
+ {
+ PanicAlert("Failed to compile imgui geometry shader");
+ return false;
+ }
+ }
+
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
+ pconfig.geometry_shader = geometry_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
@@ -1043,31 +1102,6 @@ bool Renderer::InitializeImGui()
return false;
}
- // Font texture(s).
- {
- ImGuiIO& io = ImGui::GetIO();
- u8* font_tex_pixels;
- int font_tex_width, font_tex_height;
- io.Fonts->GetTexDataAsRGBA32(&font_tex_pixels, &font_tex_width, &font_tex_height);
-
- TextureConfig font_tex_config(font_tex_width, font_tex_height, 1, 1, 1,
- AbstractTextureFormat::RGBA8, 0);
- std::unique_ptr<AbstractTexture> font_tex = CreateTexture(font_tex_config);
- if (!font_tex)
- {
- PanicAlert("Failed to create imgui texture");
- return false;
- }
- font_tex->Load(0, font_tex_width, font_tex_height, font_tex_width, font_tex_pixels,
- sizeof(u32) * font_tex_width * font_tex_height);
-
- io.Fonts->TexID = font_tex.get();
-
- m_imgui_textures.push_back(std::move(font_tex));
- }
-
- m_imgui_last_frame_time = Common::Timer::GetTimeUs();
- BeginImGuiFrame();
return true;
}
@@ -1160,6 +1194,15 @@ void Renderer::DrawImGui()
m_current_framebuffer));
}
+bool Renderer::UseGeometryShaderForUI() const
+{
+ // OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
+ // instead drawing twice and the eye selected by glDrawBuffer() (see
+ // OGL::Renderer::RenderXFBToScreen).
+ return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
+ g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
+}
+
std::unique_lock<std::mutex> Renderer::GetImGuiLock()
{
return std::unique_lock<std::mutex>(m_imgui_mutex);
diff --git a/Source/Core/VideoCommon/RenderBase.h b/Source/Core/VideoCommon/RenderBase.h
index 16ce52aaa4..b323946c5a 100644
--- a/Source/Core/VideoCommon/RenderBase.h
+++ b/Source/Core/VideoCommon/RenderBase.h
@@ -199,9 +199,6 @@ public:
void SaveScreenshot(std::string filename, bool wait_for_completion);
void DrawDebugText();
- // ImGui initialization depends on being able to create textures and pipelines, so do it last.
- bool InitializeImGui();
-
virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z);
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
@@ -243,6 +240,10 @@ public:
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
+ // Returns true if a layer-expanding geometry shader should be used when rendering the user
+ // interface and final XFB.
+ bool UseGeometryShaderForUI() const;
+
// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
// Use with care, only non-drawing functions should be called from outside the video thread,
// as the drawing is tied to a "frame".
@@ -275,6 +276,12 @@ protected:
void CheckFifoRecording();
void RecordVideoMemory();
+ // ImGui initialization depends on being able to create textures and pipelines, so do it last.
+ bool InitializeImGui();
+
+ // Recompiles ImGui pipeline - call when stereo mode changes.
+ bool RecompileImGuiPipeline();
+
// Sets up ImGui state for the next frame.
// This function itself acquires the ImGui lock, so it should not be held.
void BeginImGuiFrame();