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-rw-r--r--Source/Core/VideoBackends/Vulkan/PostProcessing.cpp319
1 files changed, 319 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/PostProcessing.cpp b/Source/Core/VideoBackends/Vulkan/PostProcessing.cpp
new file mode 100644
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+++ b/Source/Core/VideoBackends/Vulkan/PostProcessing.cpp
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+// Copyright 2017 Dolphin Emulator Project
+// Licensed under GPLv2+
+// Refer to the license.txt file included.
+
+#include "VideoBackends/Vulkan/PostProcessing.h"
+#include <sstream>
+
+#include "Common/Assert.h"
+#include "Common/StringUtil.h"
+
+#include "VideoBackends/Vulkan/CommandBufferManager.h"
+#include "VideoBackends/Vulkan/ObjectCache.h"
+#include "VideoBackends/Vulkan/Texture2D.h"
+#include "VideoBackends/Vulkan/Util.h"
+#include "VideoBackends/Vulkan/VulkanContext.h"
+
+#include "VideoCommon/VideoCommon.h"
+#include "VideoCommon/VideoConfig.h"
+
+namespace Vulkan
+{
+VulkanPostProcessing::~VulkanPostProcessing()
+{
+ if (m_default_fragment_shader != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_default_fragment_shader, nullptr);
+ if (m_fragment_shader != VK_NULL_HANDLE)
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_fragment_shader, nullptr);
+}
+
+bool VulkanPostProcessing::Initialize(const Texture2D* font_texture)
+{
+ m_font_texture = font_texture;
+ if (!CompileDefaultShader())
+ return false;
+
+ RecompileShader();
+ return true;
+}
+
+void VulkanPostProcessing::BlitFromTexture(const TargetRectangle& dst, const TargetRectangle& src,
+ const Texture2D* src_tex, int src_layer,
+ VkRenderPass render_pass)
+{
+ VkShaderModule fragment_shader =
+ m_fragment_shader != VK_NULL_HANDLE ? m_fragment_shader : m_default_fragment_shader;
+ UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
+ g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
+ g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
+ fragment_shader);
+
+ // Source is always bound.
+ draw.SetPSSampler(0, src_tex->GetView(), g_object_cache->GetLinearSampler());
+
+ // No need to allocate uniforms for the default shader.
+ // The config will also still contain the invalid shader at this point.
+ if (fragment_shader != m_default_fragment_shader)
+ {
+ size_t uniforms_size = CalculateUniformsSize();
+ u8* uniforms = draw.AllocatePSUniforms(uniforms_size);
+ FillUniformBuffer(uniforms, src, src_tex, src_layer);
+ draw.CommitPSUniforms(uniforms_size);
+ draw.SetPSSampler(1, m_font_texture->GetView(), g_object_cache->GetLinearSampler());
+ }
+
+ draw.DrawQuad(dst.left, dst.top, dst.GetWidth(), dst.GetHeight(), src.left, src.top, src_layer,
+ src.GetWidth(), src.GetHeight(), static_cast<int>(src_tex->GetWidth()),
+ static_cast<int>(src_tex->GetHeight()));
+}
+
+struct BuiltinUniforms
+{
+ float resolution[4];
+ float src_rect[4];
+ u32 time;
+ u32 unused[3];
+};
+
+size_t VulkanPostProcessing::CalculateUniformsSize() const
+{
+ // Allocate a vec4 for each uniform to simplify allocation.
+ return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
+}
+
+void VulkanPostProcessing::FillUniformBuffer(u8* buf, const TargetRectangle& src,
+ const Texture2D* src_tex, int src_layer)
+{
+ float src_width_float = static_cast<float>(src_tex->GetWidth());
+ float src_height_float = static_cast<float>(src_tex->GetHeight());
+ BuiltinUniforms builtin_uniforms = {
+ {src_width_float, src_height_float, 1.0f / src_width_float, 1.0f / src_height_float},
+ {static_cast<float>(src.left) / src_width_float,
+ static_cast<float>(src.top) / src_height_float,
+ static_cast<float>(src.GetWidth()) / src_width_float,
+ static_cast<float>(src.GetHeight()) / src_height_float},
+ static_cast<u32>(m_timer.GetTimeElapsed())};
+
+ std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
+ buf += sizeof(builtin_uniforms);
+
+ for (const 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 PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
+ value.as_bool[0] = it.second.m_bool_value ? 1 : 0;
+ break;
+
+ case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_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 PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_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;
+ }
+
+ std::memcpy(buf, &value, sizeof(value));
+ buf += sizeof(value);
+ }
+}
+
+static const std::string DEFAULT_FRAGMENT_SHADER_SOURCE = R"(
+ layout(set = 1, binding = 0) uniform sampler2DArray samp0;
+
+ layout(location = 0) in float3 uv0;
+ layout(location = 1) in float4 col0;
+ layout(location = 0) out float4 ocol0;
+
+ void main()
+ {
+ ocol0 = float4(texture(samp0, uv0).xyz, 1.0);
+ }
+)";
+
+static const std::string POSTPROCESSING_SHADER_HEADER = R"(
+ SAMPLER_BINDING(0) uniform sampler2DArray samp0;
+ SAMPLER_BINDING(1) uniform sampler2D samp1;
+
+ layout(location = 0) in float3 uv0;
+ layout(location = 1) in float4 col0;
+ layout(location = 0) out float4 ocol0;
+
+ // Interfacing functions
+ // The EFB may have a zero alpha value, which we don't want to write to the frame dump, so set it to one here.
+ float4 Sample()
+ {
+ return float4(texture(samp0, uv0).xyz, 1.0);
+ }
+
+ float4 SampleLocation(float2 location)
+ {
+ return float4(texture(samp0, float3(location, uv0.z)).xyz, 1.0);
+ }
+
+ float4 SampleLayer(int layer)
+ {
+ return float4(texture(samp0, float3(uv0.xy, float(layer))).xyz, 1.0);
+ }
+
+ #define SampleOffset(offset) float4(textureOffset(samp0, uv0, offset).xyz, 1.0)
+
+ float4 SampleFontLocation(float2 location)
+ {
+ return texture(samp1, location);
+ }
+
+ float2 GetResolution()
+ {
+ return options.resolution.xy;
+ }
+
+ float2 GetInvResolution()
+ {
+ return options.resolution.zw;
+ }
+
+ float2 GetCoordinates()
+ {
+ return uv0.xy;
+ }
+
+ uint GetTime()
+ {
+ return options.time;
+ }
+
+ void SetOutput(float4 color)
+ {
+ ocol0 = color;
+ }
+
+ #define GetOption(x) (options.x)
+ #define OptionEnabled(x) (options.x != 0)
+
+ // Workaround because there is no getter function for src rect/layer.
+ float4 src_rect = options.src_rect;
+ int layer = int(uv0.z);
+)";
+
+void VulkanPostProcessing::UpdateConfig()
+{
+ if (m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
+ return;
+
+ RecompileShader();
+}
+
+bool VulkanPostProcessing::CompileDefaultShader()
+{
+ m_default_fragment_shader = Util::CompileAndCreateFragmentShader(DEFAULT_FRAGMENT_SHADER_SOURCE);
+ if (m_default_fragment_shader == VK_NULL_HANDLE)
+ {
+ PanicAlert("Failed to compile default post-processing shader.");
+ return false;
+ }
+
+ return true;
+}
+
+bool VulkanPostProcessing::RecompileShader()
+{
+ // As a driver can return the same new module pointer when destroying a shader and re-compiling,
+ // we need to wipe out the pipeline cache, otherwise we risk using old pipelines with old shaders.
+ // We can't just clear a single pipeline, because we don't know which render pass is going to be
+ // used here either.
+ if (m_fragment_shader != VK_NULL_HANDLE)
+ {
+ g_command_buffer_mgr->WaitForGPUIdle();
+ g_object_cache->ClearPipelineCache();
+ vkDestroyShaderModule(g_vulkan_context->GetDevice(), m_fragment_shader, nullptr);
+ m_fragment_shader = VK_NULL_HANDLE;
+ }
+
+ // If post-processing is disabled, just use the default shader.
+ // This way we don't need to allocate uniforms.
+ if (g_ActiveConfig.sPostProcessingShader.empty())
+ return true;
+
+ // Generate GLSL and compile the new shader.
+ std::string main_code = m_config.LoadShader();
+ std::string options_code = GetGLSLUniformBlock();
+ std::string code = options_code + POSTPROCESSING_SHADER_HEADER + main_code;
+ m_fragment_shader = Util::CompileAndCreateFragmentShader(code);
+ if (m_fragment_shader == VK_NULL_HANDLE)
+ {
+ // BlitFromTexture will use the default shader as a fallback.
+ PanicAlert("Failed to compile post-processing shader %s", m_config.GetShader().c_str());
+ return false;
+ }
+
+ return true;
+}
+
+std::string VulkanPostProcessing::GetGLSLUniformBlock() const
+{
+ std::stringstream ss;
+ u32 unused_counter = 1;
+ ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
+
+ // Builtin uniforms
+ ss << " float4 resolution;\n";
+ ss << " float4 src_rect;\n";
+ ss << " uint time;\n";
+ for (u32 i = 0; i < 3; i++)
+ ss << " uint unused" << unused_counter++ << ";\n\n";
+
+ // Custom options/uniforms
+ for (const auto& it : m_config.GetOptions())
+ {
+ if (it.second.m_type ==
+ PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
+ {
+ ss << StringFromFormat(" int %s;\n", it.first.c_str());
+ for (u32 i = 0; i < 3; i++)
+ ss << " int unused" << unused_counter++ << ";\n";
+ }
+ else if (it.second.m_type ==
+ PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
+ {
+ u32 count = static_cast<u32>(it.second.m_integer_values.size());
+ if (count == 1)
+ ss << StringFromFormat(" int %s;\n", it.first.c_str());
+ else
+ ss << StringFromFormat(" int%u %s;\n", count, it.first.c_str());
+
+ for (u32 i = count; i < 4; i++)
+ ss << " int unused" << unused_counter++ << ";\n";
+ }
+ else if (it.second.m_type ==
+ PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
+ {
+ u32 count = static_cast<u32>(it.second.m_float_values.size());
+ if (count == 1)
+ ss << StringFromFormat(" float %s;\n", it.first.c_str());
+ else
+ ss << StringFromFormat(" float%u %s;\n", count, it.first.c_str());
+
+ for (u32 i = count; i < 4; i++)
+ ss << " float unused" << unused_counter++ << ";\n";
+ }
+ }
+
+ ss << "} options;\n\n";
+
+ return ss.str();
+}
+
+} // namespace Vulkan