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-rw-r--r--Source/Core/VideoCommon/PostProcessing.cpp493
1 files changed, 391 insertions, 102 deletions
diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp
index c2f311376b..c3a245629f 100644
--- a/Source/Core/VideoCommon/PostProcessing.cpp
+++ b/Source/Core/VideoCommon/PostProcessing.cpp
@@ -33,7 +33,32 @@
namespace VideoCommon
{
-static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
+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;
+
+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;
@@ -60,24 +85,16 @@ void PostProcessingConfiguration::LoadShader(const std::string& shader)
sub_dir = PASSIVE_DIR DIR_SEP;
}
- // loading shader code
std::string code;
- std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
-
- if (!File::Exists(path))
+ if (!LoadShaderFromFile(shader, sub_dir, code))
{
- // Fallback to shared user dir
- path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
- }
-
- if (!File::ReadFileToString(path, code))
- {
- ERROR_LOG_FMT(VIDEO, "Post-processing shader not found: {}", path);
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;
}
@@ -86,7 +103,8 @@ void PostProcessingConfiguration::LoadDefaultShader()
{
m_options.clear();
m_any_options_dirty = false;
- m_current_shader_code = s_default_shader;
+ m_current_shader = "";
+ m_current_shader_code = s_empty_pixel_shader;
}
void PostProcessingConfiguration::LoadOptions(const std::string& code)
@@ -242,6 +260,7 @@ void PostProcessingConfiguration::LoadOptionsConfiguration()
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)
@@ -375,6 +394,8 @@ static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
{
std::string name;
SplitPath(path, nullptr, &name, nullptr);
+ if (name == s_default_pixel_shader_name)
+ continue;
result.push_back(name);
}
return result;
@@ -409,8 +430,15 @@ bool PostProcessing::Initialize(AbstractTextureFormat format)
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())
@@ -421,10 +449,27 @@ void PostProcessing::RecompileShader()
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)
@@ -435,69 +480,183 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
RecompilePipeline();
}
- if (!m_pipeline)
- return;
+ // 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);
- FillUniformBuffer(src, src_tex, src_layer);
- g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(),
- static_cast<u32>(m_uniform_staging_buffer.size()));
-
- g_gfx->SetViewportAndScissor(
- g_gfx->ConvertFramebufferRectangle(dst, g_gfx->GetCurrentFramebuffer()));
- g_gfx->SetPipeline(m_pipeline.get());
- g_gfx->SetTexture(0, src_tex);
+ MathUtil::Rectangle<int> src_rect = src;
g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
- g_gfx->Draw(0, 3);
+ g_gfx->SetTexture(0, src_tex);
+
+ const bool is_color_correction_active = IsColorCorrectionActive();
+ const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
+ const AbstractPipeline* final_pipeline = m_pipeline.get();
+ std::vector<u8>* uniform_staging_buffer = &m_default_uniform_staging_buffer;
+ bool default_uniform_staging_buffer = true;
+
+ // Intermediary pass.
+ // We draw to a high quality intermediary texture for two reasons:
+ // -Keep quality for gamma and gamut conversions, and HDR output
+ // (low bit depths lose too much quality with gamma conversions)
+ // -We make a texture of the exact same res as the source one,
+ // because all the post process shaders we already had assume that
+ // the source texture size (EFB) is different from the swap chain
+ // texture size (which matches the window size).
+ if (m_default_pipeline && is_color_correction_active && 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;
+
+ if (!m_intermediary_frame_buffer || !m_intermediary_color_texture ||
+ m_intermediary_color_texture.get()->GetWidth() != static_cast<u32>(src_rect.GetWidth()) ||
+ m_intermediary_color_texture.get()->GetHeight() != static_cast<u32>(src_rect.GetHeight()) ||
+ m_intermediary_color_texture.get()->GetLayers() != target_layers)
+ {
+ const TextureConfig intermediary_color_texture_config(
+ src_rect.GetWidth(), src_rect.GetHeight(), 1, target_layers, src_tex->GetSamples(),
+ s_intermediary_buffer_format, AbstractTextureFlag_RenderTarget);
+ 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(),
+ g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
+ !default_uniform_staging_buffer);
+ 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);
+ // 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 && is_color_correction_active)
+ {
+ final_pipeline = m_default_pipeline.get();
+ }
+ else
+ {
+ uniform_staging_buffer = &m_uniform_staging_buffer;
+ default_uniform_staging_buffer = false;
+ }
+
+ m_intermediary_frame_buffer.release();
+ m_intermediary_color_texture.release();
+ }
+
+ // 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(),
+ g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
+ !default_uniform_staging_buffer);
+ 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() const
+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";
+ // 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";
- for (u32 i = 0; i < 2; i++)
- ss << " uint ubo_align_" << unused_counter++ << "_;\n";
- ss << "\n";
- // Custom options/uniforms
- for (const auto& it : m_config.GetOptions())
+ 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)
{
- if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
+ ss << "\n";
+ // Custom options/uniforms
+ for (const auto& it : m_config.GetOptions())
{
- 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)
+ if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
+ {
ss << fmt::format(" int {};\n", it.first);
- else
- ss << fmt::format(" int{} {};\n", count, 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";
+ 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";
+ }
}
}
@@ -505,11 +664,12 @@ std::string PostProcessing::GetUniformBufferHeader() const
return ss.str();
}
-std::string PostProcessing::GetHeader() const
+std::string PostProcessing::GetHeader(bool user_post_process) const
{
std::ostringstream ss;
- ss << GetUniformBufferHeader();
+ 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)
{
@@ -530,6 +690,16 @@ float4 SampleLocation(float2 location) { return texture(samp0, float3(location,
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;
@@ -585,7 +755,9 @@ std::string PostProcessing::GetFooter() const
bool PostProcessing::CompileVertexShader()
{
std::ostringstream ss;
- ss << GetUniformBufferHeader();
+ // We never need the user selected post process custom uniforms in the vertex shader
+ const bool user_post_process = false;
+ ss << GetUniformBufferHeader(user_post_process);
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
@@ -605,16 +777,28 @@ bool PostProcessing::CompileVertexShader()
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";
+ std::string s2 = ss.str();
+ s2 += "}\n";
+ m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, s2,
+ "Default post-processing vertex shader");
+
+ // OpenGL Y needs to be inverted once only (in the last pass)
+ if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
+ ss << " opos.y = -opos.y;\n";
+
ss << "}\n";
m_vertex_shader =
g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
- if (!m_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;
}
@@ -623,44 +807,86 @@ bool PostProcessing::CompileVertexShader()
struct BuiltinUniforms
{
- float resolution[4];
- float window_resolution[4];
- float src_rect[4];
+ // 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;
- u32 padding[2];
+ 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() const
+size_t PostProcessing::CalculateUniformsSize(bool user_post_process) const
{
// Allocate a vec4 for each uniform to simplify allocation.
- return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
+ 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 AbstractTexture* src_tex, int src_layer,
+ const MathUtil::Rectangle<int>& dst,
+ const MathUtil::Rectangle<int>& wnd, u8* buffer,
+ bool user_post_process)
{
- const auto& window_rect = g_presenter->GetTargetRectangle();
const float rcp_src_width = 1.0f / src_tex->GetWidth();
const float rcp_src_height = 1.0f / src_tex->GetHeight();
- BuiltinUniforms builtin_uniforms = {
- {static_cast<float>(src_tex->GetWidth()), static_cast<float>(src_tex->GetHeight()),
- rcp_src_width, rcp_src_height},
- {static_cast<float>(window_rect.GetWidth()), static_cast<float>(window_rect.GetHeight()),
- 1.0f / static_cast<float>(window_rect.GetWidth()),
- 1.0f / static_cast<float>(window_rect.GetHeight())},
- {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},
- static_cast<s32>(src_layer),
- static_cast<u32>(m_timer.ElapsedMs()),
- };
- u8* buf = m_uniform_staging_buffer.data();
- std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
- buf += sizeof(builtin_uniforms);
+ 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());
+
+ // 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);
+
+ if (!user_post_process)
+ return;
- for (const auto& it : m_config.GetOptions())
+ for (auto& it : m_config.GetOptions())
{
union
{
@@ -688,53 +914,116 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
break;
}
- std::memcpy(buf, &value, sizeof(value));
- buf += sizeof(value);
+ it.second.m_dirty = false;
+
+ std::memcpy(buffer, &value, sizeof(value));
+ buffer += sizeof(value);
}
+
+ m_config.SetDirty(false);
}
bool PostProcessing::CompilePixelShader()
{
- m_pipeline.reset();
+ m_default_pixel_shader.reset();
m_pixel_shader.reset();
- // Generate GLSL and compile the new shader.
+ // 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() + m_config.GetShaderCode() + GetFooter(),
- fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
+ 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 post-processing shader {}", m_config.GetShader());
+ 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() + m_config.GetShaderCode() + GetFooter(),
- "Default post-processing pixel shader");
+ 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());
+ m_uniform_staging_buffer.resize(CalculateUniformsSize(true));
return true;
}
+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; // Not needed (some backends don't like making pipelines with no targets)
+ 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_vertex_shader.get();
- config.geometry_shader =
- g_gfx->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
- config.pixel_shader = m_pixel_shader.get();
+ config.vertex_shader =
+ needs_intermediary_buffer ? m_vertex_shader.get() : 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(m_framebuffer_format);
+ 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_default_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;