summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/RenderBase.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
-rw-r--r--Source/Core/VideoCommon/RenderBase.cpp191
1 files changed, 75 insertions, 116 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index 31d3192933..8559ca86b6 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
@@ -896,90 +910,6 @@ void Renderer::RecordVideoMemory()
texMem);
}
-static std::string GenerateImGuiVertexShader()
-{
- const APIType api_type = g_ActiveConfig.backend_info.api_type;
- std::stringstream ss;
-
- // Uniform buffer contains the viewport size, and we transform in the vertex shader.
- if (api_type == APIType::D3D)
- ss << "cbuffer PSBlock : register(b0) {\n";
- else if (api_type == APIType::OpenGL)
- ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
- else if (api_type == APIType::Vulkan)
- ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
- ss << "float2 u_rcp_viewport_size_mul2;\n";
- ss << "};\n";
-
- if (api_type == APIType::D3D)
- {
- 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 float4 out_pos : SV_Position)\n";
- }
- else
- {
- 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"
- << "void main()\n";
- }
-
- ss << "{\n"
- << " frag_uv = rawtex0;\n"
- << " frag_color = 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 * "
- "u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
-
- // Clip-space is flipped in Vulkan
- if (api_type == APIType::Vulkan)
- ss << " gl_Position.y = -gl_Position.y;\n";
-
- ss << "}\n";
- return ss.str();
-}
-
-static std::string GenerateImGuiPixelShader()
-{
- const APIType api_type = g_ActiveConfig.backend_info.api_type;
-
- std::stringstream ss;
- if (api_type == APIType::D3D)
- {
- 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"
- << " 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"
- << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
- << "void main()\n";
- }
-
- ss << "{\n";
-
- if (api_type == APIType::D3D)
- ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
- else
- ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
-
- ss << "}\n";
-
- return ss.str();
-}
-
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
@@ -1007,21 +937,66 @@ bool Renderer::InitializeImGui()
return false;
}
- const std::string vertex_shader_source = GenerateImGuiVertexShader();
- const std::string pixel_shader_source = GenerateImGuiPixelShader();
- std::unique_ptr<AbstractShader> vertex_shader =
- CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
+ // 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, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
- CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
+ CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::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 +1018,6 @@ 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 +1110,15 @@ 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);