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Video: implement output resampling (upscaling/downscaling) methods
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@ -486,23 +486,29 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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MathUtil::Rectangle<int> src_rect = src;
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g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
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g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState());
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g_gfx->SetTexture(0, src_tex);
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g_gfx->SetTexture(1, src_tex);
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const bool is_color_correction_active = IsColorCorrectionActive();
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const bool needs_color_correction = IsColorCorrectionActive();
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// Rely on the default (bi)linear sampler with the default mode
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// (it might not be gamma corrected).
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const bool needs_resampling =
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g_ActiveConfig.output_resampling_mode > OutputResamplingMode::Default;
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const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
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const bool needs_default_pipeline = needs_color_correction || needs_resampling;
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const AbstractPipeline* final_pipeline = m_pipeline.get();
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std::vector<u8>* uniform_staging_buffer = &m_default_uniform_staging_buffer;
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bool default_uniform_staging_buffer = true;
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const MathUtil::Rectangle<int> present_rect = g_presenter->GetTargetRectangle();
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// Intermediary pass.
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// We draw to a high quality intermediary texture for two reasons:
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// We draw to a high quality intermediary texture for a couple reasons:
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// -Consistently do high quality gamma corrected resampling (upscaling/downscaling)
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// -Keep quality for gamma and gamut conversions, and HDR output
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// (low bit depths lose too much quality with gamma conversions)
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// -We make a texture of the exact same res as the source one,
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// because all the post process shaders we already had assume that
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// the source texture size (EFB) is different from the swap chain
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// texture size (which matches the window size).
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if (m_default_pipeline && is_color_correction_active && needs_intermediary_buffer)
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// -Keep the post process phase in linear space, to better operate with colors
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if (m_default_pipeline && needs_default_pipeline && needs_intermediary_buffer)
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{
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AbstractFramebuffer* const previous_framebuffer = g_gfx->GetCurrentFramebuffer();
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@ -512,13 +518,18 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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// so it would be a waste to allocate two layers (see "bUsesExplictQuadBuffering").
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const u32 target_layers = copy_all_layers ? src_tex->GetLayers() : 1;
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const u32 target_width =
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needs_resampling ? present_rect.GetWidth() : static_cast<u32>(src_rect.GetWidth());
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const u32 target_height =
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needs_resampling ? present_rect.GetHeight() : static_cast<u32>(src_rect.GetHeight());
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if (!m_intermediary_frame_buffer || !m_intermediary_color_texture ||
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m_intermediary_color_texture.get()->GetWidth() != static_cast<u32>(src_rect.GetWidth()) ||
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m_intermediary_color_texture.get()->GetHeight() != static_cast<u32>(src_rect.GetHeight()) ||
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m_intermediary_color_texture.get()->GetWidth() != target_width ||
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m_intermediary_color_texture.get()->GetHeight() != target_height ||
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m_intermediary_color_texture.get()->GetLayers() != target_layers)
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{
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const TextureConfig intermediary_color_texture_config(
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src_rect.GetWidth(), src_rect.GetHeight(), 1, target_layers, src_tex->GetSamples(),
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target_width, target_height, 1, target_layers, src_tex->GetSamples(),
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s_intermediary_buffer_format, AbstractTextureFlag_RenderTarget);
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m_intermediary_color_texture = g_gfx->CreateTexture(intermediary_color_texture_config,
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"Intermediary post process texture");
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@ -530,7 +541,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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g_gfx->SetFramebuffer(m_intermediary_frame_buffer.get());
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FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
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g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
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present_rect, uniform_staging_buffer->data(),
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!default_uniform_staging_buffer);
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g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
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static_cast<u32>(uniform_staging_buffer->size()));
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@ -544,6 +555,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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src_rect = m_intermediary_color_texture->GetRect();
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src_tex = m_intermediary_color_texture.get();
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g_gfx->SetTexture(0, src_tex);
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g_gfx->SetTexture(1, src_tex);
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// The "m_intermediary_color_texture" has already copied
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// from the specified source layer onto its first one.
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// If we query for a layer that the source texture doesn't have,
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@ -557,7 +569,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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// If we have no custom user shader selected, and color correction
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// is active, directly run the fixed pipeline shader instead of
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// doing two passes, with the second one doing nothing useful.
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if (m_default_pipeline && is_color_correction_active)
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if (m_default_pipeline && needs_default_pipeline)
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{
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final_pipeline = m_default_pipeline.get();
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}
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@ -580,7 +592,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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if (final_pipeline)
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{
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FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
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g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
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present_rect, uniform_staging_buffer->data(),
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!default_uniform_staging_buffer);
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g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
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static_cast<u32>(uniform_staging_buffer->size()));
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@ -610,6 +622,7 @@ std::string PostProcessing::GetUniformBufferHeader(bool user_post_process) const
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ss << " int src_layer;\n";
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ss << " uint time;\n";
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ss << " int resampling_method;\n";
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ss << " int correct_color_space;\n";
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ss << " int game_color_space;\n";
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ss << " int correct_gamma;\n";
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@ -816,6 +829,7 @@ struct BuiltinUniforms
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std::array<float, 4> src_rect;
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s32 src_layer;
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u32 time;
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s32 resampling_method;
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s32 correct_color_space;
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s32 game_color_space;
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s32 correct_gamma;
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@ -861,6 +875,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
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builtin_uniforms.src_layer = static_cast<s32>(src_layer);
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builtin_uniforms.time = static_cast<u32>(m_timer.ElapsedMs());
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builtin_uniforms.resampling_method = static_cast<s32>(g_ActiveConfig.output_resampling_mode);
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// Color correction related uniforms.
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// These are mainly used by the "m_default_pixel_shader",
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// but should also be accessible to all other shaders.
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