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Merge pull request #11999 from Filoppi/post_process_fixes
Video: implement output resampling (upscaling/downscaling) methods
This commit is contained in:
@ -118,6 +118,8 @@ const Info<std::string> GFX_DRIVER_LIB_NAME{{System::GFX, "Settings", "DriverLib
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const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING{
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{System::GFX, "Enhancements", "ForceTextureFiltering"}, TextureFilteringMode::Default};
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const Info<int> GFX_ENHANCE_MAX_ANISOTROPY{{System::GFX, "Enhancements", "MaxAnisotropy"}, 0};
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const Info<OutputResamplingMode> GFX_ENHANCE_OUTPUT_RESAMPLING{
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{System::GFX, "Enhancements", "OutputResampling"}, OutputResamplingMode::Default};
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const Info<std::string> GFX_ENHANCE_POST_SHADER{
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{System::GFX, "Enhancements", "PostProcessingShader"}, ""};
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const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR{{System::GFX, "Enhancements", "ForceTrueColor"},
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@ -11,6 +11,7 @@ enum class AspectMode : int;
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enum class ShaderCompilationMode : int;
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enum class StereoMode : int;
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enum class TextureFilteringMode : int;
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enum class OutputResamplingMode : int;
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enum class ColorCorrectionRegion : int;
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enum class TriState : int;
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@ -101,6 +102,7 @@ extern const Info<bool> GFX_MODS_ENABLE;
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extern const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING;
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extern const Info<int> GFX_ENHANCE_MAX_ANISOTROPY; // NOTE - this is x in (1 << x)
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extern const Info<OutputResamplingMode> GFX_ENHANCE_OUTPUT_RESAMPLING;
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extern const Info<std::string> GFX_ENHANCE_POST_SHADER;
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extern const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR;
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extern const Info<bool> GFX_ENHANCE_DISABLE_COPY_FILTER;
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@ -105,6 +105,22 @@ void EnhancementsWidget::CreateWidgets()
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m_texture_filtering_combo->addItem(tr("Force Linear and 16x Anisotropic"),
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TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X);
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m_output_resampling_combo = new ToolTipComboBox();
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m_output_resampling_combo->addItem(tr("Default"),
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static_cast<int>(OutputResamplingMode::Default));
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m_output_resampling_combo->addItem(tr("Bilinear"),
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static_cast<int>(OutputResamplingMode::Bilinear));
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m_output_resampling_combo->addItem(tr("Bicubic: B-Spline"),
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static_cast<int>(OutputResamplingMode::BSpline));
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m_output_resampling_combo->addItem(tr("Bicubic: Mitchell-Netravali"),
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static_cast<int>(OutputResamplingMode::MitchellNetravali));
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m_output_resampling_combo->addItem(tr("Bicubic: Catmull-Rom"),
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static_cast<int>(OutputResamplingMode::CatmullRom));
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m_output_resampling_combo->addItem(tr("Sharp Bilinear"),
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static_cast<int>(OutputResamplingMode::SharpBilinear));
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m_output_resampling_combo->addItem(tr("Area Sampling"),
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static_cast<int>(OutputResamplingMode::AreaSampling));
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m_configure_color_correction = new ToolTipPushButton(tr("Configure"));
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m_pp_effect = new ToolTipComboBox();
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@ -136,6 +152,10 @@ void EnhancementsWidget::CreateWidgets()
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enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
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++row;
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enhancements_layout->addWidget(new QLabel(tr("Output Resampling:")), row, 0);
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enhancements_layout->addWidget(m_output_resampling_combo, row, 1, 1, -1);
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++row;
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enhancements_layout->addWidget(new QLabel(tr("Color Correction:")), row, 0);
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enhancements_layout->addWidget(m_configure_color_correction, row, 1, 1, -1);
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++row;
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@ -195,6 +215,8 @@ void EnhancementsWidget::ConnectWidgets()
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[this](int) { SaveSettings(); });
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connect(m_texture_filtering_combo, qOverload<int>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_output_resampling_combo, qOverload<int>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_pp_effect, qOverload<int>(&QComboBox::currentIndexChanged),
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[this](int) { SaveSettings(); });
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connect(m_3d_mode, qOverload<int>(&QComboBox::currentIndexChanged), [this] {
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@ -325,6 +347,14 @@ void EnhancementsWidget::LoadSettings()
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break;
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}
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// Resampling
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const OutputResamplingMode output_resampling_mode =
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Config::Get(Config::GFX_ENHANCE_OUTPUT_RESAMPLING);
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m_output_resampling_combo->setCurrentIndex(static_cast<int>(output_resampling_mode));
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m_output_resampling_combo->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
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// Color Correction
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m_configure_color_correction->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
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// Post Processing Shader
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@ -413,6 +443,10 @@ void EnhancementsWidget::SaveSettings()
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break;
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}
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const int output_resampling_selection = m_output_resampling_combo->currentData().toInt();
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_OUTPUT_RESAMPLING,
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static_cast<OutputResamplingMode>(output_resampling_selection));
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const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
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const bool passive = g_Config.stereo_mode == StereoMode::Passive;
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Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
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@ -455,6 +489,37 @@ void EnhancementsWidget::AddDescriptions()
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"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
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"of the game's textures and might cause issues in a small number of "
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"games.<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
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static const char TR_OUTPUT_RESAMPLING_DESCRIPTION[] =
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QT_TR_NOOP("Affects how the game output is scaled to the window resolution."
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"<br>The performance mostly depends on the number of samples each method uses."
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"<br>Compared to SSAA, resampling is useful in case the output window"
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"<br>resolution isn't a multiplier of the native emulation resolution."
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"<br><br><b>Default</b> - [fastest]"
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"<br>Internal GPU bilinear sampler which is not gamma corrected."
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"<br>This setting might be ignored if gamma correction is forced on."
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"<br><br><b>Bilinear</b> - [4 samples]"
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"<br>Gamma corrected linear interpolation between pixels."
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"<br><br><b>Bicubic</b> - [16 samples]"
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"<br>Gamma corrected cubic interpolation between pixels."
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"<br>Good when rescaling between close resolutions. i.e 1080p and 1440p."
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"<br>Comes in various flavors:"
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"<br><b>B-Spline</b>: Blurry, but avoids all lobing artifacts"
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"<br><b>Mitchell-Netravali</b>: Good middle ground between blurry and lobing"
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"<br><b>Catmull-Rom</b>: Sharper, but can cause lobing artifacts"
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"<br><br><b>Sharp Bilinear</b> - [1-4 samples]"
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"<br>Similarly to \"Nearest Neighbor\", it maintains a sharp look,"
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"<br>but also does some blending to avoid shimmering."
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"<br>Works best with 2D games at low resolutions."
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"<br><br><b>Area Sampling</b> - [up to 324 samples]"
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"<br>Weights pixels by the percentage of area they occupy. Gamma corrected."
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"<br>Best for down scaling by more than 2x."
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"<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
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static const char TR_COLOR_CORRECTION_DESCRIPTION[] =
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QT_TR_NOOP("A group of features to make the colors more accurate, matching the color space "
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"Wii and GC games were meant for.");
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@ -537,6 +602,9 @@ void EnhancementsWidget::AddDescriptions()
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m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
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m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
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m_output_resampling_combo->SetTitle(tr("Output Resampling"));
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m_output_resampling_combo->SetDescription(tr(TR_OUTPUT_RESAMPLING_DESCRIPTION));
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m_configure_color_correction->SetTitle(tr("Color Correction"));
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m_configure_color_correction->SetDescription(tr(TR_COLOR_CORRECTION_DESCRIPTION));
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@ -39,6 +39,7 @@ private:
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ConfigChoice* m_ir_combo;
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ToolTipComboBox* m_aa_combo;
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ToolTipComboBox* m_texture_filtering_combo;
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ToolTipComboBox* m_output_resampling_combo;
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ToolTipComboBox* m_pp_effect;
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ToolTipPushButton* m_configure_color_correction;
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QPushButton* m_configure_pp_effect;
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@ -419,9 +419,9 @@ std::vector<std::string> PostProcessing::GetPassiveShaderList()
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bool PostProcessing::Initialize(AbstractTextureFormat format)
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{
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m_framebuffer_format = format;
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// CompilePixelShader must be run first if configuration options are used.
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// CompilePixelShader() must be run first if configuration options are used.
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// Otherwise the UBO has a different member list between vertex and pixel
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// shaders, which is a link error.
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// shaders, which is a link error on some backends.
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if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
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return false;
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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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@ -530,8 +541,8 @@ 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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!default_uniform_staging_buffer);
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present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
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true);
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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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@ -580,8 +592,8 @@ 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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!default_uniform_staging_buffer);
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present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
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false);
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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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@ -609,7 +621,11 @@ std::string PostProcessing::GetUniformBufferHeader(bool user_post_process) const
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// The first (but not necessarily only) source layer we target
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ss << " int src_layer;\n";
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ss << " uint time;\n";
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ss << " int graphics_api;\n";
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// If true, it's an intermediary buffer (including the first), if false, it's the final one
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ss << " int intermediary_buffer;\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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@ -742,6 +758,7 @@ void SetOutput(float4 color)
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#define GetOption(x) (x)
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#define OptionEnabled(x) ((x) != 0)
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#define OptionDisabled(x) ((x) == 0)
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)";
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return ss.str();
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@ -752,13 +769,9 @@ std::string PostProcessing::GetFooter() const
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return {};
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}
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bool PostProcessing::CompileVertexShader()
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std::string GetVertexShaderBody()
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{
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std::ostringstream ss;
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// We never need the user selected post process custom uniforms in the vertex shader
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const bool user_post_process = false;
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ss << GetUniformBufferHeader(user_post_process);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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ss << "VARYING_LOCATION(0) out VertexData {\n";
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@ -779,21 +792,34 @@ bool PostProcessing::CompileVertexShader()
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// Vulkan Y needs to be inverted on every pass
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if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
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{
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ss << " opos.y = -opos.y;\n";
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std::string s2 = ss.str();
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s2 += "}\n";
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m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, s2,
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"Default post-processing vertex shader");
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// OpenGL Y needs to be inverted once only (in the last pass)
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if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
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ss << " opos.y = -opos.y;\n";
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}
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// OpenGL Y needs to be inverted in all passes except the last one
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else if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
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{
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ss << " if (intermediary_buffer != 0)\n";
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ss << " opos.y = -opos.y;\n";
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}
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ss << "}\n";
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return ss.str();
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}
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bool PostProcessing::CompileVertexShader()
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{
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std::ostringstream ss_default;
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ss_default << GetUniformBufferHeader(false);
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ss_default << GetVertexShaderBody();
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m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(),
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"Default post-processing vertex shader");
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std::ostringstream ss;
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ss << GetUniformBufferHeader(true);
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ss << GetVertexShaderBody();
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m_vertex_shader =
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g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
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if (!m_default_vertex_shader || !m_vertex_shader)
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{
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PanicAlertFmt("Failed to compile post-processing vertex shader");
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@ -816,6 +842,9 @@ struct BuiltinUniforms
|
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std::array<float, 4> src_rect;
|
||||
s32 src_layer;
|
||||
u32 time;
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||||
s32 graphics_api;
|
||||
s32 intermediary_buffer;
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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;
|
||||
@ -839,7 +868,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
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const AbstractTexture* src_tex, int src_layer,
|
||||
const MathUtil::Rectangle<int>& dst,
|
||||
const MathUtil::Rectangle<int>& wnd, u8* buffer,
|
||||
bool user_post_process)
|
||||
bool user_post_process, bool intermediary_buffer)
|
||||
{
|
||||
const float rcp_src_width = 1.0f / src_tex->GetWidth();
|
||||
const float rcp_src_height = 1.0f / src_tex->GetHeight();
|
||||
@ -860,7 +889,10 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
||||
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());
|
||||
builtin_uniforms.graphics_api = static_cast<s32>(g_ActiveConfig.backend_info.api_type);
|
||||
builtin_uniforms.intermediary_buffer = static_cast<s32>(intermediary_buffer);
|
||||
|
||||
builtin_uniforms.resampling_method = static_cast<s32>(g_ActiveConfig.output_resampling_mode);
|
||||
// Color correction related uniforms.
|
||||
// These are mainly used by the "m_default_pixel_shader",
|
||||
// but should also be accessible to all other shaders.
|
||||
@ -883,6 +915,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
||||
std::memcpy(buffer, &builtin_uniforms, sizeof(builtin_uniforms));
|
||||
buffer += sizeof(builtin_uniforms);
|
||||
|
||||
// Don't include the custom pp shader options if they are not necessary,
|
||||
// having mismatching uniforms between different shaders can cause issues on some backends
|
||||
if (!user_post_process)
|
||||
return;
|
||||
|
||||
@ -1000,8 +1034,7 @@ bool PostProcessing::CompilePipeline()
|
||||
const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
|
||||
|
||||
AbstractPipelineConfig config = {};
|
||||
config.vertex_shader =
|
||||
needs_intermediary_buffer ? m_vertex_shader.get() : m_default_vertex_shader.get();
|
||||
config.vertex_shader = 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) ?
|
||||
@ -1018,7 +1051,7 @@ bool PostProcessing::CompilePipeline()
|
||||
if (config.pixel_shader)
|
||||
m_default_pipeline = g_gfx->CreatePipeline(config);
|
||||
|
||||
config.vertex_shader = m_default_vertex_shader.get();
|
||||
config.vertex_shader = m_vertex_shader.get();
|
||||
config.geometry_shader = UseGeometryShaderForPostProcess(false) ?
|
||||
g_shader_cache->GetTexcoordGeometryShader() :
|
||||
nullptr;
|
||||
|
@ -124,7 +124,8 @@ protected:
|
||||
size_t CalculateUniformsSize(bool user_post_process) const;
|
||||
void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
|
||||
int src_layer, const MathUtil::Rectangle<int>& dst,
|
||||
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
|
||||
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process,
|
||||
bool intermediary_buffer);
|
||||
|
||||
// Timer for determining our time value
|
||||
Common::Timer m_timer;
|
||||
|
@ -133,6 +133,7 @@ void VideoConfig::Refresh()
|
||||
|
||||
texture_filtering_mode = Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
|
||||
iMaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
|
||||
output_resampling_mode = Config::Get(Config::GFX_ENHANCE_OUTPUT_RESAMPLING);
|
||||
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
|
||||
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
|
||||
bDisableCopyFilter = Config::Get(Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
|
||||
|
@ -52,6 +52,17 @@ enum class TextureFilteringMode : int
|
||||
Linear,
|
||||
};
|
||||
|
||||
enum class OutputResamplingMode : int
|
||||
{
|
||||
Default,
|
||||
Bilinear,
|
||||
BSpline,
|
||||
MitchellNetravali,
|
||||
CatmullRom,
|
||||
SharpBilinear,
|
||||
AreaSampling,
|
||||
};
|
||||
|
||||
enum class ColorCorrectionRegion : int
|
||||
{
|
||||
SMPTE_NTSCM,
|
||||
@ -103,6 +114,7 @@ struct VideoConfig final
|
||||
bool bSSAA = false;
|
||||
int iEFBScale = 0;
|
||||
TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
|
||||
OutputResamplingMode output_resampling_mode = OutputResamplingMode::Default;
|
||||
int iMaxAnisotropy = 0;
|
||||
std::string sPostProcessingShader;
|
||||
bool bForceTrueColor = false;
|
||||
|
Reference in New Issue
Block a user