// Copyright 2014 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoCommon/PostProcessing.h" #include #include #include #include #include "Common/Assert.h" #include "Common/CommonPaths.h" #include "Common/CommonTypes.h" #include "Common/FileSearch.h" #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractGfx.h" #include "VideoCommon/AbstractPipeline.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/Present.h" #include "VideoCommon/ShaderCache.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace VideoCommon { 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; static 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; PostProcessingConfiguration::~PostProcessingConfiguration() = default; void PostProcessingConfiguration::LoadShader(const std::string& shader) { // Load the shader from the configuration if there isn't one sent to us. m_current_shader = shader; if (shader.empty()) { LoadDefaultShader(); return; } std::string sub_dir = ""; if (g_Config.stereo_mode == StereoMode::Anaglyph) { sub_dir = ANAGLYPH_DIR DIR_SEP; } else if (g_Config.stereo_mode == StereoMode::Passive) { sub_dir = PASSIVE_DIR DIR_SEP; } std::string code; if (!LoadShaderFromFile(shader, sub_dir, code)) { 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; } void PostProcessingConfiguration::LoadDefaultShader() { m_options.clear(); m_any_options_dirty = false; m_current_shader = ""; m_current_shader_code = s_empty_pixel_shader; } void PostProcessingConfiguration::LoadOptions(const std::string& code) { const std::string config_start_delimiter = "[configuration]"; const std::string config_end_delimiter = "[/configuration]"; size_t configuration_start = code.find(config_start_delimiter); size_t configuration_end = code.find(config_end_delimiter); m_options.clear(); m_any_options_dirty = true; if (configuration_start == std::string::npos || configuration_end == std::string::npos) { // Issue loading configuration or there isn't one. return; } std::string configuration_string = code.substr(configuration_start + config_start_delimiter.size(), configuration_end - configuration_start - config_start_delimiter.size()); std::istringstream in(configuration_string); struct GLSLStringOption { std::string m_type; std::vector> m_options; }; std::vector option_strings; GLSLStringOption* current_strings = nullptr; while (!in.eof()) { std::string line_str; if (std::getline(in, line_str)) { std::string_view line = line_str; #ifndef _WIN32 // Check for CRLF eol and convert it to LF if (!line.empty() && line.at(line.size() - 1) == '\r') line.remove_suffix(1); #endif if (!line.empty()) { if (line[0] == '[') { size_t endpos = line.find("]"); if (endpos != std::string::npos) { // New section! std::string_view sub = line.substr(1, endpos - 1); option_strings.push_back({std::string(sub)}); current_strings = &option_strings.back(); } } else { if (current_strings) { std::string key, value; Common::IniFile::ParseLine(line, &key, &value); if (!(key.empty() && value.empty())) current_strings->m_options.emplace_back(key, value); } } } } } for (const auto& it : option_strings) { ConfigurationOption option; option.m_dirty = true; if (it.m_type == "OptionBool") option.m_type = ConfigurationOption::OptionType::Bool; else if (it.m_type == "OptionRangeFloat") option.m_type = ConfigurationOption::OptionType::Float; else if (it.m_type == "OptionRangeInteger") option.m_type = ConfigurationOption::OptionType::Integer; for (const auto& string_option : it.m_options) { if (string_option.first == "GUIName") { option.m_gui_name = string_option.second; } else if (string_option.first == "OptionName") { option.m_option_name = string_option.second; } else if (string_option.first == "DependentOption") { option.m_dependent_option = string_option.second; } else if (string_option.first == "MinValue" || string_option.first == "MaxValue" || string_option.first == "DefaultValue" || string_option.first == "StepAmount") { std::vector* output_integer = nullptr; std::vector* output_float = nullptr; if (string_option.first == "MinValue") { output_integer = &option.m_integer_min_values; output_float = &option.m_float_min_values; } else if (string_option.first == "MaxValue") { output_integer = &option.m_integer_max_values; output_float = &option.m_float_max_values; } else if (string_option.first == "DefaultValue") { output_integer = &option.m_integer_values; output_float = &option.m_float_values; } else if (string_option.first == "StepAmount") { output_integer = &option.m_integer_step_values; output_float = &option.m_float_step_values; } if (option.m_type == ConfigurationOption::OptionType::Bool) { TryParse(string_option.second, &option.m_bool_value); } else if (option.m_type == ConfigurationOption::OptionType::Integer) { TryParseVector(string_option.second, output_integer); if (output_integer->size() > 4) output_integer->erase(output_integer->begin() + 4, output_integer->end()); } else if (option.m_type == ConfigurationOption::OptionType::Float) { TryParseVector(string_option.second, output_float); if (output_float->size() > 4) output_float->erase(output_float->begin() + 4, output_float->end()); } } } m_options[option.m_option_name] = option; } } void PostProcessingConfiguration::LoadOptionsConfiguration() { Common::IniFile ini; 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) { case ConfigurationOption::OptionType::Bool: ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &it.second.m_bool_value, it.second.m_bool_value); break; case ConfigurationOption::OptionType::Integer: { std::string value; ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value); if (!value.empty()) { auto integer_values = it.second.m_integer_values; if (TryParseVector(value, &integer_values)) { it.second.m_integer_values = integer_values; } } } break; case ConfigurationOption::OptionType::Float: { std::string value; ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value); if (!value.empty()) { auto float_values = it.second.m_float_values; if (TryParseVector(value, &float_values)) { it.second.m_float_values = float_values; } } } break; } } } void PostProcessingConfiguration::SaveOptionsConfiguration() { Common::IniFile ini; ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); std::string section = m_current_shader + "-options"; for (auto& it : m_options) { switch (it.second.m_type) { case ConfigurationOption::OptionType::Bool: { ini.GetOrCreateSection(section)->Set(it.second.m_option_name, it.second.m_bool_value); } break; case ConfigurationOption::OptionType::Integer: { std::string value; for (size_t i = 0; i < it.second.m_integer_values.size(); ++i) { value += fmt::format("{}{}", it.second.m_integer_values[i], i == (it.second.m_integer_values.size() - 1) ? "" : ", "); } ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value); } break; case ConfigurationOption::OptionType::Float: { std::ostringstream value; value.imbue(std::locale("C")); for (size_t i = 0; i < it.second.m_float_values.size(); ++i) { value << it.second.m_float_values[i]; if (i != (it.second.m_float_values.size() - 1)) value << ", "; } ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value.str()); } break; } } ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX)); } void PostProcessingConfiguration::SetOptionf(const std::string& option, int index, float value) { auto it = m_options.find(option); it->second.m_float_values[index] = value; it->second.m_dirty = true; m_any_options_dirty = true; } void PostProcessingConfiguration::SetOptioni(const std::string& option, int index, s32 value) { auto it = m_options.find(option); it->second.m_integer_values[index] = value; it->second.m_dirty = true; m_any_options_dirty = true; } void PostProcessingConfiguration::SetOptionb(const std::string& option, bool value) { auto it = m_options.find(option); it->second.m_bool_value = value; it->second.m_dirty = true; m_any_options_dirty = true; } PostProcessing::PostProcessing() { m_timer.Start(); } PostProcessing::~PostProcessing() { m_timer.Stop(); } static std::vector GetShaders(const std::string& sub_dir = "") { std::vector paths = Common::DoFileSearch({File::GetUserPath(D_SHADERS_IDX) + sub_dir, File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir}, {".glsl"}); std::vector result; for (std::string path : paths) { std::string name; SplitPath(path, nullptr, &name, nullptr); if (name == s_default_pixel_shader_name) continue; result.push_back(name); } return result; } std::vector PostProcessing::GetShaderList() { return GetShaders(); } std::vector PostProcessing::GetAnaglyphShaderList() { return GetShaders(ANAGLYPH_DIR DIR_SEP); } std::vector PostProcessing::GetPassiveShaderList() { return GetShaders(PASSIVE_DIR DIR_SEP); } bool PostProcessing::Initialize(AbstractTextureFormat format) { m_framebuffer_format = format; // CompilePixelShader() must be run first if configuration options are used. // Otherwise the UBO has a different member list between vertex and pixel // shaders, which is a link error on some backends. if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline()) return false; return true; } 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()) return; CompilePipeline(); } 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& dst, const MathUtil::Rectangle& src, const AbstractTexture* src_tex, int src_layer) { if (g_gfx->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format) { m_framebuffer_format = g_gfx->GetCurrentFramebuffer()->GetColorFormat(); RecompilePipeline(); } // 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); MathUtil::Rectangle src_rect = src; g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState()); g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState()); g_gfx->SetTexture(0, src_tex); g_gfx->SetTexture(1, src_tex); const bool needs_color_correction = IsColorCorrectionActive(); // Rely on the default (bi)linear sampler with the default mode // (it might not be gamma corrected). const bool needs_resampling = g_ActiveConfig.output_resampling_mode > OutputResamplingMode::Default; const bool needs_intermediary_buffer = NeedsIntermediaryBuffer(); const bool needs_default_pipeline = needs_color_correction || needs_resampling; const AbstractPipeline* final_pipeline = m_pipeline.get(); std::vector* uniform_staging_buffer = &m_default_uniform_staging_buffer; bool default_uniform_staging_buffer = true; const MathUtil::Rectangle present_rect = g_presenter->GetTargetRectangle(); // Intermediary pass. // We draw to a high quality intermediary texture for a couple reasons: // -Consistently do high quality gamma corrected resampling (upscaling/downscaling) // -Keep quality for gamma and gamut conversions, and HDR output // (low bit depths lose too much quality with gamma conversions) // -Keep the post process phase in linear space, to better operate with colors if (m_default_pipeline && needs_default_pipeline && 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; const u32 target_width = needs_resampling ? present_rect.GetWidth() : static_cast(src_rect.GetWidth()); const u32 target_height = needs_resampling ? present_rect.GetHeight() : static_cast(src_rect.GetHeight()); if (!m_intermediary_frame_buffer || !m_intermediary_color_texture || m_intermediary_color_texture.get()->GetWidth() != target_width || m_intermediary_color_texture.get()->GetHeight() != target_height || m_intermediary_color_texture.get()->GetLayers() != target_layers) { const TextureConfig intermediary_color_texture_config( target_width, target_height, 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(), present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer, true); g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(), static_cast(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); g_gfx->SetTexture(1, 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 && needs_default_pipeline) { 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(), present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer, false); g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(), static_cast(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(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"; // 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"; ss << " int graphics_api;\n"; // If true, it's an intermediary buffer (including the first), if false, it's the final one ss << " int intermediary_buffer;\n"; ss << " int resampling_method;\n"; 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) { ss << "\n"; // Custom options/uniforms for (const auto& it : m_config.GetOptions()) { if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool) { 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(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(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"; } } } ss << "};\n\n"; return ss.str(); } std::string PostProcessing::GetHeader(bool user_post_process) const { std::ostringstream ss; 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) { ss << "VARYING_LOCATION(0) in VertexData {\n"; ss << " float3 v_tex0;\n"; ss << "};\n"; } else { ss << "VARYING_LOCATION(0) in float3 v_tex0;\n"; } ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"; ss << R"( float4 Sample() { return texture(samp0, v_tex0); } float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(v_tex0.z))); } 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; } float2 GetInvWindowResolution() { return window_resolution.zw; } float2 GetResolution() { return resolution.xy; } float2 GetInvResolution() { return resolution.zw; } float2 GetCoordinates() { return v_tex0.xy; } float GetLayer() { return v_tex0.z; } uint GetTime() { return time; } void SetOutput(float4 color) { ocol0 = color; } #define GetOption(x) (x) #define OptionEnabled(x) ((x) != 0) #define OptionDisabled(x) ((x) == 0) )"; return ss.str(); } std::string PostProcessing::GetFooter() const { return {}; } static std::string GetVertexShaderBody() { std::ostringstream ss; if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) { ss << "VARYING_LOCATION(0) out VertexData {\n"; ss << " float3 v_tex0;\n"; ss << "};\n"; } else { ss << "VARYING_LOCATION(0) out float3 v_tex0;\n"; } ss << "#define id gl_VertexID\n"; ss << "#define opos gl_Position\n"; ss << "void main() {\n"; ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n"; 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"; } // OpenGL Y needs to be inverted in all passes except the last one else if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL) { ss << " if (intermediary_buffer != 0)\n"; ss << " opos.y = -opos.y;\n"; } ss << "}\n"; return ss.str(); } bool PostProcessing::CompileVertexShader() { std::ostringstream ss_default; ss_default << GetUniformBufferHeader(false); ss_default << GetVertexShaderBody(); m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(), "Default post-processing vertex shader"); std::ostringstream ss; ss << GetUniformBufferHeader(true); ss << GetVertexShaderBody(); m_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing 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; } return true; } struct BuiltinUniforms { // bools need to be represented as "s32" std::array source_resolution; std::array target_resolution; std::array window_resolution; std::array stereo_views; std::array src_rect; s32 src_layer; u32 time; s32 graphics_api; s32 intermediary_buffer; s32 resampling_method; 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(bool user_post_process) const { // Allocate a vec4 for each uniform to simplify allocation. return sizeof(BuiltinUniforms) + (user_post_process ? m_config.GetOptions().size() : 0) * sizeof(float) * 4; } void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle& src, const AbstractTexture* src_tex, int src_layer, const MathUtil::Rectangle& dst, const MathUtil::Rectangle& wnd, u8* buffer, 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(); BuiltinUniforms builtin_uniforms; builtin_uniforms.source_resolution = {static_cast(src_tex->GetWidth()), static_cast(src_tex->GetHeight()), rcp_src_width, rcp_src_height}; builtin_uniforms.target_resolution = { static_cast(dst.GetWidth()), static_cast(dst.GetHeight()), 1.0f / static_cast(dst.GetWidth()), 1.0f / static_cast(dst.GetHeight())}; builtin_uniforms.window_resolution = { static_cast(wnd.GetWidth()), static_cast(wnd.GetHeight()), 1.0f / static_cast(wnd.GetWidth()), 1.0f / static_cast(wnd.GetHeight())}; builtin_uniforms.src_rect = {static_cast(src.left) * rcp_src_width, static_cast(src.top) * rcp_src_height, static_cast(src.GetWidth()) * rcp_src_width, static_cast(src.GetHeight()) * rcp_src_height}; builtin_uniforms.src_layer = static_cast(src_layer); builtin_uniforms.time = static_cast(m_timer.ElapsedMs()); builtin_uniforms.graphics_api = static_cast(g_ActiveConfig.backend_info.api_type); builtin_uniforms.intermediary_buffer = static_cast(intermediary_buffer); builtin_uniforms.resampling_method = static_cast(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. builtin_uniforms.correct_color_space = g_ActiveConfig.color_correction.bCorrectColorSpace; builtin_uniforms.game_color_space = static_cast(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); // 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; for (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 PostProcessingConfiguration::ConfigurationOption::OptionType::Bool: value.as_bool[0] = it.second.m_bool_value ? 1 : 0; break; case PostProcessingConfiguration::ConfigurationOption::OptionType::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 PostProcessingConfiguration::ConfigurationOption::OptionType::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; } it.second.m_dirty = false; std::memcpy(buffer, &value, sizeof(value)); buffer += sizeof(value); } m_config.SetDirty(false); } bool PostProcessing::CompilePixelShader() { m_default_pixel_shader.reset(); m_pixel_shader.reset(); // 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(true) + m_config.GetShaderCode() + GetFooter(), fmt::format("User post-processing pixel shader: {}", m_config.GetShader())); if (!m_pixel_shader) { 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(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(true)); return true; } static 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; // 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_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( 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_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; return true; } } // namespace VideoCommon