mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
c2dd2e8a2e
This removes std::iostream from the inheritance chain, which reduces overhead slightly.
764 lines
21 KiB
C++
764 lines
21 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "VideoCommon/PostProcessing.h"
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#include <sstream>
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#include <string>
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#include <string_view>
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#include <fmt/format.h>
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#include "Common/Assert.h"
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#include "Common/CommonPaths.h"
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#include "Common/CommonTypes.h"
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#include "Common/FileSearch.h"
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#include "Common/FileUtil.h"
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#include "Common/IniFile.h"
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/AbstractFramebuffer.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/RenderBase.h"
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#include "VideoCommon/ShaderCache.h"
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace VideoCommon
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{
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static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
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PostProcessingConfiguration::PostProcessingConfiguration() = default;
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PostProcessingConfiguration::~PostProcessingConfiguration() = default;
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void PostProcessingConfiguration::LoadShader(const std::string& shader)
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{
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// Load the shader from the configuration if there isn't one sent to us.
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m_current_shader = shader;
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if (shader.empty())
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{
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LoadDefaultShader();
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return;
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}
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std::string sub_dir = "";
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if (g_Config.stereo_mode == StereoMode::Anaglyph)
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{
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sub_dir = ANAGLYPH_DIR DIR_SEP;
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}
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else if (g_Config.stereo_mode == StereoMode::Passive)
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{
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sub_dir = PASSIVE_DIR DIR_SEP;
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}
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// loading shader code
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std::string code;
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std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
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if (!File::Exists(path))
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{
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// Fallback to shared user dir
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path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
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}
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if (!File::ReadFileToString(path, code))
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{
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ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
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LoadDefaultShader();
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return;
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}
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LoadOptions(code);
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LoadOptionsConfiguration();
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m_current_shader_code = code;
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}
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void PostProcessingConfiguration::LoadDefaultShader()
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{
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m_options.clear();
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m_any_options_dirty = false;
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m_current_shader_code = s_default_shader;
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}
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void PostProcessingConfiguration::LoadOptions(const std::string& code)
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{
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const std::string config_start_delimiter = "[configuration]";
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const std::string config_end_delimiter = "[/configuration]";
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size_t configuration_start = code.find(config_start_delimiter);
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size_t configuration_end = code.find(config_end_delimiter);
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m_options.clear();
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m_any_options_dirty = true;
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if (configuration_start == std::string::npos || configuration_end == std::string::npos)
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{
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// Issue loading configuration or there isn't one.
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return;
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}
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std::string configuration_string =
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code.substr(configuration_start + config_start_delimiter.size(),
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configuration_end - configuration_start - config_start_delimiter.size());
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std::istringstream in(configuration_string);
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struct GLSLStringOption
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{
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std::string m_type;
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std::vector<std::pair<std::string, std::string>> m_options;
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};
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std::vector<GLSLStringOption> option_strings;
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GLSLStringOption* current_strings = nullptr;
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while (!in.eof())
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{
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std::string line_str;
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if (std::getline(in, line_str))
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{
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std::string_view line = line_str;
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#ifndef _WIN32
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// Check for CRLF eol and convert it to LF
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if (!line.empty() && line.at(line.size() - 1) == '\r')
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line.remove_suffix(1);
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#endif
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if (!line.empty())
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{
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if (line[0] == '[')
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{
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size_t endpos = line.find("]");
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if (endpos != std::string::npos)
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{
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// New section!
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std::string_view sub = line.substr(1, endpos - 1);
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option_strings.push_back({std::string(sub)});
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current_strings = &option_strings.back();
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}
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}
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else
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{
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if (current_strings)
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{
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std::string key, value;
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IniFile::ParseLine(line, &key, &value);
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if (!(key.empty() && value.empty()))
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current_strings->m_options.emplace_back(key, value);
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}
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}
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}
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}
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}
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for (const auto& it : option_strings)
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{
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ConfigurationOption option;
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option.m_dirty = true;
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if (it.m_type == "OptionBool")
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option.m_type = ConfigurationOption::OptionType::OPTION_BOOL;
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else if (it.m_type == "OptionRangeFloat")
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option.m_type = ConfigurationOption::OptionType::OPTION_FLOAT;
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else if (it.m_type == "OptionRangeInteger")
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option.m_type = ConfigurationOption::OptionType::OPTION_INTEGER;
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for (const auto& string_option : it.m_options)
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{
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if (string_option.first == "GUIName")
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{
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option.m_gui_name = string_option.second;
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}
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else if (string_option.first == "OptionName")
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{
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option.m_option_name = string_option.second;
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}
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else if (string_option.first == "DependentOption")
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{
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option.m_dependent_option = string_option.second;
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}
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else if (string_option.first == "MinValue" || string_option.first == "MaxValue" ||
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string_option.first == "DefaultValue" || string_option.first == "StepAmount")
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{
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std::vector<s32>* output_integer = nullptr;
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std::vector<float>* output_float = nullptr;
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if (string_option.first == "MinValue")
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{
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output_integer = &option.m_integer_min_values;
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output_float = &option.m_float_min_values;
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}
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else if (string_option.first == "MaxValue")
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{
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output_integer = &option.m_integer_max_values;
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output_float = &option.m_float_max_values;
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}
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else if (string_option.first == "DefaultValue")
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{
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output_integer = &option.m_integer_values;
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output_float = &option.m_float_values;
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}
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else if (string_option.first == "StepAmount")
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{
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output_integer = &option.m_integer_step_values;
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output_float = &option.m_float_step_values;
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}
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if (option.m_type == ConfigurationOption::OptionType::OPTION_BOOL)
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{
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TryParse(string_option.second, &option.m_bool_value);
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}
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else if (option.m_type == ConfigurationOption::OptionType::OPTION_INTEGER)
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{
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TryParseVector(string_option.second, output_integer);
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if (output_integer->size() > 4)
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output_integer->erase(output_integer->begin() + 4, output_integer->end());
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}
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else if (option.m_type == ConfigurationOption::OptionType::OPTION_FLOAT)
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{
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TryParseVector(string_option.second, output_float);
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if (output_float->size() > 4)
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output_float->erase(output_float->begin() + 4, output_float->end());
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}
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}
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}
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m_options[option.m_option_name] = option;
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}
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}
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void PostProcessingConfiguration::LoadOptionsConfiguration()
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{
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IniFile ini;
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ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
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std::string section = m_current_shader + "-options";
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for (auto& it : m_options)
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{
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switch (it.second.m_type)
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{
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case ConfigurationOption::OptionType::OPTION_BOOL:
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ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &it.second.m_bool_value,
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it.second.m_bool_value);
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break;
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case ConfigurationOption::OptionType::OPTION_INTEGER:
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{
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std::string value;
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ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
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if (!value.empty())
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TryParseVector(value, &it.second.m_integer_values);
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}
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break;
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case ConfigurationOption::OptionType::OPTION_FLOAT:
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{
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std::string value;
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ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
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if (!value.empty())
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TryParseVector(value, &it.second.m_float_values);
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}
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break;
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}
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}
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}
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void PostProcessingConfiguration::SaveOptionsConfiguration()
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{
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IniFile ini;
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ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
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std::string section = m_current_shader + "-options";
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for (auto& it : m_options)
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{
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switch (it.second.m_type)
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{
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case ConfigurationOption::OptionType::OPTION_BOOL:
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{
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ini.GetOrCreateSection(section)->Set(it.second.m_option_name, it.second.m_bool_value);
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}
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break;
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case ConfigurationOption::OptionType::OPTION_INTEGER:
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{
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std::string value;
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for (size_t i = 0; i < it.second.m_integer_values.size(); ++i)
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{
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value += fmt::format("{}{}", it.second.m_integer_values[i],
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i == (it.second.m_integer_values.size() - 1) ? "" : ", ");
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}
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ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value);
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}
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break;
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case ConfigurationOption::OptionType::OPTION_FLOAT:
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{
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std::ostringstream value;
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value.imbue(std::locale("C"));
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for (size_t i = 0; i < it.second.m_float_values.size(); ++i)
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{
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value << it.second.m_float_values[i];
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if (i != (it.second.m_float_values.size() - 1))
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value << ", ";
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}
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ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value.str());
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}
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break;
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}
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}
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ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX));
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}
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void PostProcessingConfiguration::SetOptionf(const std::string& option, int index, float value)
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{
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auto it = m_options.find(option);
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it->second.m_float_values[index] = value;
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it->second.m_dirty = true;
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m_any_options_dirty = true;
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}
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void PostProcessingConfiguration::SetOptioni(const std::string& option, int index, s32 value)
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{
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auto it = m_options.find(option);
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it->second.m_integer_values[index] = value;
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it->second.m_dirty = true;
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m_any_options_dirty = true;
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}
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void PostProcessingConfiguration::SetOptionb(const std::string& option, bool value)
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{
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auto it = m_options.find(option);
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it->second.m_bool_value = value;
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it->second.m_dirty = true;
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m_any_options_dirty = true;
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}
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PostProcessing::PostProcessing()
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{
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m_timer.Start();
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}
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PostProcessing::~PostProcessing()
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{
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m_timer.Stop();
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}
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static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
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{
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std::vector<std::string> paths =
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Common::DoFileSearch({File::GetUserPath(D_SHADERS_IDX) + sub_dir,
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir},
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{".glsl"});
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std::vector<std::string> result;
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for (std::string path : paths)
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{
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std::string name;
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SplitPath(path, nullptr, &name, nullptr);
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result.push_back(name);
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}
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return result;
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}
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std::vector<std::string> PostProcessing::GetShaderList()
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{
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return GetShaders();
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}
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std::vector<std::string> PostProcessing::GetAnaglyphShaderList()
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{
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return GetShaders(ANAGLYPH_DIR DIR_SEP);
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}
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std::vector<std::string> PostProcessing::GetPassiveShaderList()
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{
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return GetShaders(PASSIVE_DIR DIR_SEP);
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}
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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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if (!CompileVertexShader() || !CompilePixelShader() || !CompilePipeline())
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return false;
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return true;
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}
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void PostProcessing::RecompileShader()
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{
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m_pipeline.reset();
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m_pixel_shader.reset();
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if (!CompilePixelShader())
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return;
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CompilePipeline();
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}
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void PostProcessing::RecompilePipeline()
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{
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m_pipeline.reset();
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CompilePipeline();
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}
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void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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const MathUtil::Rectangle<int>& src,
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const AbstractTexture* src_tex, int src_layer)
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{
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if (g_renderer->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format)
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{
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m_framebuffer_format = g_renderer->GetCurrentFramebuffer()->GetColorFormat();
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RecompilePipeline();
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}
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if (!m_pipeline)
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return;
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FillUniformBuffer(src, src_tex, src_layer);
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g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(),
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static_cast<u32>(m_uniform_staging_buffer.size()));
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g_renderer->SetViewportAndScissor(
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g_renderer->ConvertFramebufferRectangle(dst, g_renderer->GetCurrentFramebuffer()));
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g_renderer->SetPipeline(m_pipeline.get());
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g_renderer->SetTexture(0, src_tex);
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g_renderer->SetSamplerState(0, RenderState::GetLinearSamplerState());
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g_renderer->Draw(0, 3);
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}
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std::string PostProcessing::GetUniformBufferHeader() const
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{
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std::ostringstream ss;
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u32 unused_counter = 1;
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
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ss << "cbuffer PSBlock : register(b0) {\n";
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else
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ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
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// Builtin uniforms
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ss << " float4 resolution;\n";
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ss << " float4 window_resolution;\n";
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ss << " float4 src_rect;\n";
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ss << " int src_layer;\n";
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ss << " uint time;\n";
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for (u32 i = 0; i < 2; i++)
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ss << " uint ubo_align_" << unused_counter++ << "_;\n";
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ss << "\n";
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// Custom options/uniforms
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for (const auto& it : m_config.GetOptions())
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{
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if (it.second.m_type ==
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PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
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{
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ss << fmt::format(" int {};\n", it.first);
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for (u32 i = 0; i < 3; i++)
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ss << " int ubo_align_" << unused_counter++ << "_;\n";
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}
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else if (it.second.m_type ==
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PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
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{
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u32 count = static_cast<u32>(it.second.m_integer_values.size());
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if (count == 1)
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ss << fmt::format(" int {};\n", it.first);
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else
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ss << fmt::format(" int{} {};\n", count, it.first);
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for (u32 i = count; i < 4; i++)
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ss << " int ubo_align_" << unused_counter++ << "_;\n";
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}
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else if (it.second.m_type ==
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PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
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{
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u32 count = static_cast<u32>(it.second.m_float_values.size());
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if (count == 1)
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ss << fmt::format(" float {};\n", it.first);
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else
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ss << fmt::format(" float{} {};\n", count, it.first);
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for (u32 i = count; i < 4; i++)
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ss << " float ubo_align_" << unused_counter++ << "_;\n";
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}
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}
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ss << "};\n\n";
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return ss.str();
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}
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std::string PostProcessing::GetHeader() const
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{
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std::ostringstream ss;
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ss << GetUniformBufferHeader();
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
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{
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ss << "Texture2DArray samp0 : register(t0);\n";
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ss << "SamplerState samp0_ss : register(s0);\n";
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}
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else
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{
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ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n";
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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ss << "VARYING_LOCATION(0) in VertexData {\n";
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ss << " float3 v_tex0;\n";
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ss << "};\n";
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}
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else
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{
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ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
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}
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ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
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}
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// Rename main, since we need to set up globals
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if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
|
|
{
|
|
ss << R"(
|
|
#define main real_main
|
|
static float3 v_tex0;
|
|
static float4 ocol0;
|
|
|
|
// Wrappers for sampling functions.
|
|
#define texture(sampler, coords) sampler.Sample(sampler##_ss, coords)
|
|
#define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset)
|
|
)";
|
|
}
|
|
|
|
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 GetWindowResolution()
|
|
{
|
|
return window_resolution.xy;
|
|
}
|
|
|
|
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)
|
|
|
|
)";
|
|
return ss.str();
|
|
}
|
|
|
|
std::string PostProcessing::GetFooter() const
|
|
{
|
|
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
|
|
{
|
|
return R"(
|
|
|
|
#undef main
|
|
void main(in float3 v_tex0_ : TEXCOORD0, out float4 ocol0_ : SV_Target)
|
|
{
|
|
v_tex0 = v_tex0_;
|
|
real_main();
|
|
ocol0_ = ocol0;
|
|
})";
|
|
}
|
|
else
|
|
{
|
|
return {};
|
|
}
|
|
}
|
|
|
|
bool PostProcessing::CompileVertexShader()
|
|
{
|
|
std::ostringstream ss;
|
|
ss << GetUniformBufferHeader();
|
|
|
|
if (g_ActiveConfig.backend_info.api_type == APIType::D3D)
|
|
{
|
|
ss << "void main(in uint id : SV_VertexID, out float3 v_tex0 : TEXCOORD0,\n";
|
|
ss << " out float4 opos : SV_Position) {\n";
|
|
}
|
|
else
|
|
{
|
|
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";
|
|
|
|
if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
|
|
ss << " opos.y = -opos.y;\n";
|
|
|
|
ss << "}\n";
|
|
|
|
m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str());
|
|
if (!m_vertex_shader)
|
|
{
|
|
PanicAlert("Failed to compile post-processing vertex shader");
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
struct BuiltinUniforms
|
|
{
|
|
float resolution[4];
|
|
float window_resolution[4];
|
|
float src_rect[4];
|
|
s32 src_layer;
|
|
u32 time;
|
|
u32 padding[2];
|
|
};
|
|
|
|
size_t PostProcessing::CalculateUniformsSize() const
|
|
{
|
|
// Allocate a vec4 for each uniform to simplify allocation.
|
|
return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
|
|
}
|
|
|
|
void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
|
const AbstractTexture* src_tex, int src_layer)
|
|
{
|
|
const auto& window_rect = g_renderer->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()),
|
|
0.0f, 0.0f},
|
|
{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.GetTimeElapsed()),
|
|
};
|
|
|
|
u8* buf = m_uniform_staging_buffer.data();
|
|
std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
|
|
buf += sizeof(builtin_uniforms);
|
|
|
|
for (const 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::OPTION_BOOL:
|
|
value.as_bool[0] = it.second.m_bool_value ? 1 : 0;
|
|
break;
|
|
|
|
case PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_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::OPTION_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;
|
|
}
|
|
|
|
std::memcpy(buf, &value, sizeof(value));
|
|
buf += sizeof(value);
|
|
}
|
|
}
|
|
|
|
bool PostProcessing::CompilePixelShader()
|
|
{
|
|
m_pipeline.reset();
|
|
m_pixel_shader.reset();
|
|
|
|
// Generate GLSL and compile the new shader.
|
|
m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
|
|
m_pixel_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
|
|
if (!m_pixel_shader)
|
|
{
|
|
PanicAlert("Failed to compile post-processing shader %s", m_config.GetShader().c_str());
|
|
|
|
// Use default shader.
|
|
m_config.LoadDefaultShader();
|
|
m_pixel_shader = g_renderer->CreateShaderFromSource(
|
|
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
|
|
if (!m_pixel_shader)
|
|
return false;
|
|
}
|
|
|
|
m_uniform_staging_buffer.resize(CalculateUniformsSize());
|
|
return true;
|
|
}
|
|
|
|
bool PostProcessing::CompilePipeline()
|
|
{
|
|
AbstractPipelineConfig config = {};
|
|
config.vertex_shader = m_vertex_shader.get();
|
|
config.geometry_shader =
|
|
g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
|
|
config.pixel_shader = m_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.usage = AbstractPipelineUsage::Utility;
|
|
m_pipeline = g_renderer->CreatePipeline(config);
|
|
if (!m_pipeline)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
} // namespace VideoCommon
|