Merge pull request #11850 from Filoppi/post_process_fixes
Video: implement color correction to match the Wii/GC NTSC/PAL color spaces (and gamma)
This commit is contained in:
commit
02909bd1a5
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// References:
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// https://www.unravel.com.au/understanding-color-spaces
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// SMPTE 170M - BT.601 (NTSC-M) -> BT.709
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mat3 from_NTSCM = transpose(mat3(
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0.939497225737661, 0.0502268452914346, 0.0102759289709032,
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0.0177558637510127, 0.965824605885027, 0.0164195303639603,
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-0.00162163209967010, -0.00437400622653655, 1.00599563832621));
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// ARIB TR-B9 (9300K+27MPCD with chromatic adaptation) (NTSC-J) -> BT.709
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mat3 from_NTSCJ = transpose(mat3(
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0.823613036967492, -0.0943227111084757, 0.00799341532931119,
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0.0289258355537324, 1.02310733489462, 0.00243547111576797,
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-0.00569501554980891, 0.0161828357559315, 1.22328453915712));
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// EBU - BT.470BG/BT.601 (PAL) -> BT.709
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mat3 from_PAL = transpose(mat3(
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1.04408168421813, -0.0440816842181253, 0.000000000000000,
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0.000000000000000, 1.00000000000000, 0.000000000000000,
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0.000000000000000, 0.0118044782106489, 0.988195521789351));
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float3 LinearTosRGBGamma(float3 color)
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{
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float a = 0.055;
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for (int i = 0; i < 3; ++i)
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{
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float x = color[i];
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if (x <= 0.0031308)
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x = x * 12.92;
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else
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x = (1.0 + a) * pow(x, 1.0 / 2.4) - a;
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color[i] = x;
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}
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return color;
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}
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void main()
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{
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// Note: sampling in gamma space is "wrong" if the source
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// and target resolution don't match exactly.
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// Fortunately at the moment here they always should but to do this correctly,
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// we'd need to sample from 4 pixels, de-apply the gamma from each of these,
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// and then do linear sampling on their corrected value.
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float4 color = Sample();
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// Convert to linear space to do any other kind of operation
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color.rgb = pow(color.rgb, game_gamma.xxx);
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if (OptionEnabled(correct_color_space))
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{
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if (game_color_space == 0)
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color.rgb = color.rgb * from_NTSCM;
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else if (game_color_space == 1)
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color.rgb = color.rgb * from_NTSCJ;
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else if (game_color_space == 2)
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color.rgb = color.rgb * from_PAL;
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}
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if (OptionEnabled(hdr_output))
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{
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const float hdr_paper_white = hdr_paper_white_nits / hdr_sdr_white_nits;
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color.rgb *= hdr_paper_white;
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}
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if (OptionEnabled(linear_space_output))
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{
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// Nothing to do here
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}
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// Correct the SDR gamma for sRGB (PC/Monitor) or ~2.2 (Common TV gamma)
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else if (OptionEnabled(correct_gamma))
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{
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if (OptionEnabled(sdr_display_gamma_sRGB))
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color.rgb = LinearTosRGBGamma(color.rgb);
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else
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color.rgb = pow(color.rgb, (1.0 / sdr_display_custom_gamma).xxx);
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}
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// Restore the original gamma without changes
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else
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{
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color.rgb = pow(color.rgb, (1.0 / game_gamma).xxx);
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}
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SetOutput(color);
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}
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@ -128,6 +128,22 @@ const Info<bool> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION{
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{System::GFX, "Enhancements", "ArbitraryMipmapDetection"}, true};
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const Info<float> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD{
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{System::GFX, "Enhancements", "ArbitraryMipmapDetectionThreshold"}, 14.0f};
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const Info<bool> GFX_ENHANCE_HDR_OUTPUT{{System::GFX, "Enhancements", "HDROutput"}, false};
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// Color.Correction
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const Info<bool> GFX_CC_CORRECT_COLOR_SPACE{{System::GFX, "ColorCorrection", "CorrectColorSpace"},
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false};
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const Info<ColorCorrectionRegion> GFX_CC_GAME_COLOR_SPACE{
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{System::GFX, "ColorCorrection", "GameColorSpace"}, ColorCorrectionRegion::SMPTE_NTSCM};
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const Info<bool> GFX_CC_CORRECT_GAMMA{{System::GFX, "ColorCorrection", "CorrectGamma"}, false};
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const Info<float> GFX_CC_GAME_GAMMA{{System::GFX, "ColorCorrection", "GameGamma"}, 2.35f};
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const Info<bool> GFX_CC_SDR_DISPLAY_GAMMA_SRGB{
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{System::GFX, "ColorCorrection", "SDRDisplayGammaSRGB"}, true};
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const Info<float> GFX_CC_SDR_DISPLAY_CUSTOM_GAMMA{
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{System::GFX, "ColorCorrection", "SDRDisplayCustomGamma"}, 2.2f};
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const Info<float> GFX_CC_HDR_PAPER_WHITE_NITS{{System::GFX, "ColorCorrection", "HDRPaperWhiteNits"},
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200.f};
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// Graphics.Stereoscopy
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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 ColorCorrectionRegion : int;
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enum class TriState : int;
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namespace Config
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@ -105,6 +106,26 @@ 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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extern const Info<bool> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION;
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extern const Info<float> GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD;
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extern const Info<bool> GFX_ENHANCE_HDR_OUTPUT;
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// Color.Correction
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static constexpr float GFX_CC_GAME_GAMMA_MIN = 2.2f;
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static constexpr float GFX_CC_GAME_GAMMA_MAX = 2.8f;
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static constexpr float GFX_CC_DISPLAY_GAMMA_MIN = 2.2f;
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static constexpr float GFX_CC_DISPLAY_GAMMA_MAX = 2.4f;
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static constexpr float GFX_CC_HDR_PAPER_WHITE_NITS_MIN = 80.f;
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static constexpr float GFX_CC_HDR_PAPER_WHITE_NITS_MAX = 400.f;
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extern const Info<bool> GFX_CC_CORRECT_COLOR_SPACE;
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extern const Info<ColorCorrectionRegion> GFX_CC_GAME_COLOR_SPACE;
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extern const Info<bool> GFX_CC_CORRECT_GAMMA;
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extern const Info<float> GFX_CC_GAME_GAMMA;
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extern const Info<bool> GFX_CC_SDR_DISPLAY_GAMMA_SRGB;
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extern const Info<float> GFX_CC_SDR_DISPLAY_CUSTOM_GAMMA;
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extern const Info<float> GFX_CC_HDR_PAPER_WHITE_NITS;
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// Graphics.Stereoscopy
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@ -380,6 +380,7 @@ void DolphinAnalytics::MakePerGameBuilder()
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builder.AddData("cfg-gfx-internal-resolution", g_Config.iEFBScale);
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builder.AddData("cfg-gfx-tc-samples", g_Config.iSafeTextureCache_ColorSamples);
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builder.AddData("cfg-gfx-stereo-mode", static_cast<int>(g_Config.stereo_mode));
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builder.AddData("cfg-gfx-hdr", static_cast<int>(g_Config.bHDR));
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builder.AddData("cfg-gfx-per-pixel-lighting", g_Config.bEnablePixelLighting);
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builder.AddData("cfg-gfx-shader-compilation-mode", GetShaderCompilationMode(g_Config));
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builder.AddData("cfg-gfx-wait-for-shaders", g_Config.bWaitForShadersBeforeStarting);
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@ -87,6 +87,8 @@ add_executable(dolphin-emu
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Config/Graphics/GraphicsWindow.h
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Config/Graphics/HacksWidget.cpp
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Config/Graphics/HacksWidget.h
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Config/Graphics/ColorCorrectionConfigWindow.cpp
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Config/Graphics/ColorCorrectionConfigWindow.h
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Config/Graphics/PostProcessingConfigWindow.cpp
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Config/Graphics/PostProcessingConfigWindow.h
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Config/GraphicsModListWidget.cpp
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@ -0,0 +1,181 @@
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// Copyright 2018 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "DolphinQt/Config/Graphics/ColorCorrectionConfigWindow.h"
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#include <QCheckBox>
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#include <QDialogButtonBox>
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#include <QGridLayout>
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#include <QGroupBox>
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#include <QLabel>
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#include "Core/Config/GraphicsSettings.h"
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#include "DolphinQt/Config/ConfigControls/ConfigBool.h"
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#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
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#include "DolphinQt/Config/ConfigControls/ConfigFloatSlider.h"
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#include "VideoCommon/VideoConfig.h"
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ColorCorrectionConfigWindow::ColorCorrectionConfigWindow(QWidget* parent) : QDialog(parent)
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{
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setWindowTitle(tr("Color Correction Configuration"));
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setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
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Create();
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ConnectWidgets();
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}
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void ColorCorrectionConfigWindow::Create()
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{
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static const char TR_COLOR_SPACE_CORRECTION_DESCRIPTION[] = QT_TR_NOOP(
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"Converts the colors to the color spaces that GC/Wii were meant to work with to sRGB/Rec.709."
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"<br><br>There's no way of knowing what exact color space games were meant for,"
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"<br>given there were multiple standards and most games didn't acknowledge them,"
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"<br>so it's not correct to assume a format from the game disc region."
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"<br>Just pick the one that looks more natural to you,"
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" or match it with the region the game was developed in."
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"<br><br>HDR output is required to show all the colors from the PAL and NTSC-J color spaces."
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"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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static const char TR_GAME_GAMMA_DESCRIPTION[] =
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QT_TR_NOOP("NTSC-M and NTSC-J target gamma ~2.2. PAL targets gamma ~2.8."
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"<br>None of the two were necessarily followed by games or TVs. 2.35 is a good "
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"generic value for all regions."
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"<br>If a game allows you to chose a gamma value, match it here.");
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static const char TR_GAMMA_CORRECTION_DESCRIPTION[] = QT_TR_NOOP(
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"Converts the gamma from what the game targeted to what your current SDR display targets."
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"<br>Monitors often target sRGB. TVs often target 2.2."
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"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
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// Color Space:
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auto* const color_space_box = new QGroupBox(tr("Color Space"));
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auto* const color_space_layout = new QGridLayout();
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color_space_layout->setVerticalSpacing(7);
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color_space_layout->setColumnStretch(1, 1);
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color_space_box->setLayout(color_space_layout);
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m_correct_color_space =
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new ConfigBool(tr("Correct Color Space"), Config::GFX_CC_CORRECT_COLOR_SPACE);
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color_space_layout->addWidget(m_correct_color_space, 0, 0);
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m_correct_color_space->SetDescription(tr(TR_COLOR_SPACE_CORRECTION_DESCRIPTION));
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// "ColorCorrectionRegion"
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const QStringList game_color_space_enum{tr("NTSC-M (SMPTE 170M)"), tr("NTSC-J (ARIB TR-B9)"),
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tr("PAL (EBU)")};
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m_game_color_space = new ConfigChoice(game_color_space_enum, Config::GFX_CC_GAME_COLOR_SPACE);
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color_space_layout->addWidget(new QLabel(tr("Game Color Space")), 1, 0);
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color_space_layout->addWidget(m_game_color_space, 1, 1);
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m_game_color_space->setEnabled(m_correct_color_space->isChecked());
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// Gamma:
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auto* const gamma_box = new QGroupBox(tr("Gamma"));
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auto* const gamma_layout = new QGridLayout();
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gamma_layout->setVerticalSpacing(7);
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gamma_layout->setColumnStretch(1, 1);
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gamma_box->setLayout(gamma_layout);
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m_game_gamma = new ConfigFloatSlider(Config::GFX_CC_GAME_GAMMA_MIN, Config::GFX_CC_GAME_GAMMA_MAX,
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Config::GFX_CC_GAME_GAMMA, 0.01f);
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gamma_layout->addWidget(new QLabel(tr("Game Gamma")), 0, 0);
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gamma_layout->addWidget(m_game_gamma, 0, 1);
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m_game_gamma->SetDescription(tr(TR_GAME_GAMMA_DESCRIPTION));
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m_game_gamma_value = new QLabel(tr(""));
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gamma_layout->addWidget(m_game_gamma_value, 0, 2);
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m_correct_gamma = new ConfigBool(tr("Correct SDR Gamma"), Config::GFX_CC_CORRECT_GAMMA);
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gamma_layout->addWidget(m_correct_gamma, 1, 0);
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m_correct_gamma->SetDescription(tr(TR_GAMMA_CORRECTION_DESCRIPTION));
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m_sdr_display_gamma_srgb =
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new ConfigBool(tr("SDR Display Gamma sRGB"), Config::GFX_CC_SDR_DISPLAY_GAMMA_SRGB);
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gamma_layout->addWidget(m_sdr_display_gamma_srgb, 2, 0);
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m_sdr_display_custom_gamma =
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new ConfigFloatSlider(Config::GFX_CC_DISPLAY_GAMMA_MIN, Config::GFX_CC_DISPLAY_GAMMA_MAX,
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Config::GFX_CC_SDR_DISPLAY_CUSTOM_GAMMA, 0.01f);
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gamma_layout->addWidget(new QLabel(tr("SDR Display Custom Gamma")), 3, 0);
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gamma_layout->addWidget(m_sdr_display_custom_gamma, 3, 1);
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m_sdr_display_custom_gamma_value = new QLabel(tr(""));
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gamma_layout->addWidget(m_sdr_display_custom_gamma_value, 3, 2);
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m_sdr_display_gamma_srgb->setEnabled(m_correct_gamma->isChecked());
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m_sdr_display_custom_gamma->setEnabled(m_correct_gamma->isChecked() &&
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!m_sdr_display_gamma_srgb->isChecked());
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m_game_gamma_value->setText(QString::asprintf("%f", m_game_gamma->GetValue()));
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m_sdr_display_custom_gamma_value->setText(
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QString::asprintf("%f", m_sdr_display_custom_gamma->GetValue()));
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// HDR:
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auto* const hdr_box = new QGroupBox(tr("HDR"));
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auto* const hdr_layout = new QGridLayout();
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hdr_layout->setVerticalSpacing(7);
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hdr_layout->setColumnStretch(1, 1);
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hdr_box->setLayout(hdr_layout);
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m_hdr_paper_white_nits = new ConfigFloatSlider(Config::GFX_CC_HDR_PAPER_WHITE_NITS_MIN,
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Config::GFX_CC_HDR_PAPER_WHITE_NITS_MAX,
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Config::GFX_CC_HDR_PAPER_WHITE_NITS, 1.f);
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hdr_layout->addWidget(new QLabel(tr("HDR Paper White Nits")), 0, 0);
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hdr_layout->addWidget(m_hdr_paper_white_nits, 0, 1);
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m_hdr_paper_white_nits_value = new QLabel(tr(""));
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hdr_layout->addWidget(m_hdr_paper_white_nits_value, 0, 2);
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m_hdr_paper_white_nits_value->setText(
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QString::asprintf("%f", m_hdr_paper_white_nits->GetValue()));
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// Other:
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m_button_box = new QDialogButtonBox(QDialogButtonBox::Close);
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auto* layout = new QVBoxLayout(this);
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layout->setContentsMargins(0, 0, 0, 0);
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layout->setAlignment(Qt::AlignTop);
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layout->addWidget(color_space_box);
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layout->addWidget(gamma_box);
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layout->addWidget(hdr_box);
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layout->addWidget(m_button_box);
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setLayout(layout);
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}
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void ColorCorrectionConfigWindow::ConnectWidgets()
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{
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connect(m_correct_color_space, &QCheckBox::toggled, this,
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[this] { m_game_color_space->setEnabled(m_correct_color_space->isChecked()); });
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connect(m_game_gamma, &ConfigFloatSlider::valueChanged, this, [this] {
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m_game_gamma_value->setText(QString::asprintf("%f", m_game_gamma->GetValue()));
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});
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connect(m_correct_gamma, &QCheckBox::toggled, this, [this] {
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// The "m_game_gamma" shouldn't be grayed out as it can still affect the color space correction
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// For the moment we leave this enabled even when we are outputting in HDR
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// (which means they'd have no influence on the final image),
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// mostly because we don't have a simple way to determine if HDR is engaged from here
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m_sdr_display_gamma_srgb->setEnabled(m_correct_gamma->isChecked());
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m_sdr_display_custom_gamma->setEnabled(m_correct_gamma->isChecked() &&
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!m_sdr_display_gamma_srgb->isChecked());
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});
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connect(m_sdr_display_gamma_srgb, &QCheckBox::toggled, this, [this] {
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m_sdr_display_custom_gamma->setEnabled(m_correct_gamma->isChecked() &&
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!m_sdr_display_gamma_srgb->isChecked());
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});
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connect(m_sdr_display_custom_gamma, &ConfigFloatSlider::valueChanged, this, [this] {
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m_sdr_display_custom_gamma_value->setText(
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QString::asprintf("%f", m_sdr_display_custom_gamma->GetValue()));
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});
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connect(m_hdr_paper_white_nits, &ConfigFloatSlider::valueChanged, this, [this] {
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m_hdr_paper_white_nits_value->setText(
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QString::asprintf("%f", m_hdr_paper_white_nits->GetValue()));
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});
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connect(m_button_box, &QDialogButtonBox::rejected, this, &QDialog::reject);
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}
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@ -0,0 +1,36 @@
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// Copyright 2018 Dolphin Emulator Project
|
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// SPDX-License-Identifier: GPL-2.0-or-later
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||||
|
||||
#pragma once
|
||||
|
||||
#include <QDialog>
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|
||||
class QWidget;
|
||||
class QLabel;
|
||||
class ConfigBool;
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class ConfigChoice;
|
||||
class ConfigFloatSlider;
|
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class QDialogButtonBox;
|
||||
|
||||
class ColorCorrectionConfigWindow final : public QDialog
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
explicit ColorCorrectionConfigWindow(QWidget* parent);
|
||||
|
||||
private:
|
||||
void Create();
|
||||
void ConnectWidgets();
|
||||
|
||||
ConfigBool* m_correct_color_space;
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ConfigChoice* m_game_color_space;
|
||||
ConfigFloatSlider* m_game_gamma;
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QLabel* m_game_gamma_value;
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ConfigBool* m_correct_gamma;
|
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ConfigBool* m_sdr_display_gamma_srgb;
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ConfigFloatSlider* m_sdr_display_custom_gamma;
|
||||
QLabel* m_sdr_display_custom_gamma_value;
|
||||
ConfigFloatSlider* m_hdr_paper_white_nits;
|
||||
QLabel* m_hdr_paper_white_nits_value;
|
||||
QDialogButtonBox* m_button_box;
|
||||
};
|
|
@ -18,6 +18,7 @@
|
|||
#include "DolphinQt/Config/ConfigControls/ConfigChoice.h"
|
||||
#include "DolphinQt/Config/ConfigControls/ConfigRadio.h"
|
||||
#include "DolphinQt/Config/ConfigControls/ConfigSlider.h"
|
||||
#include "DolphinQt/Config/Graphics/ColorCorrectionConfigWindow.h"
|
||||
#include "DolphinQt/Config/Graphics/GraphicsWindow.h"
|
||||
#include "DolphinQt/Config/Graphics/PostProcessingConfigWindow.h"
|
||||
#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
|
||||
|
@ -102,6 +103,8 @@ void EnhancementsWidget::CreateWidgets()
|
|||
m_texture_filtering_combo->addItem(tr("Force Linear and 16x Anisotropic"),
|
||||
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X);
|
||||
|
||||
m_configure_color_correction = new NonDefaultQPushButton(tr("Configure"));
|
||||
|
||||
m_pp_effect = new ToolTipComboBox();
|
||||
m_configure_pp_effect = new NonDefaultQPushButton(tr("Configure"));
|
||||
m_scaled_efb_copy = new ConfigBool(tr("Scaled EFB Copy"), Config::GFX_HACK_COPY_EFB_SCALED);
|
||||
|
@ -116,6 +119,7 @@ void EnhancementsWidget::CreateWidgets()
|
|||
new ConfigBool(tr("Disable Copy Filter"), Config::GFX_ENHANCE_DISABLE_COPY_FILTER);
|
||||
m_arbitrary_mipmap_detection = new ConfigBool(tr("Arbitrary Mipmap Detection"),
|
||||
Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
|
||||
m_hdr = new ConfigBool(tr("HDR Post-Processing"), Config::GFX_ENHANCE_HDR_OUTPUT);
|
||||
|
||||
int row = 0;
|
||||
enhancements_layout->addWidget(new QLabel(tr("Internal Resolution:")), row, 0);
|
||||
|
@ -130,6 +134,10 @@ void EnhancementsWidget::CreateWidgets()
|
|||
enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
|
||||
++row;
|
||||
|
||||
enhancements_layout->addWidget(new QLabel(tr("Color Correction:")), row, 0);
|
||||
enhancements_layout->addWidget(m_configure_color_correction, row, 1, 1, -1);
|
||||
++row;
|
||||
|
||||
enhancements_layout->addWidget(new QLabel(tr("Post-Processing Effect:")), row, 0);
|
||||
enhancements_layout->addWidget(m_pp_effect, row, 1);
|
||||
enhancements_layout->addWidget(m_configure_pp_effect, row, 2);
|
||||
|
@ -148,6 +156,7 @@ void EnhancementsWidget::CreateWidgets()
|
|||
++row;
|
||||
|
||||
enhancements_layout->addWidget(m_disable_copy_filter, row, 0);
|
||||
enhancements_layout->addWidget(m_hdr, row, 1, 1, -1);
|
||||
++row;
|
||||
|
||||
// Stereoscopy
|
||||
|
@ -188,11 +197,14 @@ void EnhancementsWidget::ConnectWidgets()
|
|||
[this](int) { SaveSettings(); });
|
||||
connect(m_3d_mode, qOverload<int>(&QComboBox::currentIndexChanged), [this] {
|
||||
m_block_save = true;
|
||||
m_configure_color_correction->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
|
||||
LoadPPShaders();
|
||||
m_block_save = false;
|
||||
|
||||
SaveSettings();
|
||||
});
|
||||
connect(m_configure_color_correction, &QPushButton::clicked, this,
|
||||
&EnhancementsWidget::ConfigureColorCorrection);
|
||||
connect(m_configure_pp_effect, &QPushButton::clicked, this,
|
||||
&EnhancementsWidget::ConfigurePostProcessingShader);
|
||||
}
|
||||
|
@ -311,6 +323,8 @@ void EnhancementsWidget::LoadSettings()
|
|||
break;
|
||||
}
|
||||
|
||||
m_configure_color_correction->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
|
||||
|
||||
// Post Processing Shader
|
||||
LoadPPShaders();
|
||||
|
||||
|
@ -320,6 +334,9 @@ void EnhancementsWidget::LoadSettings()
|
|||
m_3d_convergence->setEnabled(supports_stereoscopy);
|
||||
m_3d_depth->setEnabled(supports_stereoscopy);
|
||||
m_3d_swap_eyes->setEnabled(supports_stereoscopy);
|
||||
|
||||
m_hdr->setEnabled(g_Config.backend_info.bSupportsHDROutput);
|
||||
|
||||
m_block_save = false;
|
||||
}
|
||||
|
||||
|
@ -436,6 +453,9 @@ void EnhancementsWidget::AddDescriptions()
|
|||
"scaling filter selected by the game.<br><br>Any option except 'Default' will alter the look "
|
||||
"of the game's textures and might cause issues in a small number of "
|
||||
"games.<br><br><dolphin_emphasis>If unsure, select 'Default'.</dolphin_emphasis>");
|
||||
static const char TR_COLOR_CORRECTION_DESCRIPTION[] =
|
||||
QT_TR_NOOP("A group of features to make the colors more accurate,"
|
||||
" matching the color space Wii and GC games were meant for.");
|
||||
static const char TR_POSTPROCESSING_DESCRIPTION[] =
|
||||
QT_TR_NOOP("Applies a post-processing effect after rendering a frame.<br><br "
|
||||
"/><dolphin_emphasis>If unsure, select (off).</dolphin_emphasis>");
|
||||
|
@ -498,6 +518,13 @@ void EnhancementsWidget::AddDescriptions()
|
|||
"reduce stutter in games that frequently load new textures. This feature is not compatible "
|
||||
"with GPU Texture Decoding.<br><br><dolphin_emphasis>If unsure, leave this "
|
||||
"checked.</dolphin_emphasis>");
|
||||
static const char TR_HDR_DESCRIPTION[] = QT_TR_NOOP(
|
||||
"Enables scRGB HDR output (if supported by your graphics backend and monitor)."
|
||||
" Fullscreen might be required."
|
||||
"<br><br>This gives post process shaders more room for accuracy, allows \"AutoHDR\" "
|
||||
"post-process shaders to work, and allows to fully display the PAL and NTSC-J color spaces."
|
||||
"<br><br>Note that games still render in SDR internally."
|
||||
"<br><br><dolphin_emphasis>If unsure, leave this unchecked.</dolphin_emphasis>");
|
||||
|
||||
m_ir_combo->SetTitle(tr("Internal Resolution"));
|
||||
m_ir_combo->SetDescription(tr(TR_INTERNAL_RESOLUTION_DESCRIPTION));
|
||||
|
@ -508,6 +535,8 @@ void EnhancementsWidget::AddDescriptions()
|
|||
m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
|
||||
m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
|
||||
|
||||
m_configure_color_correction->setToolTip(tr(TR_COLOR_CORRECTION_DESCRIPTION));
|
||||
|
||||
m_pp_effect->SetTitle(tr("Post-Processing Effect"));
|
||||
m_pp_effect->SetDescription(tr(TR_POSTPROCESSING_DESCRIPTION));
|
||||
|
||||
|
@ -525,6 +554,8 @@ void EnhancementsWidget::AddDescriptions()
|
|||
|
||||
m_arbitrary_mipmap_detection->SetDescription(tr(TR_ARBITRARY_MIPMAP_DETECTION_DESCRIPTION));
|
||||
|
||||
m_hdr->SetDescription(tr(TR_HDR_DESCRIPTION));
|
||||
|
||||
m_3d_mode->SetTitle(tr("Stereoscopic 3D Mode"));
|
||||
m_3d_mode->SetDescription(tr(TR_3D_MODE_DESCRIPTION));
|
||||
|
||||
|
@ -537,6 +568,11 @@ void EnhancementsWidget::AddDescriptions()
|
|||
m_3d_swap_eyes->SetDescription(tr(TR_3D_SWAP_EYES_DESCRIPTION));
|
||||
}
|
||||
|
||||
void EnhancementsWidget::ConfigureColorCorrection()
|
||||
{
|
||||
ColorCorrectionConfigWindow(this).exec();
|
||||
}
|
||||
|
||||
void EnhancementsWidget::ConfigurePostProcessingShader()
|
||||
{
|
||||
const std::string shader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
|
||||
|
|
|
@ -30,6 +30,7 @@ private:
|
|||
void CreateWidgets();
|
||||
void ConnectWidgets();
|
||||
void AddDescriptions();
|
||||
void ConfigureColorCorrection();
|
||||
void ConfigurePostProcessingShader();
|
||||
void LoadPPShaders();
|
||||
|
||||
|
@ -38,6 +39,7 @@ private:
|
|||
ToolTipComboBox* m_aa_combo;
|
||||
ToolTipComboBox* m_texture_filtering_combo;
|
||||
ToolTipComboBox* m_pp_effect;
|
||||
QPushButton* m_configure_color_correction;
|
||||
QPushButton* m_configure_pp_effect;
|
||||
ConfigBool* m_scaled_efb_copy;
|
||||
ConfigBool* m_per_pixel_lighting;
|
||||
|
@ -46,6 +48,7 @@ private:
|
|||
ConfigBool* m_force_24bit_color;
|
||||
ConfigBool* m_disable_copy_filter;
|
||||
ConfigBool* m_arbitrary_mipmap_detection;
|
||||
ConfigBool* m_hdr;
|
||||
|
||||
// Stereoscopy
|
||||
ConfigChoice* m_3d_mode;
|
||||
|
|
|
@ -80,6 +80,7 @@
|
|||
<ClCompile Include="Config\Graphics\GeneralWidget.cpp" />
|
||||
<ClCompile Include="Config\Graphics\GraphicsWindow.cpp" />
|
||||
<ClCompile Include="Config\Graphics\HacksWidget.cpp" />
|
||||
<ClCompile Include="Config\Graphics\ColorCorrectionConfigWindow.cpp" />
|
||||
<ClCompile Include="Config\Graphics\PostProcessingConfigWindow.cpp" />
|
||||
<ClCompile Include="Config\GraphicsModListWidget.cpp" />
|
||||
<ClCompile Include="Config\GraphicsModWarningWidget.cpp" />
|
||||
|
@ -283,6 +284,7 @@
|
|||
<QtMoc Include="Config\Graphics\GeneralWidget.h" />
|
||||
<QtMoc Include="Config\Graphics\GraphicsWindow.h" />
|
||||
<QtMoc Include="Config\Graphics\HacksWidget.h" />
|
||||
<QtMoc Include="Config\Graphics\ColorCorrectionConfigWindow.h" />
|
||||
<QtMoc Include="Config\Graphics\PostProcessingConfigWindow.h" />
|
||||
<QtMoc Include="Config\GraphicsModListWidget.h" />
|
||||
<QtMoc Include="Config\GraphicsModWarningWidget.h" />
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
#include "VideoBackends/D3D/D3DState.h"
|
||||
#include "VideoBackends/D3D/DXTexture.h"
|
||||
#include "VideoBackends/D3DCommon/D3DCommon.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace DX11
|
||||
|
@ -202,12 +203,14 @@ std::vector<u32> GetAAModes(u32 adapter_index)
|
|||
if (temp_feature_level == D3D_FEATURE_LEVEL_10_0)
|
||||
return {};
|
||||
|
||||
const DXGI_FORMAT target_format =
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(FramebufferManager::GetEFBColorFormat(), false);
|
||||
std::vector<u32> aa_modes;
|
||||
for (u32 samples = 1; samples <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
|
||||
{
|
||||
UINT quality_levels = 0;
|
||||
if (SUCCEEDED(temp_device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples,
|
||||
&quality_levels)) &&
|
||||
if (SUCCEEDED(
|
||||
temp_device->CheckMultisampleQualityLevels(target_format, samples, &quality_levels)) &&
|
||||
quality_levels > 0)
|
||||
{
|
||||
aa_modes.push_back(samples);
|
||||
|
|
|
@ -175,6 +175,9 @@ void Gfx::OnConfigChanged(u32 bits)
|
|||
// Quad-buffer changes require swap chain recreation.
|
||||
if (bits & CONFIG_CHANGE_BIT_STEREO_MODE && m_swap_chain)
|
||||
m_swap_chain->SetStereo(SwapChain::WantsStereo());
|
||||
|
||||
if (bits & CONFIG_CHANGE_BIT_HDR && m_swap_chain)
|
||||
m_swap_chain->SetHDR(SwapChain::WantsHDR());
|
||||
}
|
||||
|
||||
void Gfx::CheckForSwapChainChanges()
|
||||
|
|
|
@ -114,6 +114,7 @@ void VideoBackend::FillBackendInfo()
|
|||
g_Config.backend_info.bSupportsSettingObjectNames = true;
|
||||
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
|
||||
g_Config.backend_info.bSupportsDynamicVertexLoader = false;
|
||||
g_Config.backend_info.bSupportsHDROutput = true;
|
||||
|
||||
g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
|
||||
g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
|
||||
|
|
|
@ -21,7 +21,7 @@ std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
|
|||
{
|
||||
std::unique_ptr<SwapChain> swap_chain =
|
||||
std::make_unique<SwapChain>(wsi, D3D::dxgi_factory.Get(), D3D::device.Get());
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo()))
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo(), WantsHDR()))
|
||||
return nullptr;
|
||||
|
||||
return swap_chain;
|
||||
|
|
|
@ -421,6 +421,12 @@ void Gfx::OnConfigChanged(u32 bits)
|
|||
m_swap_chain->SetStereo(SwapChain::WantsStereo());
|
||||
}
|
||||
|
||||
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_HDR)
|
||||
{
|
||||
ExecuteCommandList(true);
|
||||
m_swap_chain->SetHDR(SwapChain::WantsHDR());
|
||||
}
|
||||
|
||||
// Wipe sampler cache if force texture filtering or anisotropy changes.
|
||||
if (bits & (CONFIG_CHANGE_BIT_ANISOTROPY | CONFIG_CHANGE_BIT_FORCE_TEXTURE_FILTERING))
|
||||
{
|
||||
|
|
|
@ -22,7 +22,7 @@ std::unique_ptr<SwapChain> SwapChain::Create(const WindowSystemInfo& wsi)
|
|||
{
|
||||
std::unique_ptr<SwapChain> swap_chain = std::make_unique<SwapChain>(
|
||||
wsi, g_dx_context->GetDXGIFactory(), g_dx_context->GetCommandQueue());
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo()))
|
||||
if (!swap_chain->CreateSwapChain(WantsStereo(), WantsHDR()))
|
||||
return nullptr;
|
||||
|
||||
return swap_chain;
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "VideoBackends/D3D12/Common.h"
|
||||
#include "VideoBackends/D3D12/D3D12StreamBuffer.h"
|
||||
#include "VideoBackends/D3D12/DescriptorHeapManager.h"
|
||||
#include "VideoCommon/FramebufferManager.h"
|
||||
#include "VideoCommon/VideoConfig.h"
|
||||
|
||||
namespace DX12
|
||||
|
@ -65,11 +66,13 @@ std::vector<u32> DXContext::GetAAModes(u32 adapter_index)
|
|||
return {};
|
||||
}
|
||||
|
||||
const DXGI_FORMAT target_format =
|
||||
D3DCommon::GetDXGIFormatForAbstractFormat(FramebufferManager::GetEFBColorFormat(), false);
|
||||
std::vector<u32> aa_modes;
|
||||
for (u32 samples = 1; samples < D3D12_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples)
|
||||
{
|
||||
D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS multisample_quality_levels = {};
|
||||
multisample_quality_levels.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
multisample_quality_levels.Format = target_format;
|
||||
multisample_quality_levels.SampleCount = samples;
|
||||
|
||||
temp_device->CheckFeatureSupport(D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS,
|
||||
|
|
|
@ -90,6 +90,7 @@ void VideoBackend::FillBackendInfo()
|
|||
g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
|
||||
g_Config.backend_info.bSupportsDynamicVertexLoader = true;
|
||||
g_Config.backend_info.bSupportsVSLinePointExpand = true;
|
||||
g_Config.backend_info.bSupportsHDROutput = true;
|
||||
|
||||
// We can only check texture support once we have a device.
|
||||
if (g_dx_context)
|
||||
|
|
|
@ -51,13 +51,18 @@ bool SwapChain::WantsStereo()
|
|||
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer;
|
||||
}
|
||||
|
||||
bool SwapChain::WantsHDR()
|
||||
{
|
||||
return g_ActiveConfig.bHDR;
|
||||
}
|
||||
|
||||
u32 SwapChain::GetSwapChainFlags() const
|
||||
{
|
||||
// This flag is necessary if we want to use a flip-model swapchain without locking the framerate
|
||||
return m_allow_tearing_supported ? DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING : 0;
|
||||
}
|
||||
|
||||
bool SwapChain::CreateSwapChain(bool stereo)
|
||||
bool SwapChain::CreateSwapChain(bool stereo, bool hdr)
|
||||
{
|
||||
RECT client_rc;
|
||||
if (GetClientRect(static_cast<HWND>(m_wsi.render_surface), &client_rc))
|
||||
|
@ -66,6 +71,9 @@ bool SwapChain::CreateSwapChain(bool stereo)
|
|||
m_height = client_rc.bottom - client_rc.top;
|
||||
}
|
||||
|
||||
m_stereo = false;
|
||||
m_hdr = false;
|
||||
|
||||
// Try using the Win8 version if available.
|
||||
Microsoft::WRL::ComPtr<IDXGIFactory2> dxgi_factory2;
|
||||
HRESULT hr = m_dxgi_factory.As(&dxgi_factory2);
|
||||
|
@ -81,6 +89,7 @@ bool SwapChain::CreateSwapChain(bool stereo)
|
|||
swap_chain_desc.SampleDesc.Count = 1;
|
||||
swap_chain_desc.SampleDesc.Quality = 0;
|
||||
swap_chain_desc.Format = GetDXGIFormatForAbstractFormat(m_texture_format, false);
|
||||
|
||||
swap_chain_desc.Scaling = DXGI_SCALING_STRETCH;
|
||||
swap_chain_desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
swap_chain_desc.Stereo = stereo;
|
||||
|
@ -108,6 +117,8 @@ bool SwapChain::CreateSwapChain(bool stereo)
|
|||
// support the newer DXGI interface aren't going to support DX12 anyway.
|
||||
if (FAILED(hr))
|
||||
{
|
||||
hdr = false;
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC desc = {};
|
||||
desc.BufferDesc.Width = m_width;
|
||||
desc.BufferDesc.Height = m_height;
|
||||
|
@ -138,6 +149,37 @@ bool SwapChain::CreateSwapChain(bool stereo)
|
|||
WARN_LOG_FMT(VIDEO, "MakeWindowAssociation() failed: {}", Common::HRWrap(hr));
|
||||
|
||||
m_stereo = stereo;
|
||||
|
||||
if (hdr)
|
||||
{
|
||||
// Only try to activate HDR here, to avoid failing when creating the swapchain
|
||||
// (we can't know if the format is supported upfront)
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain4> swap_chain4;
|
||||
hr = m_swap_chain->QueryInterface(IID_PPV_ARGS(&swap_chain4));
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
UINT color_space_support = 0;
|
||||
// Note that this should succeed even if HDR is not currently engaged on the monitor,
|
||||
// but it should display fine nonetheless.
|
||||
// We need to check for DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 as checking for
|
||||
// scRGB always returns false (DX bug).
|
||||
hr = swap_chain4->CheckColorSpaceSupport(DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020,
|
||||
&color_space_support);
|
||||
if (SUCCEEDED(hr) && (color_space_support & DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT))
|
||||
{
|
||||
hr = swap_chain4->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, 0, 0,
|
||||
GetDXGIFormatForAbstractFormat(m_texture_format_hdr, false),
|
||||
GetSwapChainFlags());
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
hr = swap_chain4->SetColorSpace1(DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709);
|
||||
if (SUCCEEDED(hr))
|
||||
m_hdr = hdr;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!CreateSwapChainBuffers())
|
||||
{
|
||||
PanicAlertFmt("Failed to create swap chain buffers");
|
||||
|
@ -164,12 +206,19 @@ bool SwapChain::ResizeSwapChain()
|
|||
{
|
||||
DestroySwapChainBuffers();
|
||||
|
||||
HRESULT hr = m_swap_chain->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, 0, 0,
|
||||
GetDXGIFormatForAbstractFormat(m_texture_format, false),
|
||||
// The swap chain fills up the size of the window if no size is specified
|
||||
HRESULT hr = m_swap_chain->ResizeBuffers(SWAP_CHAIN_BUFFER_COUNT, 0, 0, DXGI_FORMAT_UNKNOWN,
|
||||
GetSwapChainFlags());
|
||||
|
||||
if (FAILED(hr))
|
||||
WARN_LOG_FMT(VIDEO, "ResizeBuffers() failed: {}", Common::HRWrap(hr));
|
||||
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain4> swap_chain4;
|
||||
hr = m_swap_chain->QueryInterface(IID_PPV_ARGS(&swap_chain4));
|
||||
if (SUCCEEDED(hr))
|
||||
hr = swap_chain4->SetColorSpace1(m_hdr ? DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 :
|
||||
DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709);
|
||||
|
||||
DXGI_SWAP_CHAIN_DESC desc;
|
||||
if (SUCCEEDED(m_swap_chain->GetDesc(&desc)))
|
||||
{
|
||||
|
@ -186,10 +235,28 @@ void SwapChain::SetStereo(bool stereo)
|
|||
return;
|
||||
|
||||
DestroySwapChain();
|
||||
if (!CreateSwapChain(stereo))
|
||||
// Do not try to re-activate HDR here if it had already failed
|
||||
if (!CreateSwapChain(stereo, m_hdr))
|
||||
{
|
||||
PanicAlertFmt("Failed to switch swap chain stereo mode");
|
||||
CreateSwapChain(false);
|
||||
CreateSwapChain(false, false);
|
||||
}
|
||||
}
|
||||
|
||||
void SwapChain::SetHDR(bool hdr)
|
||||
{
|
||||
if (m_hdr == hdr)
|
||||
return;
|
||||
|
||||
// NOTE: as an optimization here we could just call "ResizeSwapChain()"
|
||||
// by adding some code to check if we could change the format to HDR.
|
||||
|
||||
DestroySwapChain();
|
||||
// Do not try to re-activate stereo mode here if it had already failed
|
||||
if (!CreateSwapChain(m_stereo, hdr))
|
||||
{
|
||||
PanicAlertFmt("Failed to switch swap chain SDR/HDR mode");
|
||||
CreateSwapChain(false, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -249,7 +316,8 @@ bool SwapChain::ChangeSurface(void* native_handle)
|
|||
{
|
||||
DestroySwapChain();
|
||||
m_wsi.render_surface = native_handle;
|
||||
return CreateSwapChain(m_stereo);
|
||||
// We only keep the swap chain settings (HDR/Stereo) that had successfully applied beofre
|
||||
return CreateSwapChain(m_stereo, m_hdr);
|
||||
}
|
||||
|
||||
} // namespace D3DCommon
|
||||
|
|
|
@ -25,8 +25,13 @@ public:
|
|||
// Returns true if the stereo mode is quad-buffering.
|
||||
static bool WantsStereo();
|
||||
|
||||
static bool WantsHDR();
|
||||
|
||||
IDXGISwapChain* GetDXGISwapChain() const { return m_swap_chain.Get(); }
|
||||
AbstractTextureFormat GetFormat() const { return m_texture_format; }
|
||||
AbstractTextureFormat GetFormat() const
|
||||
{
|
||||
return m_hdr ? m_texture_format_hdr : m_texture_format;
|
||||
}
|
||||
u32 GetWidth() const { return m_width; }
|
||||
u32 GetHeight() const { return m_height; }
|
||||
|
||||
|
@ -43,10 +48,11 @@ public:
|
|||
bool ChangeSurface(void* native_handle);
|
||||
bool ResizeSwapChain();
|
||||
void SetStereo(bool stereo);
|
||||
void SetHDR(bool hdr);
|
||||
|
||||
protected:
|
||||
u32 GetSwapChainFlags() const;
|
||||
bool CreateSwapChain(bool stereo);
|
||||
bool CreateSwapChain(bool stereo = false, bool hdr = false);
|
||||
void DestroySwapChain();
|
||||
|
||||
virtual bool CreateSwapChainBuffers() = 0;
|
||||
|
@ -56,12 +62,14 @@ protected:
|
|||
Microsoft::WRL::ComPtr<IDXGIFactory> m_dxgi_factory;
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain> m_swap_chain;
|
||||
Microsoft::WRL::ComPtr<IUnknown> m_d3d_device;
|
||||
AbstractTextureFormat m_texture_format = AbstractTextureFormat::RGBA8;
|
||||
const AbstractTextureFormat m_texture_format = AbstractTextureFormat::RGB10_A2;
|
||||
const AbstractTextureFormat m_texture_format_hdr = AbstractTextureFormat::RGBA16F;
|
||||
|
||||
u32 m_width = 1;
|
||||
u32 m_height = 1;
|
||||
|
||||
bool m_stereo = false;
|
||||
bool m_hdr = false;
|
||||
bool m_allow_tearing_supported = false;
|
||||
bool m_has_fullscreen = false;
|
||||
bool m_fullscreen_request = false;
|
||||
|
|
|
@ -399,7 +399,7 @@ void VKGfx::OnConfigChanged(u32 bits)
|
|||
}
|
||||
|
||||
// For quad-buffered stereo we need to change the layer count, so recreate the swap chain.
|
||||
if (m_swap_chain && bits & CONFIG_CHANGE_BIT_STEREO_MODE)
|
||||
if (m_swap_chain && (bits & CONFIG_CHANGE_BIT_STEREO_MODE) || (bits & CONFIG_CHANGE_BIT_HDR))
|
||||
{
|
||||
ExecuteCommandBuffer(false, true);
|
||||
m_swap_chain->RecreateSwapChain();
|
||||
|
|
|
@ -154,7 +154,7 @@ bool SwapChain::SelectSurfaceFormat()
|
|||
&format_count, surface_formats.data());
|
||||
ASSERT(res == VK_SUCCESS);
|
||||
|
||||
// If there is a single undefined surface format, the device doesn't care, so we'll just use RGBA
|
||||
// If there is a single undefined surface format, the device doesn't care, so we'll just use RGBA8
|
||||
if (surface_formats[0].format == VK_FORMAT_UNDEFINED)
|
||||
{
|
||||
m_surface_format.format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
|
@ -162,22 +162,61 @@ bool SwapChain::SelectSurfaceFormat()
|
|||
return true;
|
||||
}
|
||||
|
||||
// Try to find a suitable format.
|
||||
const VkSurfaceFormatKHR* surface_format_RGBA8 = nullptr;
|
||||
const VkSurfaceFormatKHR* surface_format_BGRA8 = nullptr;
|
||||
const VkSurfaceFormatKHR* surface_format_RGB10_A2 = nullptr;
|
||||
const VkSurfaceFormatKHR* surface_format_RGBA16F_scRGB = nullptr;
|
||||
|
||||
// Try to find all suitable formats.
|
||||
for (const VkSurfaceFormatKHR& surface_format : surface_formats)
|
||||
{
|
||||
// Some drivers seem to return a SRGB format here (Intel Mesa).
|
||||
// This results in gamma correction when presenting to the screen, which we don't want.
|
||||
// Use a linear format instead, if this is the case.
|
||||
// Some drivers seem to return a RGBA8 SRGB format here (Intel Mesa).
|
||||
// Some other drivers return both a RGBA8 SRGB and UNORM formats (Nvidia).
|
||||
// This results in gamma correction when presenting to the screen, which we don't want,
|
||||
// because we already apply gamma ourselves, and we might not use sRGB gamma.
|
||||
// Force using a linear format instead, if this is the case.
|
||||
VkFormat format = VKTexture::GetLinearFormat(surface_format.format);
|
||||
if (format == VK_FORMAT_R8G8B8A8_UNORM)
|
||||
surface_format_RGBA8 = &surface_format;
|
||||
else if (format == VK_FORMAT_B8G8R8A8_UNORM)
|
||||
surface_format_BGRA8 = &surface_format;
|
||||
else if (format == VK_FORMAT_A2B10G10R10_UNORM_PACK32 &&
|
||||
surface_format.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR)
|
||||
surface_format_RGB10_A2 = &surface_format;
|
||||
else if (format == VK_FORMAT_R16G16B16A16_SFLOAT &&
|
||||
surface_format.colorSpace == VK_COLOR_SPACE_EXTENDED_SRGB_LINEAR_EXT)
|
||||
surface_format_RGBA16F_scRGB = &surface_format;
|
||||
else
|
||||
continue;
|
||||
}
|
||||
|
||||
const VkSurfaceFormatKHR* surface_format = nullptr;
|
||||
|
||||
// Pick the best format.
|
||||
// "g_ActiveConfig" might not have been been updated yet.
|
||||
if (g_Config.bHDR && surface_format_RGBA16F_scRGB)
|
||||
surface_format = surface_format_RGBA16F_scRGB;
|
||||
else if (surface_format_RGB10_A2)
|
||||
surface_format = surface_format_RGB10_A2;
|
||||
else if (surface_format_RGBA8)
|
||||
surface_format = surface_format_RGBA8;
|
||||
else if (surface_format_BGRA8)
|
||||
surface_format = surface_format_BGRA8;
|
||||
|
||||
if (surface_format)
|
||||
{
|
||||
const VkFormat format = VKTexture::GetLinearFormat(surface_format->format);
|
||||
if (format == VK_FORMAT_R8G8B8A8_UNORM)
|
||||
m_texture_format = AbstractTextureFormat::RGBA8;
|
||||
else if (format == VK_FORMAT_B8G8R8A8_UNORM)
|
||||
m_texture_format = AbstractTextureFormat::BGRA8;
|
||||
else
|
||||
continue;
|
||||
else if (format == VK_FORMAT_A2B10G10R10_UNORM_PACK32)
|
||||
m_texture_format = AbstractTextureFormat::RGB10_A2;
|
||||
else if (format == VK_FORMAT_R16G16B16A16_SFLOAT)
|
||||
m_texture_format = AbstractTextureFormat::RGBA16F;
|
||||
|
||||
m_surface_format.format = format;
|
||||
m_surface_format.colorSpace = surface_format.colorSpace;
|
||||
m_surface_format.colorSpace = surface_format->colorSpace;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -190,7 +190,7 @@ VkFormat VKTexture::GetVkFormatForHostTextureFormat(AbstractTextureFormat format
|
|||
return VK_FORMAT_B8G8R8A8_UNORM;
|
||||
|
||||
case AbstractTextureFormat::RGB10_A2:
|
||||
return VK_FORMAT_A2R10G10B10_UNORM_PACK32;
|
||||
return VK_FORMAT_A2B10G10R10_UNORM_PACK32;
|
||||
|
||||
case AbstractTextureFormat::RGBA16F:
|
||||
return VK_FORMAT_R16G16B16A16_SFLOAT;
|
||||
|
|
|
@ -382,6 +382,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
|
|||
config->backend_info.bSupportsPartialMultisampleResolve = true; // Assumed support.
|
||||
config->backend_info.bSupportsDynamicVertexLoader = true; // Assumed support.
|
||||
config->backend_info.bSupportsVSLinePointExpand = true; // Assumed support.
|
||||
config->backend_info.bSupportsHDROutput = true; // Assumed support.
|
||||
}
|
||||
|
||||
void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)
|
||||
|
|
|
@ -177,5 +177,5 @@ bool AbstractGfx::UseGeometryShaderForUI() const
|
|||
// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
|
||||
// instead drawing twice and the eye selected by glDrawBuffer() (see Presenter::RenderXFBToScreen)
|
||||
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
|
||||
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
|
||||
!g_ActiveConfig.backend_info.bUsesExplictQuadBuffering;
|
||||
}
|
||||
|
|
|
@ -159,8 +159,8 @@ public:
|
|||
// Called when the configuration changes, and backend structures need to be updated.
|
||||
virtual void OnConfigChanged(u32 changed_bits);
|
||||
|
||||
// Returns true if a layer-expanding geometry shader should be used when rendering the user
|
||||
// interface and final XFB.
|
||||
// Returns true if a layer-expanding geometry shader should be used when rendering
|
||||
// the user interface on the output buffer.
|
||||
bool UseGeometryShaderForUI() const;
|
||||
|
||||
// Returns info about the main surface (aka backbuffer)
|
||||
|
|
|
@ -672,7 +672,7 @@ std::string GenerateImGuiVertexShader()
|
|||
return code.GetBuffer();
|
||||
}
|
||||
|
||||
std::string GenerateImGuiPixelShader()
|
||||
std::string GenerateImGuiPixelShader(bool linear_space_output)
|
||||
{
|
||||
ShaderCode code;
|
||||
EmitSamplerDeclarations(code, 0, 1, false);
|
||||
|
@ -680,8 +680,13 @@ std::string GenerateImGuiPixelShader()
|
|||
code.Write("{{\n"
|
||||
" ocol0 = ");
|
||||
EmitSampleTexture(code, 0, "float3(v_tex0.xy, 0.0)");
|
||||
code.Write(" * v_col0;\n"
|
||||
"}}\n");
|
||||
// We approximate to gamma 2.2 instead of sRGB as it barely matters for this case.
|
||||
// Note that if HDR is enabled, ideally we should multiply by
|
||||
// the paper white brightness for readability.
|
||||
if (linear_space_output)
|
||||
code.Write(" * pow(v_col0, float4(2.2f, 2.2f, 2.2f, 1.0f));\n}}\n");
|
||||
else
|
||||
code.Write(" * v_col0;\n}}\n");
|
||||
|
||||
return code.GetBuffer();
|
||||
}
|
||||
|
|
|
@ -24,6 +24,6 @@ std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samp
|
|||
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
|
||||
std::string GenerateEFBRestorePixelShader();
|
||||
std::string GenerateImGuiVertexShader();
|
||||
std::string GenerateImGuiPixelShader();
|
||||
std::string GenerateImGuiPixelShader(bool linear_space_output = false);
|
||||
|
||||
} // namespace FramebufferShaderGen
|
||||
|
|
|
@ -120,11 +120,15 @@ bool OnScreenUI::RecompileImGuiPipeline()
|
|||
return true;
|
||||
}
|
||||
|
||||
const bool linear_space_output =
|
||||
g_presenter->GetBackbufferFormat() == AbstractTextureFormat::RGBA16F;
|
||||
|
||||
std::unique_ptr<AbstractShader> vertex_shader = g_gfx->CreateShaderFromSource(
|
||||
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader(),
|
||||
"ImGui vertex shader");
|
||||
std::unique_ptr<AbstractShader> pixel_shader = g_gfx->CreateShaderFromSource(
|
||||
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(), "ImGui pixel shader");
|
||||
ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader(linear_space_output),
|
||||
"ImGui pixel shader");
|
||||
if (!vertex_shader || !pixel_shader)
|
||||
{
|
||||
PanicAlertFmt("Failed to compile ImGui shaders");
|
||||
|
|
|
@ -33,7 +33,32 @@
|
|||
|
||||
namespace VideoCommon
|
||||
{
|
||||
static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
|
@ -60,24 +85,16 @@ void PostProcessingConfiguration::LoadShader(const std::string& shader)
|
|||
sub_dir = PASSIVE_DIR DIR_SEP;
|
||||
}
|
||||
|
||||
// loading shader code
|
||||
std::string code;
|
||||
std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
|
||||
|
||||
if (!File::Exists(path))
|
||||
if (!LoadShaderFromFile(shader, sub_dir, code))
|
||||
{
|
||||
// Fallback to shared user dir
|
||||
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
|
||||
}
|
||||
|
||||
if (!File::ReadFileToString(path, code))
|
||||
{
|
||||
ERROR_LOG_FMT(VIDEO, "Post-processing shader not found: {}", path);
|
||||
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;
|
||||
}
|
||||
|
@ -86,7 +103,8 @@ void PostProcessingConfiguration::LoadDefaultShader()
|
|||
{
|
||||
m_options.clear();
|
||||
m_any_options_dirty = false;
|
||||
m_current_shader_code = s_default_shader;
|
||||
m_current_shader = "";
|
||||
m_current_shader_code = s_empty_pixel_shader;
|
||||
}
|
||||
|
||||
void PostProcessingConfiguration::LoadOptions(const std::string& code)
|
||||
|
@ -242,6 +260,7 @@ void PostProcessingConfiguration::LoadOptionsConfiguration()
|
|||
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)
|
||||
|
@ -375,6 +394,8 @@ static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
|
|||
{
|
||||
std::string name;
|
||||
SplitPath(path, nullptr, &name, nullptr);
|
||||
if (name == s_default_pixel_shader_name)
|
||||
continue;
|
||||
result.push_back(name);
|
||||
}
|
||||
return result;
|
||||
|
@ -409,8 +430,15 @@ bool PostProcessing::Initialize(AbstractTextureFormat format)
|
|||
|
||||
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())
|
||||
|
@ -421,10 +449,27 @@ void PostProcessing::RecompileShader()
|
|||
|
||||
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<int>& dst,
|
||||
const MathUtil::Rectangle<int>& src,
|
||||
const AbstractTexture* src_tex, int src_layer)
|
||||
|
@ -435,69 +480,183 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
|
|||
RecompilePipeline();
|
||||
}
|
||||
|
||||
if (!m_pipeline)
|
||||
return;
|
||||
// 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);
|
||||
|
||||
FillUniformBuffer(src, src_tex, src_layer);
|
||||
g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(),
|
||||
static_cast<u32>(m_uniform_staging_buffer.size()));
|
||||
|
||||
g_gfx->SetViewportAndScissor(
|
||||
g_gfx->ConvertFramebufferRectangle(dst, g_gfx->GetCurrentFramebuffer()));
|
||||
g_gfx->SetPipeline(m_pipeline.get());
|
||||
g_gfx->SetTexture(0, src_tex);
|
||||
MathUtil::Rectangle<int> src_rect = src;
|
||||
g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
|
||||
g_gfx->Draw(0, 3);
|
||||
g_gfx->SetTexture(0, src_tex);
|
||||
|
||||
const bool is_color_correction_active = IsColorCorrectionActive();
|
||||
const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
|
||||
const AbstractPipeline* final_pipeline = m_pipeline.get();
|
||||
std::vector<u8>* uniform_staging_buffer = &m_default_uniform_staging_buffer;
|
||||
bool default_uniform_staging_buffer = true;
|
||||
|
||||
// Intermediary pass.
|
||||
// We draw to a high quality intermediary texture for two reasons:
|
||||
// -Keep quality for gamma and gamut conversions, and HDR output
|
||||
// (low bit depths lose too much quality with gamma conversions)
|
||||
// -We make a texture of the exact same res as the source one,
|
||||
// because all the post process shaders we already had assume that
|
||||
// the source texture size (EFB) is different from the swap chain
|
||||
// texture size (which matches the window size).
|
||||
if (m_default_pipeline && is_color_correction_active && 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;
|
||||
|
||||
if (!m_intermediary_frame_buffer || !m_intermediary_color_texture ||
|
||||
m_intermediary_color_texture.get()->GetWidth() != static_cast<u32>(src_rect.GetWidth()) ||
|
||||
m_intermediary_color_texture.get()->GetHeight() != static_cast<u32>(src_rect.GetHeight()) ||
|
||||
m_intermediary_color_texture.get()->GetLayers() != target_layers)
|
||||
{
|
||||
const TextureConfig intermediary_color_texture_config(
|
||||
src_rect.GetWidth(), src_rect.GetHeight(), 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(),
|
||||
g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
|
||||
!default_uniform_staging_buffer);
|
||||
g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
|
||||
static_cast<u32>(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);
|
||||
// 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 && is_color_correction_active)
|
||||
{
|
||||
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(),
|
||||
g_presenter->GetTargetRectangle(), uniform_staging_buffer->data(),
|
||||
!default_uniform_staging_buffer);
|
||||
g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
|
||||
static_cast<u32>(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() const
|
||||
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";
|
||||
// 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";
|
||||
for (u32 i = 0; i < 2; i++)
|
||||
ss << " uint ubo_align_" << unused_counter++ << "_;\n";
|
||||
ss << "\n";
|
||||
|
||||
// Custom options/uniforms
|
||||
for (const auto& it : m_config.GetOptions())
|
||||
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)
|
||||
{
|
||||
if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
|
||||
ss << "\n";
|
||||
// Custom options/uniforms
|
||||
for (const auto& it : m_config.GetOptions())
|
||||
{
|
||||
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<u32>(it.second.m_integer_values.size());
|
||||
if (count == 1)
|
||||
if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
|
||||
{
|
||||
ss << fmt::format(" int {};\n", it.first);
|
||||
else
|
||||
ss << fmt::format(" int{} {};\n", count, 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<u32>(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<u32>(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 << " int ubo_align_" << unused_counter++ << "_;\n";
|
||||
}
|
||||
else if (it.second.m_type ==
|
||||
PostProcessingConfiguration::ConfigurationOption::OptionType::Float)
|
||||
{
|
||||
u32 count = static_cast<u32>(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";
|
||||
for (u32 i = count; i < 4; i++)
|
||||
ss << " float ubo_align_" << unused_counter++ << "_;\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -505,11 +664,12 @@ std::string PostProcessing::GetUniformBufferHeader() const
|
|||
return ss.str();
|
||||
}
|
||||
|
||||
std::string PostProcessing::GetHeader() const
|
||||
std::string PostProcessing::GetHeader(bool user_post_process) const
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << GetUniformBufferHeader();
|
||||
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)
|
||||
{
|
||||
|
@ -530,6 +690,16 @@ float4 SampleLocation(float2 location) { return texture(samp0, float3(location,
|
|||
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;
|
||||
|
@ -585,7 +755,9 @@ std::string PostProcessing::GetFooter() const
|
|||
bool PostProcessing::CompileVertexShader()
|
||||
{
|
||||
std::ostringstream ss;
|
||||
ss << GetUniformBufferHeader();
|
||||
// We never need the user selected post process custom uniforms in the vertex shader
|
||||
const bool user_post_process = false;
|
||||
ss << GetUniformBufferHeader(user_post_process);
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
|
||||
{
|
||||
|
@ -605,16 +777,28 @@ bool PostProcessing::CompileVertexShader()
|
|||
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";
|
||||
|
||||
std::string s2 = ss.str();
|
||||
s2 += "}\n";
|
||||
m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, s2,
|
||||
"Default post-processing vertex shader");
|
||||
|
||||
// OpenGL Y needs to be inverted once only (in the last pass)
|
||||
if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
|
||||
ss << " opos.y = -opos.y;\n";
|
||||
|
||||
ss << "}\n";
|
||||
|
||||
m_vertex_shader =
|
||||
g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
|
||||
if (!m_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;
|
||||
}
|
||||
|
||||
|
@ -623,44 +807,86 @@ bool PostProcessing::CompileVertexShader()
|
|||
|
||||
struct BuiltinUniforms
|
||||
{
|
||||
float resolution[4];
|
||||
float window_resolution[4];
|
||||
float src_rect[4];
|
||||
// bools need to be represented as "s32"
|
||||
|
||||
std::array<float, 4> source_resolution;
|
||||
std::array<float, 4> target_resolution;
|
||||
std::array<float, 4> window_resolution;
|
||||
std::array<float, 4> stereo_views;
|
||||
std::array<float, 4> src_rect;
|
||||
s32 src_layer;
|
||||
u32 time;
|
||||
u32 padding[2];
|
||||
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() const
|
||||
size_t PostProcessing::CalculateUniformsSize(bool user_post_process) const
|
||||
{
|
||||
// Allocate a vec4 for each uniform to simplify allocation.
|
||||
return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
|
||||
return sizeof(BuiltinUniforms) +
|
||||
(user_post_process ? m_config.GetOptions().size() : 0) * sizeof(float) * 4;
|
||||
}
|
||||
|
||||
void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
||||
const AbstractTexture* src_tex, int src_layer)
|
||||
const AbstractTexture* src_tex, int src_layer,
|
||||
const MathUtil::Rectangle<int>& dst,
|
||||
const MathUtil::Rectangle<int>& wnd, u8* buffer,
|
||||
bool user_post_process)
|
||||
{
|
||||
const auto& window_rect = g_presenter->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()),
|
||||
1.0f / static_cast<float>(window_rect.GetWidth()),
|
||||
1.0f / static_cast<float>(window_rect.GetHeight())},
|
||||
{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.ElapsedMs()),
|
||||
};
|
||||
|
||||
u8* buf = m_uniform_staging_buffer.data();
|
||||
std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
|
||||
buf += sizeof(builtin_uniforms);
|
||||
BuiltinUniforms builtin_uniforms;
|
||||
builtin_uniforms.source_resolution = {static_cast<float>(src_tex->GetWidth()),
|
||||
static_cast<float>(src_tex->GetHeight()), rcp_src_width,
|
||||
rcp_src_height};
|
||||
builtin_uniforms.target_resolution = {
|
||||
static_cast<float>(dst.GetWidth()), static_cast<float>(dst.GetHeight()),
|
||||
1.0f / static_cast<float>(dst.GetWidth()), 1.0f / static_cast<float>(dst.GetHeight())};
|
||||
builtin_uniforms.window_resolution = {
|
||||
static_cast<float>(wnd.GetWidth()), static_cast<float>(wnd.GetHeight()),
|
||||
1.0f / static_cast<float>(wnd.GetWidth()), 1.0f / static_cast<float>(wnd.GetHeight())};
|
||||
builtin_uniforms.src_rect = {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};
|
||||
builtin_uniforms.src_layer = static_cast<s32>(src_layer);
|
||||
builtin_uniforms.time = static_cast<u32>(m_timer.ElapsedMs());
|
||||
|
||||
for (const auto& it : m_config.GetOptions())
|
||||
// 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<int>(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);
|
||||
|
||||
if (!user_post_process)
|
||||
return;
|
||||
|
||||
for (auto& it : m_config.GetOptions())
|
||||
{
|
||||
union
|
||||
{
|
||||
|
@ -688,53 +914,116 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
|
|||
break;
|
||||
}
|
||||
|
||||
std::memcpy(buf, &value, sizeof(value));
|
||||
buf += sizeof(value);
|
||||
it.second.m_dirty = false;
|
||||
|
||||
std::memcpy(buffer, &value, sizeof(value));
|
||||
buffer += sizeof(value);
|
||||
}
|
||||
|
||||
m_config.SetDirty(false);
|
||||
}
|
||||
|
||||
bool PostProcessing::CompilePixelShader()
|
||||
{
|
||||
m_pipeline.reset();
|
||||
m_default_pixel_shader.reset();
|
||||
m_pixel_shader.reset();
|
||||
|
||||
// Generate GLSL and compile the new shader.
|
||||
// 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() + m_config.GetShaderCode() + GetFooter(),
|
||||
fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
|
||||
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 post-processing shader {}", m_config.GetShader());
|
||||
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() + m_config.GetShaderCode() + GetFooter(),
|
||||
"Default post-processing pixel shader");
|
||||
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());
|
||||
m_uniform_staging_buffer.resize(CalculateUniformsSize(true));
|
||||
return true;
|
||||
}
|
||||
|
||||
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; // Not needed (some backends don't like making pipelines with no targets)
|
||||
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_vertex_shader.get();
|
||||
config.geometry_shader =
|
||||
g_gfx->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
|
||||
config.pixel_shader = m_pixel_shader.get();
|
||||
config.vertex_shader =
|
||||
needs_intermediary_buffer ? m_vertex_shader.get() : 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(m_framebuffer_format);
|
||||
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_default_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;
|
||||
|
|
|
@ -16,12 +16,14 @@
|
|||
class AbstractPipeline;
|
||||
class AbstractShader;
|
||||
class AbstractTexture;
|
||||
class AbstractFramebuffer;
|
||||
|
||||
namespace VideoCommon
|
||||
{
|
||||
class PostProcessingConfiguration
|
||||
{
|
||||
public:
|
||||
// User defined post process
|
||||
struct ConfigurationOption
|
||||
{
|
||||
enum class OptionType
|
||||
|
@ -105,29 +107,43 @@ public:
|
|||
void RecompilePipeline();
|
||||
|
||||
void BlitFromTexture(const MathUtil::Rectangle<int>& dst, const MathUtil::Rectangle<int>& src,
|
||||
const AbstractTexture* src_tex, int src_layer);
|
||||
const AbstractTexture* src_tex, int src_layer = -1);
|
||||
|
||||
bool IsColorCorrectionActive() const;
|
||||
bool NeedsIntermediaryBuffer() const;
|
||||
|
||||
protected:
|
||||
std::string GetUniformBufferHeader() const;
|
||||
std::string GetHeader() const;
|
||||
std::string GetUniformBufferHeader(bool user_post_process) const;
|
||||
std::string GetHeader(bool user_post_process) const;
|
||||
std::string GetFooter() const;
|
||||
|
||||
bool CompileVertexShader();
|
||||
bool CompilePixelShader();
|
||||
bool CompilePipeline();
|
||||
|
||||
size_t CalculateUniformsSize() const;
|
||||
size_t CalculateUniformsSize(bool user_post_process) const;
|
||||
void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
|
||||
int src_layer);
|
||||
int src_layer, const MathUtil::Rectangle<int>& dst,
|
||||
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
|
||||
|
||||
// Timer for determining our time value
|
||||
Common::Timer m_timer;
|
||||
PostProcessingConfiguration m_config;
|
||||
|
||||
// Dolphin fixed post process:
|
||||
PostProcessingConfiguration::ConfigMap m_default_options;
|
||||
std::unique_ptr<AbstractShader> m_default_vertex_shader;
|
||||
std::unique_ptr<AbstractShader> m_default_pixel_shader;
|
||||
std::unique_ptr<AbstractPipeline> m_default_pipeline;
|
||||
std::unique_ptr<AbstractFramebuffer> m_intermediary_frame_buffer;
|
||||
std::unique_ptr<AbstractTexture> m_intermediary_color_texture;
|
||||
std::vector<u8> m_default_uniform_staging_buffer;
|
||||
// User post process:
|
||||
PostProcessingConfiguration m_config;
|
||||
std::unique_ptr<AbstractShader> m_vertex_shader;
|
||||
std::unique_ptr<AbstractShader> m_pixel_shader;
|
||||
std::unique_ptr<AbstractPipeline> m_pipeline;
|
||||
AbstractTextureFormat m_framebuffer_format = AbstractTextureFormat::Undefined;
|
||||
std::vector<u8> m_uniform_staging_buffer;
|
||||
|
||||
AbstractTextureFormat m_framebuffer_format = AbstractTextureFormat::Undefined;
|
||||
};
|
||||
} // namespace VideoCommon
|
||||
|
|
|
@ -514,9 +514,11 @@ void Presenter::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc,
|
|||
m_post_processor->BlitFromTexture(left_rc, source_rc, source_texture, 0);
|
||||
m_post_processor->BlitFromTexture(right_rc, source_rc, source_texture, 1);
|
||||
}
|
||||
// Every other case will be treated the same (stereo or not).
|
||||
// If there's multiple source layers, they should all be copied.
|
||||
else
|
||||
{
|
||||
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture, 0);
|
||||
m_post_processor->BlitFromTexture(target_rc, source_rc, source_texture);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -139,6 +139,15 @@ void VideoConfig::Refresh()
|
|||
bArbitraryMipmapDetection = Config::Get(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION);
|
||||
fArbitraryMipmapDetectionThreshold =
|
||||
Config::Get(Config::GFX_ENHANCE_ARBITRARY_MIPMAP_DETECTION_THRESHOLD);
|
||||
bHDR = Config::Get(Config::GFX_ENHANCE_HDR_OUTPUT);
|
||||
|
||||
color_correction.bCorrectColorSpace = Config::Get(Config::GFX_CC_CORRECT_COLOR_SPACE);
|
||||
color_correction.game_color_space = Config::Get(Config::GFX_CC_GAME_COLOR_SPACE);
|
||||
color_correction.bCorrectGamma = Config::Get(Config::GFX_CC_CORRECT_GAMMA);
|
||||
color_correction.fGameGamma = Config::Get(Config::GFX_CC_GAME_GAMMA);
|
||||
color_correction.bSDRDisplayGammaSRGB = Config::Get(Config::GFX_CC_SDR_DISPLAY_GAMMA_SRGB);
|
||||
color_correction.fSDRDisplayCustomGamma = Config::Get(Config::GFX_CC_SDR_DISPLAY_CUSTOM_GAMMA);
|
||||
color_correction.fHDRPaperWhiteNits = Config::Get(Config::GFX_CC_HDR_PAPER_WHITE_NITS);
|
||||
|
||||
stereo_mode = Config::Get(Config::GFX_STEREO_MODE);
|
||||
iStereoDepth = Config::Get(Config::GFX_STEREO_DEPTH);
|
||||
|
@ -263,6 +272,7 @@ void CheckForConfigChanges()
|
|||
const AspectMode old_suggested_aspect_mode = g_ActiveConfig.suggested_aspect_mode;
|
||||
const bool old_widescreen_hack = g_ActiveConfig.bWidescreenHack;
|
||||
const auto old_post_processing_shader = g_ActiveConfig.sPostProcessingShader;
|
||||
const auto old_hdr = g_ActiveConfig.bHDR;
|
||||
|
||||
UpdateActiveConfig();
|
||||
FreeLook::UpdateActiveConfig();
|
||||
|
@ -314,6 +324,8 @@ void CheckForConfigChanges()
|
|||
changed_bits |= CONFIG_CHANGE_BIT_ASPECT_RATIO;
|
||||
if (old_post_processing_shader != g_ActiveConfig.sPostProcessingShader)
|
||||
changed_bits |= CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER;
|
||||
if (old_hdr != g_ActiveConfig.bHDR)
|
||||
changed_bits |= CONFIG_CHANGE_BIT_HDR;
|
||||
|
||||
// No changes?
|
||||
if (changed_bits == 0)
|
||||
|
@ -323,7 +335,7 @@ void CheckForConfigChanges()
|
|||
|
||||
// Framebuffer changed?
|
||||
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
|
||||
CONFIG_CHANGE_BIT_TARGET_SIZE))
|
||||
CONFIG_CHANGE_BIT_TARGET_SIZE | CONFIG_CHANGE_BIT_HDR))
|
||||
{
|
||||
g_framebuffer_manager->RecreateEFBFramebuffer();
|
||||
}
|
||||
|
|
|
@ -52,6 +52,13 @@ enum class TextureFilteringMode : int
|
|||
Linear,
|
||||
};
|
||||
|
||||
enum class ColorCorrectionRegion : int
|
||||
{
|
||||
SMPTE_NTSCM,
|
||||
SYSTEMJ_NTSCJ,
|
||||
EBU_PAL,
|
||||
};
|
||||
|
||||
enum class TriState : int
|
||||
{
|
||||
Off,
|
||||
|
@ -72,6 +79,7 @@ enum ConfigChangeBits : u32
|
|||
CONFIG_CHANGE_BIT_BBOX = (1 << 7),
|
||||
CONFIG_CHANGE_BIT_ASPECT_RATIO = (1 << 8),
|
||||
CONFIG_CHANGE_BIT_POST_PROCESSING_SHADER = (1 << 9),
|
||||
CONFIG_CHANGE_BIT_HDR = (1 << 10),
|
||||
};
|
||||
|
||||
// NEVER inherit from this class.
|
||||
|
@ -101,6 +109,26 @@ struct VideoConfig final
|
|||
bool bDisableCopyFilter = false;
|
||||
bool bArbitraryMipmapDetection = false;
|
||||
float fArbitraryMipmapDetectionThreshold = 0;
|
||||
bool bHDR = false;
|
||||
|
||||
// Color Correction
|
||||
struct
|
||||
{
|
||||
// Color Space Correction:
|
||||
bool bCorrectColorSpace = false;
|
||||
ColorCorrectionRegion game_color_space = ColorCorrectionRegion::SMPTE_NTSCM;
|
||||
|
||||
// Gamma Correction:
|
||||
bool bCorrectGamma = false;
|
||||
float fGameGamma = 2.35f;
|
||||
bool bSDRDisplayGammaSRGB = true;
|
||||
// Custom gamma when the display is not sRGB
|
||||
float fSDRDisplayCustomGamma = 2.2f;
|
||||
|
||||
// HDR:
|
||||
// 200 is a good default value that matches the brightness of many SDR screens
|
||||
float fHDRPaperWhiteNits = 200.f;
|
||||
} color_correction;
|
||||
|
||||
// Information
|
||||
bool bShowFPS = false;
|
||||
|
@ -275,6 +303,7 @@ struct VideoConfig final
|
|||
bool bSupportsDynamicVertexLoader = false;
|
||||
bool bSupportsVSLinePointExpand = false;
|
||||
bool bSupportsGLLayerInFS = true;
|
||||
bool bSupportsHDROutput = false;
|
||||
} backend_info;
|
||||
|
||||
// Utility
|
||||
|
|
Loading…
Reference in New Issue