Simple post-processing shader implementation. No UI yet. Does not work together with AA yet. To use shader bad_bloom, for example, set PostProcessingShader under [Enhancements] in gfx_opengl.ini.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3380 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-06-08 19:42:25 +00:00
parent fd5a4ee71a
commit 085fa5f526
9 changed files with 190 additions and 1 deletions

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@ -0,0 +1,45 @@
uniform samplerRECT samp0 : register(s0);
const float2 samples[8] = {
float2(-1.5, -1.5),
float2(-2.5, 0),
float2(-1.5, 1.5),
float2(0, 2.5),
float2(1.5, 1.5),
float2(2.5, 0),
float2(1.5, -1.5),
float2(0, -2.5),
};
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c_center = texRECT(samp0, uv0).rgba;
float4 bloom_sum = float4(0.0, 0.0, 0.0, 0.0);
uv0 += float2(0.3, 0.3);
float radius1 = 1.3;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius1);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius1);
float radius2 = 4.6;
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(-1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, 2.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, 1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(2.5, 0) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(1.5, -1.5) * radius2);
bloom_sum += texRECT(samp0, uv0 + float2(0, -2.5) * radius2);
bloom_sum *= 0.07;
bloom_sum -= float4(0.3, 0.3, 0.3, 0.3);
bloom_sum = max(bloom_sum, float4(0,0,0,0));
ocol0 = c_center * 0.7 + bloom_sum;
}

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@ -0,0 +1,7 @@
uniform samplerRECT samp0 : register(s0);
void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
float4 c0 = texRECT(samp0, uv0).rgba;
ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
}

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@ -752,6 +752,14 @@
RelativePath=".\Src\PixelShaderCache.h"
>
</File>
<File
RelativePath=".\Src\PostProcessing.cpp"
>
</File>
<File
RelativePath=".\Src\PostProcessing.h"
>
</File>
<File
RelativePath=".\Src\Render.cpp"
>

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@ -77,6 +77,7 @@ void Config::Load()
iniFile.Get("Enhancements", "ForceFiltering", &bForceFiltering, 0);
iniFile.Get("Enhancements", "MaxAnisotropy", &iMaxAnisotropy, 3); // NOTE - this is x in (1 << x)
iniFile.Get("Enhancements", "PostProcessingShader", &sPostProcessingShader, "");
iniFile.Get("Hacks", "EFBCopyDisable", &bEFBCopyDisable, 0);
iniFile.Get("Hacks", "EFBCopyDisableHotKey", &bEFBCopyDisableHotKey, 0);
@ -169,6 +170,7 @@ void Config::Save()
iniFile.Set("Enhancements", "ForceFiltering", bForceFiltering);
iniFile.Set("Enhancements", "MaxAnisotropy", iMaxAnisotropy);
iniFile.Set("Enhancements", "PostProcessingShader", sPostProcessingShader);
iniFile.Set("Hacks", "EFBCopyDisable", bEFBCopyDisable);
iniFile.Set("Hacks", "EFBCopyDisableHotKey", bEFBCopyDisableHotKey);

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@ -66,6 +66,7 @@ struct Config
int iMultisampleMode;
bool bForceFiltering;
int iMaxAnisotropy;
std::string sPostProcessingShader;
// Information
bool bShowFPS;

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@ -0,0 +1,87 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "VideoCommon.h"
#include "FileUtil.h"
#include "Config.h"
#include "GLUtil.h"
#include "PostProcessing.h"
#include "PixelShaderCache.h"
namespace PostProcessing
{
static std::string s_currentShader;
static FRAGMENTSHADER s_shader;
void Init()
{
s_currentShader = "";
}
void Shutdown()
{
s_shader.Destroy();
}
void ApplyShader()
{
#ifdef _WIN32
if (GetAsyncKeyState(VK_LSHIFT))
s_currentShader = "";
#endif
if (s_currentShader != "User/Shaders/" + g_Config.sPostProcessingShader + ".txt")
{
// Set immediately to prevent endless recompiles on failure.
s_currentShader = "User/Shaders/" + g_Config.sPostProcessingShader + ".txt";
s_shader.Destroy();
if (!s_currentShader.empty())
{
std::string code;
if (File::ReadFileToString(true, s_currentShader.c_str(), code))
{
if (!PixelShaderCache::CompilePixelShader(s_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
}
}
else
{
ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
}
}
else
{
ERROR_LOG(VIDEO, "No post-processing shader selected.");
}
}
if (s_shader.glprogid == 0)
{
ERROR_LOG(VIDEO, "WTF");
}
else
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
}
// If anything went wrong above, glprogid will be 0, which is OK.
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_shader.glprogid);
}
} // namespace

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@ -0,0 +1,34 @@
// Copyright (C) 2003-2009 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _POSTPROCESSING_H_
#define _POSTPROCESSING_H_
#include "VideoCommon.h"
#include "GLUtil.h"
namespace PostProcessing
{
void Init();
void Shutdown();
void ApplyShader();
} // namespace
#endif // _POSTPROCESSING_H_

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@ -51,6 +51,7 @@
#include "VertexShaderManager.h"
#include "VertexLoaderManager.h"
#include "VertexLoader.h"
#include "PostProcessing.h"
#include "XFB.h"
#include "OnScreenDisplay.h"
#include "Timer.h"
@ -955,6 +956,7 @@ void Renderer::Swap(const TRectangle& rc)
*/
// Here's an opportunity to bind a fragment shader to do post processing.
PostProcessing::ApplyShader();
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);

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@ -81,6 +81,7 @@ Make AA apply instantly during gameplay if possible
#include "XFB.h"
#include "XFBConvert.h"
#include "TextureConverter.h"
#include "PostProcessing.h"
#include "OnScreenDisplay.h"
#include "Setup.h"
@ -353,6 +354,7 @@ void Video_Prepare(void)
VertexShaderManager::Init();
PixelShaderCache::Init();
PixelShaderManager::Init();
PostProcessing::Init();
GL_REPORT_ERRORD();
VertexLoaderManager::Init();
TextureConverter::Init();
@ -362,6 +364,7 @@ void Video_Prepare(void)
void Shutdown(void)
{
Fifo_Shutdown();
PostProcessing::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
VertexShaderCache::Shutdown();