Merge pull request #11999 from Filoppi/post_process_fixes

Video: implement output resampling (upscaling/downscaling) methods
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Admiral H. Curtiss 2023-08-18 20:33:09 +02:00 committed by GitHub
commit 3441fe6efc
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10 changed files with 490 additions and 96 deletions

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@ -1,4 +1,6 @@
// References:
/***** COLOR CORRECTION *****/
// Color Space references:
// https://www.unravel.com.au/understanding-color-spaces
// SMPTE 170M - BT.601 (NTSC-M) -> BT.709
@ -21,7 +23,7 @@ mat3 from_PAL = transpose(mat3(
float3 LinearTosRGBGamma(float3 color)
{
float a = 0.055;
const float a = 0.055;
for (int i = 0; i < 3; ++i)
{
@ -36,17 +38,336 @@ float3 LinearTosRGBGamma(float3 color)
return color;
}
/***** COLOR SAMPLING *****/
// Non filtered gamma corrected sample (nearest neighbor)
float4 QuickSample(float3 uvw, float gamma)
{
#if 0 // Test sampling range
const float threshold = 0.00000001;
float2 xy = uvw.xy * GetResolution();
// Sampling outside the valid range, draw in yellow
if (xy.x < (0.0 - threshold) || xy.x > (GetResolution().x + threshold) || xy.y < (0.0 - threshold) || xy.y > (GetResolution().y + threshold))
return float4(1.0, 1.0, 0.0, 1);
// Sampling at the edges, draw in purple
if (xy.x < 1.0 || xy.x > (GetResolution().x - 1.0) || xy.y < 1.0 || xy.y > (GetResolution().y - 1.0))
return float4(0.5, 0, 0.5, 1);
#endif
float4 color = texture(samp1, uvw);
color.rgb = pow(color.rgb, float3(gamma));
return color;
}
float4 QuickSample(float2 uv, float w, float gamma)
{
return QuickSample(float3(uv, w), gamma);
}
float4 QuickSampleByPixel(float2 xy, float w, float gamma)
{
float3 uvw = float3(xy * GetInvResolution(), w);
return QuickSample(uvw, gamma);
}
/***** Bilinear Interpolation *****/
float4 BilinearSample(float3 uvw, float gamma)
{
// This emulates the (bi)linear filtering done directly from GPUs HW.
// Note that GPUs might natively filter red green and blue differently, but we don't do it.
// They might also use different filtering between upscaling and downscaling.
float2 source_size = GetResolution();
float2 pixel = (uvw.xy * source_size) - 0.5; // Try to find the matching pixel top left corner
// Find the integer and floating point parts
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
// Take 4 samples around the original uvw
float4 c11 = QuickSampleByPixel(int_pixel + float2(0.5, 0.5), uvw.z, gamma);
float4 c21 = QuickSampleByPixel(int_pixel + float2(1.5, 0.5), uvw.z, gamma);
float4 c12 = QuickSampleByPixel(int_pixel + float2(0.5, 1.5), uvw.z, gamma);
float4 c22 = QuickSampleByPixel(int_pixel + float2(1.5, 1.5), uvw.z, gamma);
// Blend the 4 samples by their weight
return lerp(lerp(c11, c21, frac_pixel.x), lerp(c12, c22, frac_pixel.x), frac_pixel.y);
}
/***** Bicubic Interpolation *****/
// Formula derived from:
// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters#Definition
// Values from:
// https://guideencodemoe-mkdocs.readthedocs.io/encoding/resampling/#mitchell-netravali-bicubic
// Other references:
// https://www.codeproject.com/Articles/236394/Bi-Cubic-and-Bi-Linear-Interpolation-with-GLSL
// https://github.com/ValveSoftware/gamescope/pull/740
// https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl
#define CUBIC_COEFF_GEN(B, C) \
(mat4(/* t^0 */ ((B) / 6.0), (-(B) / 3.0 + 1.0), ((B) / 6.0), (0.0), \
/* t^1 */ (-(B) / 2.0 - (C)), (0.0), ((B) / 2.0 + (C)), (0.0), \
/* t^2 */ ((B) / 2.0 + 2.0 * (C)), (2.0 * (B) + (C)-3.0), \
(-5.0 * (B) / 2.0 - 2.0 * (C) + 3.0), (-(C)), \
/* t^3 */ (-(B) / 6.0 - (C)), (-3.0 * (B) / 2.0 - (C) + 2.0), \
(3.0 * (B) / 2.0 + (C)-2.0), ((B) / 6.0 + (C))))
float4 CubicCoeffs(float t, mat4 coeffs)
{
return coeffs * float4(1.0, t, t * t, t * t * t);
}
float4 CubicMix(float4 c0, float4 c1, float4 c2, float4 c3, float4 coeffs)
{
return c0 * coeffs[0] + c1 * coeffs[1] + c2 * coeffs[2] + c3 * coeffs[3];
}
// By Sam Belliveau. Public Domain license.
// Simple 16 tap, gamma correct, implementation of bicubic filtering.
float4 BicubicSample(float3 uvw, float gamma, mat4 coeffs)
{
float2 pixel = (uvw.xy * GetResolution()) - 0.5;
float2 int_pixel = floor(pixel);
float2 frac_pixel = fract(pixel);
float4 c00 = QuickSampleByPixel(int_pixel + float2(-0.5, -0.5), uvw.z, gamma);
float4 c10 = QuickSampleByPixel(int_pixel + float2(+0.5, -0.5), uvw.z, gamma);
float4 c20 = QuickSampleByPixel(int_pixel + float2(+1.5, -0.5), uvw.z, gamma);
float4 c30 = QuickSampleByPixel(int_pixel + float2(+2.5, -0.5), uvw.z, gamma);
float4 c01 = QuickSampleByPixel(int_pixel + float2(-0.5, +0.5), uvw.z, gamma);
float4 c11 = QuickSampleByPixel(int_pixel + float2(+0.5, +0.5), uvw.z, gamma);
float4 c21 = QuickSampleByPixel(int_pixel + float2(+1.5, +0.5), uvw.z, gamma);
float4 c31 = QuickSampleByPixel(int_pixel + float2(+2.5, +0.5), uvw.z, gamma);
float4 c02 = QuickSampleByPixel(int_pixel + float2(-0.5, +1.5), uvw.z, gamma);
float4 c12 = QuickSampleByPixel(int_pixel + float2(+0.5, +1.5), uvw.z, gamma);
float4 c22 = QuickSampleByPixel(int_pixel + float2(+1.5, +1.5), uvw.z, gamma);
float4 c32 = QuickSampleByPixel(int_pixel + float2(+2.5, +1.5), uvw.z, gamma);
float4 c03 = QuickSampleByPixel(int_pixel + float2(-0.5, +2.5), uvw.z, gamma);
float4 c13 = QuickSampleByPixel(int_pixel + float2(+0.5, +2.5), uvw.z, gamma);
float4 c23 = QuickSampleByPixel(int_pixel + float2(+1.5, +2.5), uvw.z, gamma);
float4 c33 = QuickSampleByPixel(int_pixel + float2(+2.5, +2.5), uvw.z, gamma);
float4 cx = CubicCoeffs(frac_pixel.x, coeffs);
float4 cy = CubicCoeffs(frac_pixel.y, coeffs);
float4 x0 = CubicMix(c00, c10, c20, c30, cx);
float4 x1 = CubicMix(c01, c11, c21, c31, cx);
float4 x2 = CubicMix(c02, c12, c22, c32, cx);
float4 x3 = CubicMix(c03, c13, c23, c33, cx);
return CubicMix(x0, x1, x2, x3, cy);
}
/***** Sharp Bilinear Filtering *****/
// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang
// by Themaister, Public Domain license
// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale,
// giving a sharper image than plain bilinear.
float4 SharpBilinearSample(float3 uvw, float gamma)
{
float2 source_size = GetResolution();
float2 inverted_source_size = GetInvResolution();
float2 target_size = GetWindowResolution();
float2 texel = uvw.xy * source_size;
float2 texel_floored = floor(texel);
float2 s = fract(texel);
float scale = ceil(max(target_size.x * inverted_source_size.x, target_size.y * inverted_source_size.y));
float region_range = 0.5 - (0.5 / scale);
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
float2 center_dist = s - 0.5;
float2 f = ((center_dist - clamp(center_dist, -region_range, region_range)) * scale) + 0.5;
float2 mod_texel = texel_floored + f;
uvw.xy = mod_texel * inverted_source_size;
return BilinearSample(uvw, gamma);
}
/***** Area Sampling *****/
// By Sam Belliveau and Filippo Tarpini. Public Domain license.
// Effectively a more accurate sharp bilinear filter when upscaling,
// that also works as a mathematically perfect downscale filter.
// https://entropymine.com/imageworsener/pixelmixing/
// https://github.com/obsproject/obs-studio/pull/1715
// https://legacy.imagemagick.org/Usage/filter/
float4 AreaSampling(float3 uvw, float gamma)
{
// Determine the sizes of the source and target images.
float2 source_size = GetResolution();
float2 inverted_target_size = GetInvWindowResolution();
// Determine the range of the source image that the target pixel will cover.
// Workaround: shift the resolution by 1/4 pixel to align the results with other sampling algorithms,
// otherwise the results would be offsetted, and we'd be sampling from coordinates outside the valid range.
float2 adjusted_source_size = source_size - 0.25;
float2 range = adjusted_source_size * inverted_target_size;
float2 beg = (uvw.xy * adjusted_source_size) - (range * 0.5);
float2 end = beg + range;
// Compute the top-left and bottom-right corners of the pixel box.
float2 f_beg = floor(beg);
float2 f_end = floor(end);
// Compute how much of the start and end pixels are covered horizontally & vertically.
float area_w = 1.0 - fract(beg.x);
float area_n = 1.0 - fract(beg.y);
float area_e = fract(end.x);
float area_s = fract(end.y);
// Compute the areas of the corner pixels in the pixel box.
float area_nw = area_n * area_w;
float area_ne = area_n * area_e;
float area_sw = area_s * area_w;
float area_se = area_s * area_e;
// Initialize the color accumulator.
float4 avg_color = float4(0.0, 0.0, 0.0, 0.0);
// Prevents rounding errors due to the coordinates flooring above
const float2 offset = float2(0.5, 0.5);
// Accumulate corner pixels.
avg_color += area_nw * QuickSampleByPixel(float2(f_beg.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_ne * QuickSampleByPixel(float2(f_end.x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_sw * QuickSampleByPixel(float2(f_beg.x, f_end.y) + offset, uvw.z, gamma);
avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
// Determine the size of the pixel box.
int x_range = int(f_end.x - f_beg.x + 0.5);
int y_range = int(f_end.y - f_beg.y + 0.5);
// Workaround to compile the shader with DX11/12.
// If this isn't done, it will complain that the loop could have too many iterations.
// This number should be enough to guarantee downscaling from very high to very small resolutions.
// Note that this number might be referenced in the UI.
const int max_iterations = 16;
// Fix up the average calculations in case we reached the upper limit
x_range = min(x_range, max_iterations);
y_range = min(y_range, max_iterations);
// Accumulate top and bottom edge pixels.
for (int ix = 0; ix < max_iterations; ++ix)
{
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += area_n * QuickSampleByPixel(float2(x, f_beg.y) + offset, uvw.z, gamma);
avg_color += area_s * QuickSampleByPixel(float2(x, f_end.y) + offset, uvw.z, gamma);
}
}
// Accumulate left and right edge pixels and all the pixels in between.
for (int iy = 0; iy < max_iterations; ++iy)
{
if (iy < y_range)
{
float y = f_beg.y + 1.0 + float(iy);
avg_color += area_w * QuickSampleByPixel(float2(f_beg.x, y) + offset, uvw.z, gamma);
avg_color += area_e * QuickSampleByPixel(float2(f_end.x, y) + offset, uvw.z, gamma);
for (int ix = 0; ix < max_iterations; ++ix)
{
if (ix < x_range)
{
float x = f_beg.x + 1.0 + float(ix);
avg_color += QuickSampleByPixel(float2(x, y) + offset, uvw.z, gamma);
}
}
}
}
// Compute the area of the pixel box that was sampled.
float area_corners = area_nw + area_ne + area_sw + area_se;
float area_edges = float(x_range) * (area_n + area_s) + float(y_range) * (area_w + area_e);
float area_center = float(x_range) * float(y_range);
// Return the normalized average color.
return avg_color / (area_corners + area_edges + area_center);
}
/***** Main Functions *****/
// Returns an accurate (gamma corrected) sample of a gamma space space texture.
// Outputs in linear space for simplicity.
float4 LinearGammaCorrectedSample(float gamma)
{
float3 uvw = v_tex0;
float4 color = float4(0, 0, 0, 1);
if (resampling_method <= 1) // Bilinear
{
color = BilinearSample(uvw, gamma);
}
else if (resampling_method == 2) // Bicubic: B-Spline
{
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0, 0.0));
}
else if (resampling_method == 3) // Bicubic: Mitchell-Netravali
{
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(1.0 / 3.0, 1.0 / 3.0));
}
else if (resampling_method == 4) // Bicubic: Catmull-Rom
{
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.5));
}
else if (resampling_method == 5) // Sharp Bilinear
{
color = SharpBilinearSample(uvw, gamma);
}
else if (resampling_method == 6) // Area Sampling
{
color = AreaSampling(uvw, gamma);
}
else if (resampling_method == 7) // Nearest Neighbor
{
color = QuickSample(uvw, gamma);
}
else if (resampling_method == 8) // Bicubic: Hermite
{
color = BicubicSample(uvw, gamma, CUBIC_COEFF_GEN(0.0, 0.0));
}
return color;
}
void main()
{
// Note: sampling in gamma space is "wrong" if the source
// and target resolution don't match exactly.
// Fortunately at the moment here they always should but to do this correctly,
// we'd need to sample from 4 pixels, de-apply the gamma from each of these,
// and then do linear sampling on their corrected value.
float4 color = Sample();
// This tries to fall back on GPU HW sampling if it can (it won't be gamma corrected).
bool raw_resampling = resampling_method <= 0;
bool needs_rescaling = GetResolution() != GetWindowResolution();
// Convert to linear space to do any other kind of operation
bool needs_resampling = needs_rescaling && (OptionEnabled(hdr_output) || OptionEnabled(correct_gamma) || !raw_resampling);
float4 color;
if (needs_resampling)
{
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
// If the source and target resolutions don't match, the GPU will return a color
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
// gamma neeeds to be de-applied first. This makes a big difference if colors change
// drastically between two pixels.
color = LinearGammaCorrectedSample(game_gamma);
}
else
{
// Default GPU HW sampling. Bilinear is identical to Nearest Neighbor if the input and output resolutions match.
if (needs_rescaling)
color = texture(samp0, v_tex0);
else
color = texture(samp1, v_tex0);
// Convert to linear before doing any other of follow up operations.
color.rgb = pow(color.rgb, float3(game_gamma));
}
if (OptionEnabled(correct_color_space))
{

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@ -1,47 +0,0 @@
// Based on https://github.com/libretro/slang-shaders/blob/master/interpolation/shaders/sharp-bilinear.slang
// by Themaister, Public Domain license
// Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale,
// giving a sharper image than plain bilinear.
/*
[configuration]
[OptionRangeFloat]
GUIName = Prescale Factor (set to 0 for automatic)
OptionName = PRESCALE_FACTOR
MinValue = 0.0
MaxValue = 16.0
StepAmount = 1.0
DefaultValue = 0.0
[/configuration]
*/
float CalculatePrescale(float config_scale) {
if (config_scale == 0.0) {
float2 source_size = GetResolution();
float2 window_size = GetWindowResolution();
return ceil(max(window_size.x / source_size.x, window_size.y / source_size.y));
} else {
return config_scale;
}
}
void main()
{
float2 source_size = GetResolution();
float2 texel = GetCoordinates() * source_size;
float2 texel_floored = floor(texel);
float2 s = fract(texel);
float config_scale = GetOption(PRESCALE_FACTOR);
float scale = CalculatePrescale(config_scale);
float region_range = 0.5 - 0.5 / scale;
// Figure out where in the texel to sample to get correct pre-scaled bilinear.
// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
float2 center_dist = s - 0.5;
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + f;
SetOutput(SampleLocation(mod_texel / source_size));
}

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@ -118,6 +118,8 @@ const Info<std::string> GFX_DRIVER_LIB_NAME{{System::GFX, "Settings", "DriverLib
const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING{
{System::GFX, "Enhancements", "ForceTextureFiltering"}, TextureFilteringMode::Default};
const Info<int> GFX_ENHANCE_MAX_ANISOTROPY{{System::GFX, "Enhancements", "MaxAnisotropy"}, 0};
const Info<OutputResamplingMode> GFX_ENHANCE_OUTPUT_RESAMPLING{
{System::GFX, "Enhancements", "OutputResampling"}, OutputResamplingMode::Default};
const Info<std::string> GFX_ENHANCE_POST_SHADER{
{System::GFX, "Enhancements", "PostProcessingShader"}, ""};
const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR{{System::GFX, "Enhancements", "ForceTrueColor"},

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@ -11,6 +11,7 @@ enum class AspectMode : int;
enum class ShaderCompilationMode : int;
enum class StereoMode : int;
enum class TextureFilteringMode : int;
enum class OutputResamplingMode : int;
enum class ColorCorrectionRegion : int;
enum class TriState : int;
@ -101,6 +102,7 @@ extern const Info<bool> GFX_MODS_ENABLE;
extern const Info<TextureFilteringMode> GFX_ENHANCE_FORCE_TEXTURE_FILTERING;
extern const Info<int> GFX_ENHANCE_MAX_ANISOTROPY; // NOTE - this is x in (1 << x)
extern const Info<OutputResamplingMode> GFX_ENHANCE_OUTPUT_RESAMPLING;
extern const Info<std::string> GFX_ENHANCE_POST_SHADER;
extern const Info<bool> GFX_ENHANCE_FORCE_TRUE_COLOR;
extern const Info<bool> GFX_ENHANCE_DISABLE_COPY_FILTER;

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@ -105,6 +105,22 @@ void EnhancementsWidget::CreateWidgets()
m_texture_filtering_combo->addItem(tr("Force Linear and 16x Anisotropic"),
TEXTURE_FILTERING_FORCE_LINEAR_ANISO_16X);
m_output_resampling_combo = new ToolTipComboBox();
m_output_resampling_combo->addItem(tr("Default"),
static_cast<int>(OutputResamplingMode::Default));
m_output_resampling_combo->addItem(tr("Bilinear"),
static_cast<int>(OutputResamplingMode::Bilinear));
m_output_resampling_combo->addItem(tr("Bicubic: B-Spline"),
static_cast<int>(OutputResamplingMode::BSpline));
m_output_resampling_combo->addItem(tr("Bicubic: Mitchell-Netravali"),
static_cast<int>(OutputResamplingMode::MitchellNetravali));
m_output_resampling_combo->addItem(tr("Bicubic: Catmull-Rom"),
static_cast<int>(OutputResamplingMode::CatmullRom));
m_output_resampling_combo->addItem(tr("Sharp Bilinear"),
static_cast<int>(OutputResamplingMode::SharpBilinear));
m_output_resampling_combo->addItem(tr("Area Sampling"),
static_cast<int>(OutputResamplingMode::AreaSampling));
m_configure_color_correction = new ToolTipPushButton(tr("Configure"));
m_pp_effect = new ToolTipComboBox();
@ -136,6 +152,10 @@ void EnhancementsWidget::CreateWidgets()
enhancements_layout->addWidget(m_texture_filtering_combo, row, 1, 1, -1);
++row;
enhancements_layout->addWidget(new QLabel(tr("Output Resampling:")), row, 0);
enhancements_layout->addWidget(m_output_resampling_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;
@ -195,6 +215,8 @@ void EnhancementsWidget::ConnectWidgets()
[this](int) { SaveSettings(); });
connect(m_texture_filtering_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_output_resampling_combo, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_pp_effect, qOverload<int>(&QComboBox::currentIndexChanged),
[this](int) { SaveSettings(); });
connect(m_3d_mode, qOverload<int>(&QComboBox::currentIndexChanged), [this] {
@ -325,6 +347,14 @@ void EnhancementsWidget::LoadSettings()
break;
}
// Resampling
const OutputResamplingMode output_resampling_mode =
Config::Get(Config::GFX_ENHANCE_OUTPUT_RESAMPLING);
m_output_resampling_combo->setCurrentIndex(static_cast<int>(output_resampling_mode));
m_output_resampling_combo->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
// Color Correction
m_configure_color_correction->setEnabled(g_Config.backend_info.bSupportsPostProcessing);
// Post Processing Shader
@ -413,6 +443,10 @@ void EnhancementsWidget::SaveSettings()
break;
}
const int output_resampling_selection = m_output_resampling_combo->currentData().toInt();
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_OUTPUT_RESAMPLING,
static_cast<OutputResamplingMode>(output_resampling_selection));
const bool anaglyph = g_Config.stereo_mode == StereoMode::Anaglyph;
const bool passive = g_Config.stereo_mode == StereoMode::Passive;
Config::SetBaseOrCurrent(Config::GFX_ENHANCE_POST_SHADER,
@ -455,6 +489,37 @@ 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_OUTPUT_RESAMPLING_DESCRIPTION[] =
QT_TR_NOOP("Affects how the game output is scaled to the window resolution."
"<br>The performance mostly depends on the number of samples each method uses."
"<br>Compared to SSAA, resampling is useful in case the output window"
"<br>resolution isn't a multiplier of the native emulation resolution."
"<br><br><b>Default</b> - [fastest]"
"<br>Internal GPU bilinear sampler which is not gamma corrected."
"<br>This setting might be ignored if gamma correction is forced on."
"<br><br><b>Bilinear</b> - [4 samples]"
"<br>Gamma corrected linear interpolation between pixels."
"<br><br><b>Bicubic</b> - [16 samples]"
"<br>Gamma corrected cubic interpolation between pixels."
"<br>Good when rescaling between close resolutions. i.e 1080p and 1440p."
"<br>Comes in various flavors:"
"<br><b>B-Spline</b>: Blurry, but avoids all lobing artifacts"
"<br><b>Mitchell-Netravali</b>: Good middle ground between blurry and lobing"
"<br><b>Catmull-Rom</b>: Sharper, but can cause lobing artifacts"
"<br><br><b>Sharp Bilinear</b> - [1-4 samples]"
"<br>Similarly to \"Nearest Neighbor\", it maintains a sharp look,"
"<br>but also does some blending to avoid shimmering."
"<br>Works best with 2D games at low resolutions."
"<br><br><b>Area Sampling</b> - [up to 324 samples]"
"<br>Weights pixels by the percentage of area they occupy. Gamma corrected."
"<br>Best for down scaling by more than 2x."
"<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.");
@ -537,6 +602,9 @@ void EnhancementsWidget::AddDescriptions()
m_texture_filtering_combo->SetTitle(tr("Texture Filtering"));
m_texture_filtering_combo->SetDescription(tr(TR_FORCE_TEXTURE_FILTERING_DESCRIPTION));
m_output_resampling_combo->SetTitle(tr("Output Resampling"));
m_output_resampling_combo->SetDescription(tr(TR_OUTPUT_RESAMPLING_DESCRIPTION));
m_configure_color_correction->SetTitle(tr("Color Correction"));
m_configure_color_correction->SetDescription(tr(TR_COLOR_CORRECTION_DESCRIPTION));

View File

@ -39,6 +39,7 @@ private:
ConfigChoice* m_ir_combo;
ToolTipComboBox* m_aa_combo;
ToolTipComboBox* m_texture_filtering_combo;
ToolTipComboBox* m_output_resampling_combo;
ToolTipComboBox* m_pp_effect;
ToolTipPushButton* m_configure_color_correction;
QPushButton* m_configure_pp_effect;

View File

@ -419,9 +419,9 @@ std::vector<std::string> PostProcessing::GetPassiveShaderList()
bool PostProcessing::Initialize(AbstractTextureFormat format)
{
m_framebuffer_format = format;
// CompilePixelShader must be run first if configuration options are used.
// CompilePixelShader() must be run first if configuration options are used.
// Otherwise the UBO has a different member list between vertex and pixel
// shaders, which is a link error.
// shaders, which is a link error on some backends.
if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
return false;
@ -486,23 +486,29 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
MathUtil::Rectangle<int> src_rect = src;
g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
g_gfx->SetSamplerState(1, RenderState::GetPointSamplerState());
g_gfx->SetTexture(0, src_tex);
g_gfx->SetTexture(1, src_tex);
const bool is_color_correction_active = IsColorCorrectionActive();
const bool needs_color_correction = IsColorCorrectionActive();
// Rely on the default (bi)linear sampler with the default mode
// (it might not be gamma corrected).
const bool needs_resampling =
g_ActiveConfig.output_resampling_mode > OutputResamplingMode::Default;
const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
const bool needs_default_pipeline = needs_color_correction || needs_resampling;
const AbstractPipeline* final_pipeline = m_pipeline.get();
std::vector<u8>* uniform_staging_buffer = &m_default_uniform_staging_buffer;
bool default_uniform_staging_buffer = true;
const MathUtil::Rectangle<int> present_rect = g_presenter->GetTargetRectangle();
// Intermediary pass.
// We draw to a high quality intermediary texture for two reasons:
// We draw to a high quality intermediary texture for a couple reasons:
// -Consistently do high quality gamma corrected resampling (upscaling/downscaling)
// -Keep quality for gamma and gamut conversions, and HDR output
// (low bit depths lose too much quality with gamma conversions)
// -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)
// -Keep the post process phase in linear space, to better operate with colors
if (m_default_pipeline && needs_default_pipeline && needs_intermediary_buffer)
{
AbstractFramebuffer* const previous_framebuffer = g_gfx->GetCurrentFramebuffer();
@ -512,13 +518,18 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
// so it would be a waste to allocate two layers (see "bUsesExplictQuadBuffering").
const u32 target_layers = copy_all_layers ? src_tex->GetLayers() : 1;
const u32 target_width =
needs_resampling ? present_rect.GetWidth() : static_cast<u32>(src_rect.GetWidth());
const u32 target_height =
needs_resampling ? present_rect.GetHeight() : static_cast<u32>(src_rect.GetHeight());
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()->GetWidth() != target_width ||
m_intermediary_color_texture.get()->GetHeight() != target_height ||
m_intermediary_color_texture.get()->GetLayers() != target_layers)
{
const TextureConfig intermediary_color_texture_config(
src_rect.GetWidth(), src_rect.GetHeight(), 1, target_layers, src_tex->GetSamples(),
target_width, target_height, 1, target_layers, src_tex->GetSamples(),
s_intermediary_buffer_format, AbstractTextureFlag_RenderTarget);
m_intermediary_color_texture = g_gfx->CreateTexture(intermediary_color_texture_config,
"Intermediary post process texture");
@ -530,8 +541,8 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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);
present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
true);
g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
static_cast<u32>(uniform_staging_buffer->size()));
@ -544,6 +555,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
src_rect = m_intermediary_color_texture->GetRect();
src_tex = m_intermediary_color_texture.get();
g_gfx->SetTexture(0, src_tex);
g_gfx->SetTexture(1, src_tex);
// The "m_intermediary_color_texture" has already copied
// from the specified source layer onto its first one.
// If we query for a layer that the source texture doesn't have,
@ -557,7 +569,7 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
// 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)
if (m_default_pipeline && needs_default_pipeline)
{
final_pipeline = m_default_pipeline.get();
}
@ -580,8 +592,8 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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);
present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
false);
g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
static_cast<u32>(uniform_staging_buffer->size()));
@ -609,7 +621,11 @@ std::string PostProcessing::GetUniformBufferHeader(bool user_post_process) const
// The first (but not necessarily only) source layer we target
ss << " int src_layer;\n";
ss << " uint time;\n";
ss << " int graphics_api;\n";
// If true, it's an intermediary buffer (including the first), if false, it's the final one
ss << " int intermediary_buffer;\n";
ss << " int resampling_method;\n";
ss << " int correct_color_space;\n";
ss << " int game_color_space;\n";
ss << " int correct_gamma;\n";
@ -742,6 +758,7 @@ void SetOutput(float4 color)
#define GetOption(x) (x)
#define OptionEnabled(x) ((x) != 0)
#define OptionDisabled(x) ((x) == 0)
)";
return ss.str();
@ -752,13 +769,9 @@ std::string PostProcessing::GetFooter() const
return {};
}
bool PostProcessing::CompileVertexShader()
std::string GetVertexShaderBody()
{
std::ostringstream ss;
// 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)
{
ss << "VARYING_LOCATION(0) out VertexData {\n";
@ -779,21 +792,34 @@ bool PostProcessing::CompileVertexShader()
// 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)
}
// OpenGL Y needs to be inverted in all passes except the last one
else if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
{
ss << " if (intermediary_buffer != 0)\n";
ss << " opos.y = -opos.y;\n";
}
ss << "}\n";
return ss.str();
}
bool PostProcessing::CompileVertexShader()
{
std::ostringstream ss_default;
ss_default << GetUniformBufferHeader(false);
ss_default << GetVertexShaderBody();
m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(),
"Default post-processing vertex shader");
std::ostringstream ss;
ss << GetUniformBufferHeader(true);
ss << GetVertexShaderBody();
m_vertex_shader =
g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
if (!m_default_vertex_shader || !m_vertex_shader)
{
PanicAlertFmt("Failed to compile post-processing vertex shader");
@ -816,6 +842,9 @@ struct BuiltinUniforms
std::array<float, 4> src_rect;
s32 src_layer;
u32 time;
s32 graphics_api;
s32 intermediary_buffer;
s32 resampling_method;
s32 correct_color_space;
s32 game_color_space;
s32 correct_gamma;
@ -839,7 +868,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
const AbstractTexture* src_tex, int src_layer,
const MathUtil::Rectangle<int>& dst,
const MathUtil::Rectangle<int>& wnd, u8* buffer,
bool user_post_process)
bool user_post_process, bool intermediary_buffer)
{
const float rcp_src_width = 1.0f / src_tex->GetWidth();
const float rcp_src_height = 1.0f / src_tex->GetHeight();
@ -860,7 +889,10 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
static_cast<float>(src.GetHeight()) * rcp_src_height};
builtin_uniforms.src_layer = static_cast<s32>(src_layer);
builtin_uniforms.time = static_cast<u32>(m_timer.ElapsedMs());
builtin_uniforms.graphics_api = static_cast<s32>(g_ActiveConfig.backend_info.api_type);
builtin_uniforms.intermediary_buffer = static_cast<s32>(intermediary_buffer);
builtin_uniforms.resampling_method = static_cast<s32>(g_ActiveConfig.output_resampling_mode);
// Color correction related uniforms.
// These are mainly used by the "m_default_pixel_shader",
// but should also be accessible to all other shaders.
@ -883,6 +915,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
std::memcpy(buffer, &builtin_uniforms, sizeof(builtin_uniforms));
buffer += sizeof(builtin_uniforms);
// Don't include the custom pp shader options if they are not necessary,
// having mismatching uniforms between different shaders can cause issues on some backends
if (!user_post_process)
return;
@ -1000,8 +1034,7 @@ bool PostProcessing::CompilePipeline()
const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
AbstractPipelineConfig config = {};
config.vertex_shader =
needs_intermediary_buffer ? m_vertex_shader.get() : m_default_vertex_shader.get();
config.vertex_shader = m_default_vertex_shader.get();
// This geometry shader will take care of reading both layer 0 and 1 on the source texture,
// and writing to both layer 0 and 1 on the render target.
config.geometry_shader = UseGeometryShaderForPostProcess(needs_intermediary_buffer) ?
@ -1018,7 +1051,7 @@ bool PostProcessing::CompilePipeline()
if (config.pixel_shader)
m_default_pipeline = g_gfx->CreatePipeline(config);
config.vertex_shader = m_default_vertex_shader.get();
config.vertex_shader = m_vertex_shader.get();
config.geometry_shader = UseGeometryShaderForPostProcess(false) ?
g_shader_cache->GetTexcoordGeometryShader() :
nullptr;

View File

@ -124,7 +124,8 @@ protected:
size_t CalculateUniformsSize(bool user_post_process) const;
void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
int src_layer, const MathUtil::Rectangle<int>& dst,
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process,
bool intermediary_buffer);
// Timer for determining our time value
Common::Timer m_timer;

View File

@ -133,6 +133,7 @@ void VideoConfig::Refresh()
texture_filtering_mode = Config::Get(Config::GFX_ENHANCE_FORCE_TEXTURE_FILTERING);
iMaxAnisotropy = Config::Get(Config::GFX_ENHANCE_MAX_ANISOTROPY);
output_resampling_mode = Config::Get(Config::GFX_ENHANCE_OUTPUT_RESAMPLING);
sPostProcessingShader = Config::Get(Config::GFX_ENHANCE_POST_SHADER);
bForceTrueColor = Config::Get(Config::GFX_ENHANCE_FORCE_TRUE_COLOR);
bDisableCopyFilter = Config::Get(Config::GFX_ENHANCE_DISABLE_COPY_FILTER);

View File

@ -52,6 +52,17 @@ enum class TextureFilteringMode : int
Linear,
};
enum class OutputResamplingMode : int
{
Default,
Bilinear,
BSpline,
MitchellNetravali,
CatmullRom,
SharpBilinear,
AreaSampling,
};
enum class ColorCorrectionRegion : int
{
SMPTE_NTSCM,
@ -103,6 +114,7 @@ struct VideoConfig final
bool bSSAA = false;
int iEFBScale = 0;
TextureFilteringMode texture_filtering_mode = TextureFilteringMode::Default;
OutputResamplingMode output_resampling_mode = OutputResamplingMode::Default;
int iMaxAnisotropy = 0;
std::string sPostProcessingShader;
bool bForceTrueColor = false;