Merge pull request #8378 from stenzek/quad-buffer-stereo

Various quad-buffered ("HDMI 3D") stereo fixes
This commit is contained in:
Connor McLaughlin 2019-11-08 10:26:58 +10:00 committed by GitHub
commit 5440be96e7
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 175 additions and 143 deletions

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@ -154,8 +154,8 @@ bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCacheBase>();
g_perf_query = std::make_unique<PerfQuery>();
if (!g_renderer->Initialize() || !g_vertex_manager->Initialize() ||
!g_shader_cache->Initialize() || !g_framebuffer_manager->Initialize() ||
if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
!g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
!g_texture_cache->Initialize())
{
Shutdown();

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@ -14,9 +14,9 @@ static APIType GetAPIType()
static void EmitUniformBufferDeclaration(std::stringstream& ss)
{
if (GetAPIType() == APIType::D3D)
ss << "cbuffer UBO : register(b0)\n";
ss << "cbuffer PSBlock : register(b0)\n";
else
ss << "UBO_BINDING(std140, 1) uniform UBO\n";
ss << "UBO_BINDING(std140, 1) uniform PSBlock\n";
}
static void EmitSamplerDeclarations(std::stringstream& ss, u32 start = 0, u32 end = 1,
@ -661,4 +661,43 @@ std::string GenerateEFBRestorePixelShader()
return ss.str();
}
std::string GenerateImGuiVertexShader()
{
std::stringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
EmitUniformBufferDeclaration(ss);
ss << "{\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n\n";
EmitVertexMainDeclaration(ss, 1, 1, true, 1, 1);
ss << "{\n"
<< " v_tex0 = float3(rawtex0.xy, 0.0);\n"
<< " v_col0 = rawcolor0;\n"
<< " opos = float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0,"
<< " 1.0 - rawpos.y * u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// NDC space is flipped in Vulkan.
if (GetAPIType() == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
return ss.str();
}
std::string GenerateImGuiPixelShader()
{
std::stringstream ss;
EmitSamplerDeclarations(ss, 0, 1, false);
EmitPixelMainDeclaration(ss, 1, 1);
ss << "{\n";
ss << " ocol0 = ";
EmitSampleTexture(ss, 0, "float3(v_tex0.xy, 0.0)");
ss << " * v_col0;\n";
ss << "}\n";
return ss.str();
}
} // namespace FramebufferShaderGen

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@ -31,5 +31,7 @@ std::string GenerateColorPixelShader();
std::string GenerateFormatConversionShader(EFBReinterpretType convtype, u32 samples);
std::string GenerateTextureReinterpretShader(TextureFormat from_format, TextureFormat to_format);
std::string GenerateEFBRestorePixelShader();
std::string GenerateImGuiVertexShader();
std::string GenerateImGuiPixelShader();
} // namespace FramebufferShaderGen

View File

@ -441,8 +441,8 @@ std::string PostProcessing::GetUniformBufferHeader() const
ss << " float4 resolution;\n";
ss << " float4 window_resolution;\n";
ss << " float4 src_rect;\n";
ss << " int src_layer;\n";
ss << " uint time;\n";
ss << " int layer;\n";
for (u32 i = 0; i < 2; i++)
ss << " uint ubo_align_" << unused_counter++ << "_;\n";
ss << "\n";
@ -499,7 +499,18 @@ std::string PostProcessing::GetHeader() const
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n";
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
}
@ -518,10 +529,10 @@ static float4 ocol0;
}
ss << R"(
float4 Sample() { return texture(samp0, float3(v_tex0.xy, float(layer))); }
float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(layer))); }
float4 Sample() { return texture(samp0, v_tex0); }
float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(v_tex0.z))); }
float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); }
#define SampleOffset(offset) textureOffset(samp0, float3(v_tex0.xy, float(layer)), offset)
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
float2 GetWindowResolution()
{
@ -543,6 +554,11 @@ float2 GetCoordinates()
return v_tex0.xy;
}
float GetLayer()
{
return v_tex0.z;
}
uint GetTime()
{
return time;
@ -592,14 +608,24 @@ bool PostProcessing::CompileVertexShader()
}
else
{
ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) out VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
}
ss << "#define id gl_VertexID\n";
ss << "#define opos gl_Position\n";
ss << "void main() {\n";
}
ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), 0.0f);\n";
ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), float(src_layer));\n";
if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
@ -621,8 +647,8 @@ struct BuiltinUniforms
float resolution[4];
float window_resolution[4];
float src_rect[4];
s32 time;
u32 layer;
s32 src_layer;
u32 time;
u32 padding[2];
};
@ -646,8 +672,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
{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>(m_timer.GetTimeElapsed()),
static_cast<u32>(src_layer),
static_cast<s32>(src_layer),
static_cast<u32>(m_timer.GetTimeElapsed()),
};
u8* buf = m_uniform_staging_buffer.data();
@ -716,9 +742,8 @@ bool PostProcessing::CompilePipeline()
{
AbstractPipelineConfig config = {};
config.vertex_shader = m_vertex_shader.get();
config.geometry_shader = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer ?
g_shader_cache->GetTexcoordGeometryShader() :
nullptr;
config.geometry_shader =
g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
config.pixel_shader = m_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();

View File

@ -59,6 +59,7 @@
#include "VideoCommon/FPSCounter.h"
#include "VideoCommon/FrameDump.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/FramebufferShaderGen.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/NetPlayChatUI.h"
#include "VideoCommon/NetPlayGolfUI.h"
@ -442,6 +443,13 @@ void Renderer::CheckForConfigChanges()
// Notify the backend of the changes, if any.
OnConfigChanged(changed_bits);
// If there's any shader changes, wait for the GPU to finish before destroying anything.
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
WaitForGPUIdle();
SetPipeline(nullptr);
}
// Framebuffer changed?
if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
CONFIG_CHANGE_BIT_TARGET_SIZE))
@ -453,8 +461,6 @@ void Renderer::CheckForConfigChanges()
if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
{
OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
WaitForGPUIdle();
SetPipeline(nullptr);
g_vertex_manager->InvalidatePipelineObject();
g_shader_cache->SetHostConfig(new_host_config);
g_shader_cache->Reload();
@ -467,6 +473,14 @@ void Renderer::CheckForConfigChanges()
BPFunctions::SetViewport();
BPFunctions::SetScissor();
}
// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
// rendering the UI.
if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
{
RecompileImGuiPipeline();
m_post_processor->RecompilePipeline();
}
}
// Create On-Screen-Messages
@ -896,90 +910,6 @@ void Renderer::RecordVideoMemory()
texMem);
}
static std::string GenerateImGuiVertexShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
// Uniform buffer contains the viewport size, and we transform in the vertex shader.
if (api_type == APIType::D3D)
ss << "cbuffer PSBlock : register(b0) {\n";
else if (api_type == APIType::OpenGL)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
else if (api_type == APIType::Vulkan)
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
ss << "float2 u_rcp_viewport_size_mul2;\n";
ss << "};\n";
if (api_type == APIType::D3D)
{
ss << "void main(in float2 rawpos : POSITION,\n"
<< " in float2 rawtex0 : TEXCOORD,\n"
<< " in float4 rawcolor0 : COLOR,\n"
<< " out float2 frag_uv : TEXCOORD,\n"
<< " out float4 frag_color : COLOR,\n"
<< " out float4 out_pos : SV_Position)\n";
}
else
{
ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
<< "VARYING_LOCATION(1) out float4 frag_color;\n"
<< "void main()\n";
}
ss << "{\n"
<< " frag_uv = rawtex0;\n"
<< " frag_color = rawcolor0;\n";
ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
"u_rcp_viewport_size_mul2.y, 0.0, 1.0);\n";
// Clip-space is flipped in Vulkan
if (api_type == APIType::Vulkan)
ss << " gl_Position.y = -gl_Position.y;\n";
ss << "}\n";
return ss.str();
}
static std::string GenerateImGuiPixelShader()
{
const APIType api_type = g_ActiveConfig.backend_info.api_type;
std::stringstream ss;
if (api_type == APIType::D3D)
{
ss << "Texture2DArray tex0 : register(t0);\n"
<< "SamplerState samp0 : register(s0);\n"
<< "void main(in float2 frag_uv : TEXCOORD,\n"
<< " in float4 frag_color : COLOR,\n"
<< " out float4 ocol0 : SV_Target)\n";
}
else
{
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
<< "VARYING_LOCATION(1) in float4 frag_color;\n"
<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
<< "void main()\n";
}
ss << "{\n";
if (api_type == APIType::D3D)
ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
else
ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
ss << "}\n";
return ss.str();
}
bool Renderer::InitializeImGui()
{
if (!ImGui::CreateContext())
@ -1007,42 +937,6 @@ bool Renderer::InitializeImGui()
return false;
}
const std::string vertex_shader_source = GenerateImGuiVertexShader();
const std::string pixel_shader_source = GenerateImGuiPixelShader();
std::unique_ptr<AbstractShader> vertex_shader =
CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");
return false;
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
pconfig.blending_state = RenderState::GetNoBlendingBlendState();
pconfig.blending_state.blendenable = true;
pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
pconfig.framebuffer_state.samples = 1;
pconfig.framebuffer_state.per_sample_shading = false;
pconfig.usage = AbstractPipelineUsage::Utility;
m_imgui_pipeline = CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlert("Failed to create imgui pipeline");
return false;
}
// Font texture(s).
{
ImGuiIO& io = ImGui::GetIO();
@ -1066,11 +960,67 @@ bool Renderer::InitializeImGui()
m_imgui_textures.push_back(std::move(font_tex));
}
if (!RecompileImGuiPipeline())
return false;
m_imgui_last_frame_time = Common::Timer::GetTimeUs();
BeginImGuiFrame();
return true;
}
bool Renderer::RecompileImGuiPipeline()
{
std::unique_ptr<AbstractShader> vertex_shader = CreateShaderFromSource(
ShaderStage::Vertex, FramebufferShaderGen::GenerateImGuiVertexShader());
std::unique_ptr<AbstractShader> pixel_shader =
CreateShaderFromSource(ShaderStage::Pixel, FramebufferShaderGen::GenerateImGuiPixelShader());
if (!vertex_shader || !pixel_shader)
{
PanicAlert("Failed to compile imgui shaders");
return false;
}
// GS is used to render the UI to both eyes in stereo modes.
std::unique_ptr<AbstractShader> geometry_shader;
if (UseGeometryShaderForUI())
{
geometry_shader = CreateShaderFromSource(
ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
if (!geometry_shader)
{
PanicAlert("Failed to compile imgui geometry shader");
return false;
}
}
AbstractPipelineConfig pconfig = {};
pconfig.vertex_format = m_imgui_vertex_format.get();
pconfig.vertex_shader = vertex_shader.get();
pconfig.geometry_shader = geometry_shader.get();
pconfig.pixel_shader = pixel_shader.get();
pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
pconfig.blending_state = RenderState::GetNoBlendingBlendState();
pconfig.blending_state.blendenable = true;
pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
pconfig.framebuffer_state.samples = 1;
pconfig.framebuffer_state.per_sample_shading = false;
pconfig.usage = AbstractPipelineUsage::Utility;
m_imgui_pipeline = CreatePipeline(pconfig);
if (!m_imgui_pipeline)
{
PanicAlert("Failed to create imgui pipeline");
return false;
}
return true;
}
void Renderer::ShutdownImGui()
{
ImGui::EndFrame();
@ -1160,6 +1110,15 @@ void Renderer::DrawImGui()
m_current_framebuffer));
}
bool Renderer::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
// OGL::Renderer::RenderXFBToScreen).
return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
}
std::unique_lock<std::mutex> Renderer::GetImGuiLock()
{
return std::unique_lock<std::mutex>(m_imgui_mutex);

View File

@ -199,9 +199,6 @@ public:
void SaveScreenshot(std::string filename, bool wait_for_completion);
void DrawDebugText();
// ImGui initialization depends on being able to create textures and pipelines, so do it last.
bool InitializeImGui();
virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
bool zEnable, u32 color, u32 z);
virtual void ReinterpretPixelData(EFBReinterpretType convtype);
@ -243,6 +240,10 @@ public:
virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
// Returns true if a layer-expanding geometry shader should be used when rendering the user
// interface and final XFB.
bool UseGeometryShaderForUI() const;
// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
// Use with care, only non-drawing functions should be called from outside the video thread,
// as the drawing is tied to a "frame".
@ -275,6 +276,12 @@ protected:
void CheckFifoRecording();
void RecordVideoMemory();
// ImGui initialization depends on being able to create textures and pipelines, so do it last.
bool InitializeImGui();
// Recompiles ImGui pipeline - call when stereo mode changes.
bool RecompileImGuiPipeline();
// Sets up ImGui state for the next frame.
// This function itself acquires the ImGui lock, so it should not be held.
void BeginImGuiFrame();