Video: fix post process shaders with parameters failing to build on OpenGL
This was because the shader uniforms between the pixel and vertex shaders were willingly left different, to avoid filling the vertex shader with unnecessary params. Turns out all backends are fine with this except OGL. The new behaviour is now much more consistent and well explained, the "default" shaders are the ones that always run, and the non default ones are the user selected ones (if any).
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@ -419,9 +419,9 @@ std::vector<std::string> PostProcessing::GetPassiveShaderList()
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bool PostProcessing::Initialize(AbstractTextureFormat format)
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{
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m_framebuffer_format = format;
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// CompilePixelShader must be run first if configuration options are used.
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// CompilePixelShader() must be run first if configuration options are used.
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// Otherwise the UBO has a different member list between vertex and pixel
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// shaders, which is a link error.
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// shaders, which is a link error on some backends.
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if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
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return false;
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@ -541,8 +541,8 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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g_gfx->SetFramebuffer(m_intermediary_frame_buffer.get());
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FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
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present_rect, uniform_staging_buffer->data(),
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!default_uniform_staging_buffer);
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present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
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true);
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g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
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static_cast<u32>(uniform_staging_buffer->size()));
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@ -592,8 +592,8 @@ void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
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if (final_pipeline)
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{
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FillUniformBuffer(src_rect, src_tex, src_layer, g_gfx->GetCurrentFramebuffer()->GetRect(),
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present_rect, uniform_staging_buffer->data(),
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!default_uniform_staging_buffer);
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present_rect, uniform_staging_buffer->data(), !default_uniform_staging_buffer,
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false);
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g_vertex_manager->UploadUtilityUniforms(uniform_staging_buffer->data(),
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static_cast<u32>(uniform_staging_buffer->size()));
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@ -621,6 +621,9 @@ std::string PostProcessing::GetUniformBufferHeader(bool user_post_process) const
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// The first (but not necessarily only) source layer we target
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ss << " int src_layer;\n";
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ss << " uint time;\n";
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ss << " int graphics_api;\n";
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// If true, it's an intermediary buffer (including the first), if false, it's the final one
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ss << " int intermediary_buffer;\n";
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ss << " int resampling_method;\n";
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ss << " int correct_color_space;\n";
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@ -755,6 +758,7 @@ void SetOutput(float4 color)
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#define GetOption(x) (x)
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#define OptionEnabled(x) ((x) != 0)
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#define OptionDisabled(x) ((x) == 0)
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)";
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return ss.str();
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@ -765,13 +769,9 @@ std::string PostProcessing::GetFooter() const
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return {};
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}
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bool PostProcessing::CompileVertexShader()
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std::string GetVertexShaderBody()
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{
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std::ostringstream ss;
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// We never need the user selected post process custom uniforms in the vertex shader
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const bool user_post_process = false;
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ss << GetUniformBufferHeader(user_post_process);
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if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
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{
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ss << "VARYING_LOCATION(0) out VertexData {\n";
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@ -792,21 +792,34 @@ bool PostProcessing::CompileVertexShader()
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// Vulkan Y needs to be inverted on every pass
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if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
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{
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ss << " opos.y = -opos.y;\n";
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std::string s2 = ss.str();
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s2 += "}\n";
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m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, s2,
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"Default post-processing vertex shader");
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// OpenGL Y needs to be inverted once only (in the last pass)
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if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
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ss << " opos.y = -opos.y;\n";
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}
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// OpenGL Y needs to be inverted in all passes except the last one
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else if (g_ActiveConfig.backend_info.api_type == APIType::OpenGL)
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{
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ss << " if (intermediary_buffer != 0)\n";
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ss << " opos.y = -opos.y;\n";
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}
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ss << "}\n";
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return ss.str();
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}
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bool PostProcessing::CompileVertexShader()
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{
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std::ostringstream ss_default;
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ss_default << GetUniformBufferHeader(false);
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ss_default << GetVertexShaderBody();
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m_default_vertex_shader = g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss_default.str(),
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"Default post-processing vertex shader");
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std::ostringstream ss;
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ss << GetUniformBufferHeader(true);
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ss << GetVertexShaderBody();
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m_vertex_shader =
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g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
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if (!m_default_vertex_shader || !m_vertex_shader)
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{
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PanicAlertFmt("Failed to compile post-processing vertex shader");
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@ -829,6 +842,8 @@ struct BuiltinUniforms
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std::array<float, 4> src_rect;
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s32 src_layer;
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u32 time;
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s32 graphics_api;
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s32 intermediary_buffer;
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s32 resampling_method;
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s32 correct_color_space;
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s32 game_color_space;
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@ -853,7 +868,7 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
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const AbstractTexture* src_tex, int src_layer,
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const MathUtil::Rectangle<int>& dst,
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const MathUtil::Rectangle<int>& wnd, u8* buffer,
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bool user_post_process)
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bool user_post_process, bool intermediary_buffer)
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{
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const float rcp_src_width = 1.0f / src_tex->GetWidth();
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const float rcp_src_height = 1.0f / src_tex->GetHeight();
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@ -874,6 +889,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
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static_cast<float>(src.GetHeight()) * rcp_src_height};
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builtin_uniforms.src_layer = static_cast<s32>(src_layer);
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builtin_uniforms.time = static_cast<u32>(m_timer.ElapsedMs());
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builtin_uniforms.graphics_api = static_cast<s32>(g_ActiveConfig.backend_info.api_type);
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builtin_uniforms.intermediary_buffer = static_cast<s32>(intermediary_buffer);
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builtin_uniforms.resampling_method = static_cast<s32>(g_ActiveConfig.output_resampling_mode);
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// Color correction related uniforms.
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@ -898,6 +915,8 @@ void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
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std::memcpy(buffer, &builtin_uniforms, sizeof(builtin_uniforms));
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buffer += sizeof(builtin_uniforms);
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// Don't include the custom pp shader options if they are not necessary,
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// having mismatching uniforms between different shaders can cause issues on some backends
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if (!user_post_process)
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return;
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@ -1015,8 +1034,7 @@ bool PostProcessing::CompilePipeline()
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const bool needs_intermediary_buffer = NeedsIntermediaryBuffer();
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AbstractPipelineConfig config = {};
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config.vertex_shader =
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needs_intermediary_buffer ? m_vertex_shader.get() : m_default_vertex_shader.get();
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config.vertex_shader = m_default_vertex_shader.get();
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// This geometry shader will take care of reading both layer 0 and 1 on the source texture,
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// and writing to both layer 0 and 1 on the render target.
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config.geometry_shader = UseGeometryShaderForPostProcess(needs_intermediary_buffer) ?
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@ -1033,7 +1051,7 @@ bool PostProcessing::CompilePipeline()
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if (config.pixel_shader)
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m_default_pipeline = g_gfx->CreatePipeline(config);
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config.vertex_shader = m_default_vertex_shader.get();
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config.vertex_shader = m_vertex_shader.get();
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config.geometry_shader = UseGeometryShaderForPostProcess(false) ?
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g_shader_cache->GetTexcoordGeometryShader() :
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nullptr;
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@ -124,7 +124,8 @@ protected:
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size_t CalculateUniformsSize(bool user_post_process) const;
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void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
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int src_layer, const MathUtil::Rectangle<int>& dst,
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const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
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const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process,
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bool intermediary_buffer);
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// Timer for determining our time value
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Common::Timer m_timer;
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