Renderer: Draw ImGui interface to both eyes
This commit is contained in:
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b44a0980eb
commit
c98a5f7dfd
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@ -719,15 +719,10 @@ bool PostProcessing::CompilePixelShader()
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bool PostProcessing::CompilePipeline()
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bool PostProcessing::CompilePipeline()
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{
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{
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// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo, instead
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// drawing twice and the eye selected by glDrawBuffer() (see OGL::Renderer::RenderXFBToScreen).
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const bool use_quad_buffer_gs = g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
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g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
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AbstractPipelineConfig config = {};
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AbstractPipelineConfig config = {};
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config.vertex_shader = m_vertex_shader.get();
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config.vertex_shader = m_vertex_shader.get();
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config.geometry_shader =
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config.geometry_shader =
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use_quad_buffer_gs ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
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g_renderer->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
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config.pixel_shader = m_pixel_shader.get();
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config.pixel_shader = m_pixel_shader.get();
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config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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config.depth_state = RenderState::GetNoDepthTestingDepthState();
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@ -59,6 +59,7 @@
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FPSCounter.h"
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#include "VideoCommon/FrameDump.h"
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#include "VideoCommon/FrameDump.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/FramebufferShaderGen.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/NetPlayChatUI.h"
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#include "VideoCommon/NetPlayChatUI.h"
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#include "VideoCommon/NetPlayGolfUI.h"
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#include "VideoCommon/NetPlayGolfUI.h"
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@ -442,6 +443,13 @@ void Renderer::CheckForConfigChanges()
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// Notify the backend of the changes, if any.
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// Notify the backend of the changes, if any.
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OnConfigChanged(changed_bits);
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OnConfigChanged(changed_bits);
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// If there's any shader changes, wait for the GPU to finish before destroying anything.
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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WaitForGPUIdle();
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SetPipeline(nullptr);
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}
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// Framebuffer changed?
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// Framebuffer changed?
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if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
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if (changed_bits & (CONFIG_CHANGE_BIT_MULTISAMPLES | CONFIG_CHANGE_BIT_STEREO_MODE |
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CONFIG_CHANGE_BIT_TARGET_SIZE))
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CONFIG_CHANGE_BIT_TARGET_SIZE))
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@ -453,8 +461,6 @@ void Renderer::CheckForConfigChanges()
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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if (changed_bits & (CONFIG_CHANGE_BIT_HOST_CONFIG | CONFIG_CHANGE_BIT_MULTISAMPLES))
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{
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{
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OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
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OSD::AddMessage("Video config changed, reloading shaders.", OSD::Duration::NORMAL);
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WaitForGPUIdle();
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SetPipeline(nullptr);
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g_vertex_manager->InvalidatePipelineObject();
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g_vertex_manager->InvalidatePipelineObject();
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g_shader_cache->SetHostConfig(new_host_config);
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g_shader_cache->SetHostConfig(new_host_config);
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g_shader_cache->Reload();
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g_shader_cache->Reload();
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@ -467,6 +473,14 @@ void Renderer::CheckForConfigChanges()
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BPFunctions::SetViewport();
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BPFunctions::SetViewport();
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BPFunctions::SetScissor();
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BPFunctions::SetScissor();
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}
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}
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// Stereo mode change requires recompiling our post processing pipeline and imgui pipelines for
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// rendering the UI.
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if (changed_bits & CONFIG_CHANGE_BIT_STEREO_MODE)
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{
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RecompileImGuiPipeline();
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m_post_processor->RecompilePipeline();
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}
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}
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}
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// Create On-Screen-Messages
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// Create On-Screen-Messages
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@ -916,8 +930,8 @@ static std::string GenerateImGuiVertexShader()
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ss << "void main(in float2 rawpos : POSITION,\n"
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ss << "void main(in float2 rawpos : POSITION,\n"
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<< " in float2 rawtex0 : TEXCOORD,\n"
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<< " in float2 rawtex0 : TEXCOORD,\n"
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<< " in float4 rawcolor0 : COLOR,\n"
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<< " in float4 rawcolor0 : COLOR,\n"
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<< " out float2 frag_uv : TEXCOORD,\n"
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<< " out float3 v_tex0 : TEXCOORD,\n"
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<< " out float4 frag_color : COLOR,\n"
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<< " out float4 v_col0 : COLOR,\n"
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<< " out float4 out_pos : SV_Position)\n";
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<< " out float4 out_pos : SV_Position)\n";
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}
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}
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else
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else
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@ -925,14 +939,14 @@ static std::string GenerateImGuiVertexShader()
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ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
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ss << "ATTRIBUTE_LOCATION(" << SHADER_POSITION_ATTRIB << ") in float2 rawpos;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_TEXTURE0_ATTRIB << ") in float2 rawtex0;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
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<< "ATTRIBUTE_LOCATION(" << SHADER_COLOR0_ATTRIB << ") in float4 rawcolor0;\n"
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<< "VARYING_LOCATION(0) out float2 frag_uv;\n"
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<< "VARYING_LOCATION(0) out float3 v_tex0;\n"
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<< "VARYING_LOCATION(1) out float4 frag_color;\n"
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<< "VARYING_LOCATION(1) out float4 v_col0;\n"
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<< "void main()\n";
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<< "void main()\n";
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}
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}
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ss << "{\n"
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ss << "{\n"
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<< " frag_uv = rawtex0;\n"
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<< " v_tex0 = float3(rawtex0, 0.0);\n"
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<< " frag_color = rawcolor0;\n";
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<< " v_col0 = rawcolor0;\n";
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ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
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ss << " " << (api_type == APIType::D3D ? "out_pos" : "gl_Position")
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<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
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<< "= float4(rawpos.x * u_rcp_viewport_size_mul2.x - 1.0, 1.0 - rawpos.y * "
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@ -955,15 +969,15 @@ static std::string GenerateImGuiPixelShader()
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{
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{
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ss << "Texture2DArray tex0 : register(t0);\n"
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ss << "Texture2DArray tex0 : register(t0);\n"
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<< "SamplerState samp0 : register(s0);\n"
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<< "SamplerState samp0 : register(s0);\n"
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<< "void main(in float2 frag_uv : TEXCOORD,\n"
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<< "void main(in float3 v_tex0 : TEXCOORD,\n"
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<< " in float4 frag_color : COLOR,\n"
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<< " in float4 v_col0 : COLOR,\n"
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<< " out float4 ocol0 : SV_Target)\n";
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<< " out float4 ocol0 : SV_Target)\n";
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}
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}
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else
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else
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{
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{
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ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n"
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<< "VARYING_LOCATION(0) in float2 frag_uv; \n"
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<< "VARYING_LOCATION(0) in float3 v_tex0; \n"
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<< "VARYING_LOCATION(1) in float4 frag_color;\n"
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<< "VARYING_LOCATION(1) in float4 v_col0;\n"
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<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
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<< "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n"
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<< "void main()\n";
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<< "void main()\n";
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}
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}
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@ -971,9 +985,9 @@ static std::string GenerateImGuiPixelShader()
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ss << "{\n";
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ss << "{\n";
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if (api_type == APIType::D3D)
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if (api_type == APIType::D3D)
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ss << " ocol0 = tex0.Sample(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
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ss << " ocol0 = tex0.Sample(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
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else
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else
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ss << " ocol0 = texture(samp0, float3(frag_uv, 0.0)) * frag_color;\n";
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ss << " ocol0 = texture(samp0, float3(v_tex0.xy, 0.0)) * v_col0;\n";
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ss << "}\n";
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ss << "}\n";
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@ -1007,42 +1021,6 @@ bool Renderer::InitializeImGui()
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return false;
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return false;
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}
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}
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const std::string vertex_shader_source = GenerateImGuiVertexShader();
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const std::string pixel_shader_source = GenerateImGuiPixelShader();
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std::unique_ptr<AbstractShader> vertex_shader =
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CreateShaderFromSource(ShaderStage::Vertex, vertex_shader_source);
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std::unique_ptr<AbstractShader> pixel_shader =
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CreateShaderFromSource(ShaderStage::Pixel, pixel_shader_source);
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if (!vertex_shader || !pixel_shader)
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{
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PanicAlert("Failed to compile imgui shaders");
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return false;
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}
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AbstractPipelineConfig pconfig = {};
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pconfig.vertex_format = m_imgui_vertex_format.get();
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pconfig.vertex_shader = vertex_shader.get();
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pconfig.pixel_shader = pixel_shader.get();
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pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
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pconfig.blending_state = RenderState::GetNoBlendingBlendState();
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pconfig.blending_state.blendenable = true;
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pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
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pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
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pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
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pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
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pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
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pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
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pconfig.framebuffer_state.samples = 1;
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pconfig.framebuffer_state.per_sample_shading = false;
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pconfig.usage = AbstractPipelineUsage::Utility;
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m_imgui_pipeline = CreatePipeline(pconfig);
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if (!m_imgui_pipeline)
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{
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PanicAlert("Failed to create imgui pipeline");
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return false;
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}
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// Font texture(s).
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// Font texture(s).
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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@ -1066,11 +1044,67 @@ bool Renderer::InitializeImGui()
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m_imgui_textures.push_back(std::move(font_tex));
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m_imgui_textures.push_back(std::move(font_tex));
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}
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}
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if (!RecompileImGuiPipeline())
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return false;
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m_imgui_last_frame_time = Common::Timer::GetTimeUs();
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m_imgui_last_frame_time = Common::Timer::GetTimeUs();
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BeginImGuiFrame();
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BeginImGuiFrame();
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return true;
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return true;
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}
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}
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bool Renderer::RecompileImGuiPipeline()
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{
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std::unique_ptr<AbstractShader> vertex_shader =
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CreateShaderFromSource(ShaderStage::Vertex, GenerateImGuiVertexShader());
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std::unique_ptr<AbstractShader> pixel_shader =
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CreateShaderFromSource(ShaderStage::Pixel, GenerateImGuiPixelShader());
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if (!vertex_shader || !pixel_shader)
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{
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PanicAlert("Failed to compile imgui shaders");
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return false;
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}
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// GS is used to render the UI to both eyes in stereo modes.
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std::unique_ptr<AbstractShader> geometry_shader;
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if (UseGeometryShaderForUI())
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{
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geometry_shader = CreateShaderFromSource(
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ShaderStage::Geometry, FramebufferShaderGen::GeneratePassthroughGeometryShader(1, 1));
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if (!geometry_shader)
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{
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PanicAlert("Failed to compile imgui geometry shader");
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return false;
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}
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}
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AbstractPipelineConfig pconfig = {};
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pconfig.vertex_format = m_imgui_vertex_format.get();
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pconfig.vertex_shader = vertex_shader.get();
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pconfig.geometry_shader = geometry_shader.get();
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pconfig.pixel_shader = pixel_shader.get();
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pconfig.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
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pconfig.depth_state = RenderState::GetNoDepthTestingDepthState();
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pconfig.blending_state = RenderState::GetNoBlendingBlendState();
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pconfig.blending_state.blendenable = true;
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pconfig.blending_state.srcfactor = BlendMode::SRCALPHA;
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pconfig.blending_state.dstfactor = BlendMode::INVSRCALPHA;
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pconfig.blending_state.srcfactoralpha = BlendMode::ZERO;
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pconfig.blending_state.dstfactoralpha = BlendMode::ONE;
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pconfig.framebuffer_state.color_texture_format = m_backbuffer_format;
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pconfig.framebuffer_state.depth_texture_format = AbstractTextureFormat::Undefined;
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pconfig.framebuffer_state.samples = 1;
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pconfig.framebuffer_state.per_sample_shading = false;
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pconfig.usage = AbstractPipelineUsage::Utility;
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m_imgui_pipeline = CreatePipeline(pconfig);
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if (!m_imgui_pipeline)
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{
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PanicAlert("Failed to create imgui pipeline");
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return false;
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}
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return true;
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}
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void Renderer::ShutdownImGui()
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void Renderer::ShutdownImGui()
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{
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{
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ImGui::EndFrame();
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ImGui::EndFrame();
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@ -1160,6 +1194,15 @@ void Renderer::DrawImGui()
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m_current_framebuffer));
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m_current_framebuffer));
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}
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}
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bool Renderer::UseGeometryShaderForUI() const
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{
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// OpenGL doesn't render to a 2-layer backbuffer like D3D/Vulkan for quad-buffered stereo,
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// instead drawing twice and the eye selected by glDrawBuffer() (see
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// OGL::Renderer::RenderXFBToScreen).
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return g_ActiveConfig.stereo_mode == StereoMode::QuadBuffer &&
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g_ActiveConfig.backend_info.api_type != APIType::OpenGL;
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}
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std::unique_lock<std::mutex> Renderer::GetImGuiLock()
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std::unique_lock<std::mutex> Renderer::GetImGuiLock()
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{
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{
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return std::unique_lock<std::mutex>(m_imgui_mutex);
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return std::unique_lock<std::mutex>(m_imgui_mutex);
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@ -199,9 +199,6 @@ public:
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void SaveScreenshot(std::string filename, bool wait_for_completion);
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void SaveScreenshot(std::string filename, bool wait_for_completion);
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void DrawDebugText();
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void DrawDebugText();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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virtual void ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z);
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bool zEnable, u32 color, u32 z);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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virtual void ReinterpretPixelData(EFBReinterpretType convtype);
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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// Returns true if a layer-expanding geometry shader should be used when rendering the user
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// interface and final XFB.
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bool UseGeometryShaderForUI() const;
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Returns a lock for the ImGui mutex, enabling data structures to be modified from outside.
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// Use with care, only non-drawing functions should be called from outside the video thread,
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// as the drawing is tied to a "frame".
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// as the drawing is tied to a "frame".
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@ -275,6 +276,12 @@ protected:
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void CheckFifoRecording();
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void CheckFifoRecording();
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void RecordVideoMemory();
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void RecordVideoMemory();
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// ImGui initialization depends on being able to create textures and pipelines, so do it last.
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bool InitializeImGui();
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// Recompiles ImGui pipeline - call when stereo mode changes.
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bool RecompileImGuiPipeline();
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// Sets up ImGui state for the next frame.
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// Sets up ImGui state for the next frame.
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// This function itself acquires the ImGui lock, so it should not be held.
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// This function itself acquires the ImGui lock, so it should not be held.
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void BeginImGuiFrame();
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void BeginImGuiFrame();
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