// Copyright 2014 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/PostProcessing.h" #include #include #include #include #include "Common/Assert.h" #include "Common/CommonPaths.h" #include "Common/CommonTypes.h" #include "Common/FileSearch.h" #include "Common/FileUtil.h" #include "Common/IniFile.h" #include "Common/Logging/Log.h" #include "Common/MsgHandler.h" #include "Common/StringUtil.h" #include "VideoCommon/AbstractFramebuffer.h" #include "VideoCommon/AbstractPipeline.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/AbstractTexture.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/RenderBase.h" #include "VideoCommon/ShaderCache.h" #include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace VideoCommon { static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n"; PostProcessingConfiguration::PostProcessingConfiguration() = default; PostProcessingConfiguration::~PostProcessingConfiguration() = default; void PostProcessingConfiguration::LoadShader(const std::string& shader) { // Load the shader from the configuration if there isn't one sent to us. m_current_shader = shader; if (shader.empty()) { LoadDefaultShader(); return; } std::string sub_dir = ""; if (g_Config.stereo_mode == StereoMode::Anaglyph) { sub_dir = ANAGLYPH_DIR DIR_SEP; } else if (g_Config.stereo_mode == StereoMode::Passive) { sub_dir = PASSIVE_DIR DIR_SEP; } // loading shader code std::string code; std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl"; if (!File::Exists(path)) { // Fallback to shared user dir path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl"; } if (!File::ReadFileToString(path, code)) { ERROR_LOG_FMT(VIDEO, "Post-processing shader not found: {}", path); LoadDefaultShader(); return; } LoadOptions(code); LoadOptionsConfiguration(); m_current_shader_code = code; } void PostProcessingConfiguration::LoadDefaultShader() { m_options.clear(); m_any_options_dirty = false; m_current_shader_code = s_default_shader; } void PostProcessingConfiguration::LoadOptions(const std::string& code) { const std::string config_start_delimiter = "[configuration]"; const std::string config_end_delimiter = "[/configuration]"; size_t configuration_start = code.find(config_start_delimiter); size_t configuration_end = code.find(config_end_delimiter); m_options.clear(); m_any_options_dirty = true; if (configuration_start == std::string::npos || configuration_end == std::string::npos) { // Issue loading configuration or there isn't one. return; } std::string configuration_string = code.substr(configuration_start + config_start_delimiter.size(), configuration_end - configuration_start - config_start_delimiter.size()); std::istringstream in(configuration_string); struct GLSLStringOption { std::string m_type; std::vector> m_options; }; std::vector option_strings; GLSLStringOption* current_strings = nullptr; while (!in.eof()) { std::string line_str; if (std::getline(in, line_str)) { std::string_view line = line_str; #ifndef _WIN32 // Check for CRLF eol and convert it to LF if (!line.empty() && line.at(line.size() - 1) == '\r') line.remove_suffix(1); #endif if (!line.empty()) { if (line[0] == '[') { size_t endpos = line.find("]"); if (endpos != std::string::npos) { // New section! std::string_view sub = line.substr(1, endpos - 1); option_strings.push_back({std::string(sub)}); current_strings = &option_strings.back(); } } else { if (current_strings) { std::string key, value; IniFile::ParseLine(line, &key, &value); if (!(key.empty() && value.empty())) current_strings->m_options.emplace_back(key, value); } } } } } for (const auto& it : option_strings) { ConfigurationOption option; option.m_dirty = true; if (it.m_type == "OptionBool") option.m_type = ConfigurationOption::OptionType::OPTION_BOOL; else if (it.m_type == "OptionRangeFloat") option.m_type = ConfigurationOption::OptionType::OPTION_FLOAT; else if (it.m_type == "OptionRangeInteger") option.m_type = ConfigurationOption::OptionType::OPTION_INTEGER; for (const auto& string_option : it.m_options) { if (string_option.first == "GUIName") { option.m_gui_name = string_option.second; } else if (string_option.first == "OptionName") { option.m_option_name = string_option.second; } else if (string_option.first == "DependentOption") { option.m_dependent_option = string_option.second; } else if (string_option.first == "MinValue" || string_option.first == "MaxValue" || string_option.first == "DefaultValue" || string_option.first == "StepAmount") { std::vector* output_integer = nullptr; std::vector* output_float = nullptr; if (string_option.first == "MinValue") { output_integer = &option.m_integer_min_values; output_float = &option.m_float_min_values; } else if (string_option.first == "MaxValue") { output_integer = &option.m_integer_max_values; output_float = &option.m_float_max_values; } else if (string_option.first == "DefaultValue") { output_integer = &option.m_integer_values; output_float = &option.m_float_values; } else if (string_option.first == "StepAmount") { output_integer = &option.m_integer_step_values; output_float = &option.m_float_step_values; } if (option.m_type == ConfigurationOption::OptionType::OPTION_BOOL) { TryParse(string_option.second, &option.m_bool_value); } else if (option.m_type == ConfigurationOption::OptionType::OPTION_INTEGER) { TryParseVector(string_option.second, output_integer); if (output_integer->size() > 4) output_integer->erase(output_integer->begin() + 4, output_integer->end()); } else if (option.m_type == ConfigurationOption::OptionType::OPTION_FLOAT) { TryParseVector(string_option.second, output_float); if (output_float->size() > 4) output_float->erase(output_float->begin() + 4, output_float->end()); } } } m_options[option.m_option_name] = option; } } void PostProcessingConfiguration::LoadOptionsConfiguration() { IniFile ini; ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); std::string section = m_current_shader + "-options"; for (auto& it : m_options) { switch (it.second.m_type) { case ConfigurationOption::OptionType::OPTION_BOOL: ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &it.second.m_bool_value, it.second.m_bool_value); break; case ConfigurationOption::OptionType::OPTION_INTEGER: { std::string value; ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value); if (!value.empty()) TryParseVector(value, &it.second.m_integer_values); } break; case ConfigurationOption::OptionType::OPTION_FLOAT: { std::string value; ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value); if (!value.empty()) TryParseVector(value, &it.second.m_float_values); } break; } } } void PostProcessingConfiguration::SaveOptionsConfiguration() { IniFile ini; ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); std::string section = m_current_shader + "-options"; for (auto& it : m_options) { switch (it.second.m_type) { case ConfigurationOption::OptionType::OPTION_BOOL: { ini.GetOrCreateSection(section)->Set(it.second.m_option_name, it.second.m_bool_value); } break; case ConfigurationOption::OptionType::OPTION_INTEGER: { std::string value; for (size_t i = 0; i < it.second.m_integer_values.size(); ++i) { value += fmt::format("{}{}", it.second.m_integer_values[i], i == (it.second.m_integer_values.size() - 1) ? "" : ", "); } ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value); } break; case ConfigurationOption::OptionType::OPTION_FLOAT: { std::ostringstream value; value.imbue(std::locale("C")); for (size_t i = 0; i < it.second.m_float_values.size(); ++i) { value << it.second.m_float_values[i]; if (i != (it.second.m_float_values.size() - 1)) value << ", "; } ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value.str()); } break; } } ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX)); } void PostProcessingConfiguration::SetOptionf(const std::string& option, int index, float value) { auto it = m_options.find(option); it->second.m_float_values[index] = value; it->second.m_dirty = true; m_any_options_dirty = true; } void PostProcessingConfiguration::SetOptioni(const std::string& option, int index, s32 value) { auto it = m_options.find(option); it->second.m_integer_values[index] = value; it->second.m_dirty = true; m_any_options_dirty = true; } void PostProcessingConfiguration::SetOptionb(const std::string& option, bool value) { auto it = m_options.find(option); it->second.m_bool_value = value; it->second.m_dirty = true; m_any_options_dirty = true; } PostProcessing::PostProcessing() { m_timer.Start(); } PostProcessing::~PostProcessing() { m_timer.Stop(); } static std::vector GetShaders(const std::string& sub_dir = "") { std::vector paths = Common::DoFileSearch({File::GetUserPath(D_SHADERS_IDX) + sub_dir, File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir}, {".glsl"}); std::vector result; for (std::string path : paths) { std::string name; SplitPath(path, nullptr, &name, nullptr); result.push_back(name); } return result; } std::vector PostProcessing::GetShaderList() { return GetShaders(); } std::vector PostProcessing::GetAnaglyphShaderList() { return GetShaders(ANAGLYPH_DIR DIR_SEP); } std::vector PostProcessing::GetPassiveShaderList() { return GetShaders(PASSIVE_DIR DIR_SEP); } bool PostProcessing::Initialize(AbstractTextureFormat format) { m_framebuffer_format = format; if (!CompileVertexShader() || !CompilePixelShader() || !CompilePipeline()) return false; return true; } void PostProcessing::RecompileShader() { m_pipeline.reset(); m_pixel_shader.reset(); if (!CompilePixelShader()) return; CompilePipeline(); } void PostProcessing::RecompilePipeline() { m_pipeline.reset(); CompilePipeline(); } void PostProcessing::BlitFromTexture(const MathUtil::Rectangle& dst, const MathUtil::Rectangle& src, const AbstractTexture* src_tex, int src_layer) { if (g_renderer->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format) { m_framebuffer_format = g_renderer->GetCurrentFramebuffer()->GetColorFormat(); RecompilePipeline(); } if (!m_pipeline) return; FillUniformBuffer(src, src_tex, src_layer); g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(), static_cast(m_uniform_staging_buffer.size())); g_renderer->SetViewportAndScissor( g_renderer->ConvertFramebufferRectangle(dst, g_renderer->GetCurrentFramebuffer())); g_renderer->SetPipeline(m_pipeline.get()); g_renderer->SetTexture(0, src_tex); g_renderer->SetSamplerState(0, RenderState::GetLinearSamplerState()); g_renderer->Draw(0, 3); } std::string PostProcessing::GetUniformBufferHeader() const { std::ostringstream ss; u32 unused_counter = 1; if (g_ActiveConfig.backend_info.api_type == APIType::D3D) ss << "cbuffer PSBlock : register(b0) {\n"; else ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n"; // Builtin uniforms ss << " float4 resolution;\n"; ss << " float4 window_resolution;\n"; ss << " float4 src_rect;\n"; ss << " int src_layer;\n"; ss << " uint time;\n"; for (u32 i = 0; i < 2; i++) ss << " uint ubo_align_" << unused_counter++ << "_;\n"; ss << "\n"; // Custom options/uniforms for (const auto& it : m_config.GetOptions()) { if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_BOOL) { ss << fmt::format(" int {};\n", it.first); for (u32 i = 0; i < 3; i++) ss << " int ubo_align_" << unused_counter++ << "_;\n"; } else if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER) { u32 count = static_cast(it.second.m_integer_values.size()); if (count == 1) ss << fmt::format(" int {};\n", it.first); else ss << fmt::format(" int{} {};\n", count, it.first); for (u32 i = count; i < 4; i++) ss << " int ubo_align_" << unused_counter++ << "_;\n"; } else if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT) { u32 count = static_cast(it.second.m_float_values.size()); if (count == 1) ss << fmt::format(" float {};\n", it.first); else ss << fmt::format(" float{} {};\n", count, it.first); for (u32 i = count; i < 4; i++) ss << " float ubo_align_" << unused_counter++ << "_;\n"; } } ss << "};\n\n"; return ss.str(); } std::string PostProcessing::GetHeader() const { std::ostringstream ss; ss << GetUniformBufferHeader(); if (g_ActiveConfig.backend_info.api_type == APIType::D3D) { ss << "Texture2DArray samp0 : register(t0);\n"; ss << "SamplerState samp0_ss : register(s0);\n"; } else { ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\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"; } // Rename main, since we need to set up globals if (g_ActiveConfig.backend_info.api_type == APIType::D3D) { ss << R"( #define main real_main static float3 v_tex0; static float4 ocol0; // Wrappers for sampling functions. #define texture(sampler, coords) sampler.Sample(sampler##_ss, coords) #define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset) )"; } ss << R"( 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, v_tex0, offset) float2 GetWindowResolution() { return window_resolution.xy; } float2 GetResolution() { return resolution.xy; } float2 GetInvResolution() { return resolution.zw; } float2 GetCoordinates() { return v_tex0.xy; } float GetLayer() { return v_tex0.z; } uint GetTime() { return time; } void SetOutput(float4 color) { ocol0 = color; } #define GetOption(x) (x) #define OptionEnabled(x) ((x) != 0) )"; return ss.str(); } std::string PostProcessing::GetFooter() const { if (g_ActiveConfig.backend_info.api_type == APIType::D3D) { return R"( #undef main void main(in float3 v_tex0_ : TEXCOORD0, out float4 ocol0_ : SV_Target) { v_tex0 = v_tex0_; real_main(); ocol0_ = ocol0; })"; } else { return {}; } } bool PostProcessing::CompileVertexShader() { std::ostringstream ss; ss << GetUniformBufferHeader(); if (g_ActiveConfig.backend_info.api_type == APIType::D3D) { ss << "void main(in uint id : SV_VertexID, out float3 v_tex0 : TEXCOORD0,\n"; ss << " out float4 opos : SV_Position) {\n"; } else { 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), float(src_layer));\n"; if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan) ss << " opos.y = -opos.y;\n"; ss << "}\n"; m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str()); if (!m_vertex_shader) { PanicAlertFmt("Failed to compile post-processing vertex shader"); return false; } return true; } struct BuiltinUniforms { float resolution[4]; float window_resolution[4]; float src_rect[4]; s32 src_layer; u32 time; u32 padding[2]; }; size_t PostProcessing::CalculateUniformsSize() const { // Allocate a vec4 for each uniform to simplify allocation. return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4; } void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle& src, const AbstractTexture* src_tex, int src_layer) { const auto& window_rect = g_renderer->GetTargetRectangle(); const float rcp_src_width = 1.0f / src_tex->GetWidth(); const float rcp_src_height = 1.0f / src_tex->GetHeight(); BuiltinUniforms builtin_uniforms = { {static_cast(src_tex->GetWidth()), static_cast(src_tex->GetHeight()), rcp_src_width, rcp_src_height}, {static_cast(window_rect.GetWidth()), static_cast(window_rect.GetHeight()), 0.0f, 0.0f}, {static_cast(src.left) * rcp_src_width, static_cast(src.top) * rcp_src_height, static_cast(src.GetWidth()) * rcp_src_width, static_cast(src.GetHeight()) * rcp_src_height}, static_cast(src_layer), static_cast(m_timer.GetTimeElapsed()), }; u8* buf = m_uniform_staging_buffer.data(); std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms)); buf += sizeof(builtin_uniforms); for (const auto& it : m_config.GetOptions()) { union { u32 as_bool[4]; s32 as_int[4]; float as_float[4]; } value = {}; switch (it.second.m_type) { case PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_BOOL: value.as_bool[0] = it.second.m_bool_value ? 1 : 0; break; case PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER: ASSERT(it.second.m_integer_values.size() < 4); std::copy_n(it.second.m_integer_values.begin(), it.second.m_integer_values.size(), value.as_int); break; case PostProcessingConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT: ASSERT(it.second.m_float_values.size() < 4); std::copy_n(it.second.m_float_values.begin(), it.second.m_float_values.size(), value.as_float); break; } std::memcpy(buf, &value, sizeof(value)); buf += sizeof(value); } } bool PostProcessing::CompilePixelShader() { m_pipeline.reset(); m_pixel_shader.reset(); // Generate GLSL and compile the new shader. m_config.LoadShader(g_ActiveConfig.sPostProcessingShader); m_pixel_shader = g_renderer->CreateShaderFromSource( ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter()); if (!m_pixel_shader) { PanicAlertFmt("Failed to compile post-processing shader {}", m_config.GetShader()); // Use default shader. m_config.LoadDefaultShader(); m_pixel_shader = g_renderer->CreateShaderFromSource( ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter()); if (!m_pixel_shader) return false; } m_uniform_staging_buffer.resize(CalculateUniformsSize()); return true; } bool PostProcessing::CompilePipeline() { AbstractPipelineConfig config = {}; config.vertex_shader = m_vertex_shader.get(); 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(); config.blending_state = RenderState::GetNoBlendingBlendState(); config.framebuffer_state = RenderState::GetColorFramebufferState(m_framebuffer_format); config.usage = AbstractPipelineUsage::Utility; m_pipeline = g_renderer->CreatePipeline(config); if (!m_pipeline) return false; return true; } } // namespace VideoCommon