GPU/HW: Expose depth buffer to internal postprocessing
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e39a2d00bf
commit
34d5cdec96
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@ -1770,7 +1770,6 @@ bool GPU::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_sm
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GL_OBJECT_NAME(vso, "Display Vertex Shader");
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GL_OBJECT_NAME_FMT(fso, "Display Fragment Shader [{}]",
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Settings::GetDisplayScalingName(g_settings.display_scaling));
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plconfig.vertex_shader = vso.get();
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plconfig.fragment_shader = fso.get();
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if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig)))
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@ -1913,10 +1912,12 @@ void GPU::ClearDisplayTexture()
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m_display_texture_view_height = 0;
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}
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void GPU::SetDisplayTexture(GPUTexture* texture, s32 view_x, s32 view_y, s32 view_width, s32 view_height)
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void GPU::SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_buffer, s32 view_x, s32 view_y, s32 view_width,
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s32 view_height)
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{
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DebugAssert(texture);
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m_display_texture = texture;
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m_display_depth_buffer = depth_buffer;
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m_display_texture_view_x = view_x;
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m_display_texture_view_y = view_y;
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m_display_texture_view_width = view_width;
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@ -1957,10 +1958,10 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
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// Now we can apply the post chain.
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GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture();
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if (PostProcessing::InternalChain.Apply(display_texture, post_output_texture, 0, 0, display_texture_view_width,
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display_texture_view_height, display_texture_view_width,
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display_texture_view_height, m_crtc_state.display_width,
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m_crtc_state.display_height))
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if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture, 0, 0,
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display_texture_view_width, display_texture_view_height,
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display_texture_view_width, display_texture_view_height,
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m_crtc_state.display_width, m_crtc_state.display_height))
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{
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display_texture_view_x = 0;
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display_texture_view_y = 0;
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@ -2075,7 +2076,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
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const s32 orig_width = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_width) * upscale_x));
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const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_height) * upscale_y));
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return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), target,
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return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
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real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
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real_draw_rect.GetHeight(), orig_width, orig_height,
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m_crtc_state.display_width, m_crtc_state.display_height);
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@ -2113,7 +2114,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
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if (!DeinterlaceExtractField(0, src, x, y, width, height, line_skip)) [[unlikely]]
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return false;
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SetDisplayTexture(m_deinterlace_buffers[0].get(), 0, 0, width, height);
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SetDisplayTexture(m_deinterlace_buffers[0].get(), m_display_depth_buffer, 0, 0, width, height);
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return true;
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}
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@ -2139,7 +2140,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
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g_gpu_device->Draw(3, 0);
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m_deinterlace_texture->MakeReadyForSampling();
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SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, full_height);
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SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
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return true;
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}
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@ -2171,7 +2172,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
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g_gpu_device->Draw(3, 0);
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m_deinterlace_texture->MakeReadyForSampling();
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SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, height);
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SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, height);
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return true;
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}
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@ -2206,7 +2207,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
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g_gpu_device->Draw(3, 0);
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m_deinterlace_texture->MakeReadyForSampling();
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SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, full_height);
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SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
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return true;
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}
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@ -2309,7 +2310,7 @@ bool GPU::ApplyChromaSmoothing()
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g_gpu_device->Draw(3, 0);
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m_chroma_smoothing_texture->MakeReadyForSampling();
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SetDisplayTexture(m_chroma_smoothing_texture.get(), 0, 0, width, height);
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SetDisplayTexture(m_chroma_smoothing_texture.get(), m_display_depth_buffer, 0, 0, width, height);
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return true;
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}
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@ -603,7 +603,8 @@ protected:
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u32 m_fifo_size = 128;
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void ClearDisplayTexture();
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void SetDisplayTexture(GPUTexture* texture, s32 view_x, s32 view_y, s32 view_width, s32 view_height);
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void SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_texture, s32 view_x, s32 view_y, s32 view_width,
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s32 view_height);
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bool RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_rect, bool postfx);
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@ -624,6 +625,7 @@ protected:
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std::unique_ptr<GPUPipeline> m_display_pipeline;
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GPUTexture* m_display_texture = nullptr;
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GPUTexture* m_display_depth_buffer = nullptr;
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s32 m_display_texture_view_x = 0;
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s32 m_display_texture_view_y = 0;
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s32 m_display_texture_view_width = 0;
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@ -34,6 +34,7 @@ Log_SetChannel(GPU_HW);
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static constexpr GPUTexture::Format VRAM_RT_FORMAT = GPUTexture::Format::RGBA8;
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static constexpr GPUTexture::Format VRAM_DS_FORMAT = GPUTexture::Format::D16;
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static constexpr GPUTexture::Format VRAM_DS_DEPTH_FORMAT = GPUTexture::Format::D32F;
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static constexpr GPUTexture::Format VRAM_DS_EXTRACT_FORMAT = GPUTexture::Format::R32F;
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#ifdef _DEBUG
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static u32 s_draw_number = 0;
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@ -414,6 +415,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
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{
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m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer();
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m_batch.use_depth_buffer = false;
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m_depth_was_copied = false;
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// might be null when resizing
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if (m_vram_depth_texture)
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@ -722,8 +724,10 @@ bool GPU_HW::CreateBuffers()
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if (!(m_vram_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT)) ||
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(needs_depth_buffer &&
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!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::DepthStencil, GetDepthBufferFormat()))) ||
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(!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
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GPUTexture::Type::DepthStencil, GetDepthBufferFormat())) ||
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!(m_vram_depth_copy_texture = g_gpu_device->FetchTexture(
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texture_width, texture_height, 1, 1, samples, GPUTexture::Type::RenderTarget, VRAM_DS_EXTRACT_FORMAT)))) ||
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!(m_vram_read_texture =
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g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, 1, read_texture_type, VRAM_RT_FORMAT)) ||
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!(m_vram_readback_texture = g_gpu_device->FetchTexture(VRAM_WIDTH / 2, VRAM_HEIGHT, 1, 1, 1,
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@ -802,8 +806,10 @@ void GPU_HW::DestroyBuffers()
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m_vram_upload_buffer.reset();
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m_vram_readback_download_texture.reset();
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g_gpu_device->RecycleTexture(std::move(m_downsample_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_extract_depth_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_extract_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_read_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_depth_copy_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_depth_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_texture));
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g_gpu_device->RecycleTexture(std::move(m_vram_readback_texture));
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@ -1289,23 +1295,50 @@ bool GPU_HW::CompilePipelines()
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// Display
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{
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for (u8 depth_24 = 0; depth_24 < 2; depth_24++)
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for (u8 shader = 0; shader < 3; shader++)
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{
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// 24-bit doesn't give you a depth buffer.
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const bool color_24bit = (shader == 1);
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const bool depth_extract = (shader == 2);
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if (depth_extract && !m_pgxp_depth_buffer)
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continue;
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std::unique_ptr<GPUShader> fs =
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g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
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shadergen.GenerateVRAMExtractFragmentShader(ConvertToBoolUnchecked(depth_24)));
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shadergen.GenerateVRAMExtractFragmentShader(color_24bit, depth_extract));
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if (!fs)
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return false;
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plconfig.fragment_shader = fs.get();
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if (!(m_vram_extract_pipeline[depth_24] = g_gpu_device->CreatePipeline(plconfig)))
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plconfig.layout = depth_extract ? GPUPipeline::Layout::MultiTextureAndPushConstants :
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GPUPipeline::Layout::SingleTextureAndPushConstants;
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plconfig.color_formats[1] = depth_extract ? VRAM_DS_EXTRACT_FORMAT : GPUTexture::Format::Unknown;
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if (!(m_vram_extract_pipeline[shader] = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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progress.Increment();
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}
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}
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plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
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if (m_pgxp_depth_buffer)
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{
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std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
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shadergen.GenerateCopyFragmentShader());
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if (!fs)
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return false;
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plconfig.fragment_shader = fs.get();
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plconfig.SetTargetFormats(VRAM_DS_EXTRACT_FORMAT);
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if (!(m_copy_depth_pipeline = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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}
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plconfig.SetTargetFormats(VRAM_RT_FORMAT);
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if (m_downsample_mode == GPUDownsampleMode::Adaptive)
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{
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std::unique_ptr<GPUShader> vs = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
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@ -1419,6 +1452,8 @@ void GPU_HW::DestroyPipelines()
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destroy(m_downsample_blur_pass_pipeline);
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destroy(m_downsample_composite_pass_pipeline);
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m_downsample_composite_sampler.reset();
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m_copy_depth_pipeline.reset();
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}
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GPU_HW::BatchRenderMode GPU_HW::BatchConfig::GetRenderMode() const
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@ -1515,10 +1550,40 @@ void GPU_HW::UpdateDepthBufferFromMaskBit()
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SetScissor();
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}
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void GPU_HW::CopyAndClearDepthBuffer()
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{
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if (!m_depth_was_copied)
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{
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// Take a copy of the current depth buffer so it can be used when the previous frame/buffer gets scanned out.
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// Don't bother when we're not postprocessing, it'd just be a wasted copy.
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if (PostProcessing::InternalChain.NeedsDepthBuffer())
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{
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// TODO: Shrink this to only the active area.
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GL_SCOPE("Copy Depth Buffer");
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m_vram_texture->MakeReadyForSampling();
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g_gpu_device->InvalidateRenderTarget(m_vram_depth_copy_texture.get());
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g_gpu_device->SetRenderTarget(m_vram_depth_copy_texture.get());
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g_gpu_device->SetViewportAndScissor(0, 0, m_vram_depth_texture->GetWidth(), m_vram_depth_texture->GetHeight());
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g_gpu_device->SetTextureSampler(0, m_vram_depth_texture.get(), g_gpu_device->GetNearestSampler());
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g_gpu_device->SetPipeline(m_copy_depth_pipeline.get());
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const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f};
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g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
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g_gpu_device->Draw(3, 0);
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RestoreDeviceContext();
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}
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m_depth_was_copied = true;
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}
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ClearDepthBuffer();
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}
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void GPU_HW::ClearDepthBuffer()
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{
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GL_SCOPE("GPU_HW::ClearDepthBuffer()");
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DebugAssert(m_pgxp_depth_buffer);
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g_gpu_device->ClearDepth(m_vram_depth_texture.get(), 1.0f);
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m_last_depth_z = 1.0f;
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}
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@ -1911,13 +1976,9 @@ void GPU_HW::CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices)
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if ((average_z - m_last_depth_z) >= g_settings.gpu_pgxp_depth_clear_threshold)
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{
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if (m_batch_index_count > 0)
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{
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FlushRender();
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EnsureVertexBufferSpaceForCurrentCommand();
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}
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ClearDepthBuffer();
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FlushRender();
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CopyAndClearDepthBuffer();
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EnsureVertexBufferSpaceForCurrentCommand();
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}
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m_last_depth_z = average_z;
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@ -3204,7 +3265,11 @@ void GPU_HW::DispatchRenderCommand()
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SetScissor();
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if (m_pgxp_depth_buffer && m_last_depth_z < 1.0f)
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ClearDepthBuffer();
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{
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FlushRender();
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CopyAndClearDepthBuffer();
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EnsureVertexBufferSpaceForCurrentCommand();
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}
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if (m_sw_renderer)
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{
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@ -3292,12 +3357,12 @@ void GPU_HW::UpdateDisplay()
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if (IsUsingMultisampling())
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{
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UpdateVRAMReadTexture(true, true);
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SetDisplayTexture(m_vram_read_texture.get(), 0, 0, m_vram_read_texture->GetWidth(),
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SetDisplayTexture(m_vram_read_texture.get(), nullptr, 0, 0, m_vram_read_texture->GetWidth(),
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m_vram_read_texture->GetHeight());
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}
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else
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{
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SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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SetDisplayTexture(m_vram_texture.get(), nullptr, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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}
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return;
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@ -3315,6 +3380,12 @@ void GPU_HW::UpdateDisplay()
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const u32 line_skip = BoolToUInt32(interlaced && m_GPUSTAT.vertical_resolution);
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bool drew_anything = false;
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// Don't bother grabbing depth if postfx doesn't need it.
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GPUTexture* depth_source = (!m_GPUSTAT.display_area_color_depth_24 && m_pgxp_depth_buffer &&
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PostProcessing::InternalChain.NeedsDepthBuffer()) ?
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(m_depth_was_copied ? m_vram_depth_copy_texture.get() : m_vram_depth_texture.get()) :
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nullptr;
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if (IsDisplayDisabled())
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{
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ClearDisplayTexture();
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@ -3325,8 +3396,8 @@ void GPU_HW::UpdateDisplay()
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(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture->GetHeight() &&
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!PostProcessing::InternalChain.IsActive())
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{
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SetDisplayTexture(m_vram_texture.get(), scaled_vram_offset_x, scaled_vram_offset_y, scaled_display_width,
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read_height);
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SetDisplayTexture(m_vram_texture.get(), depth_source, scaled_vram_offset_x, scaled_vram_offset_y,
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scaled_display_width, read_height);
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// Fast path if no copies are needed.
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if (interlaced)
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@ -3353,14 +3424,39 @@ void GPU_HW::UpdateDisplay()
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}
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}
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m_vram_texture->MakeReadyForSampling();
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g_gpu_device->InvalidateRenderTarget(m_vram_extract_texture.get());
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g_gpu_device->SetRenderTarget(m_vram_extract_texture.get());
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g_gpu_device->SetPipeline(m_vram_extract_pipeline[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)].get());
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g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
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if (depth_source &&
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((m_vram_extract_depth_texture && m_vram_extract_depth_texture->GetWidth() == scaled_display_width &&
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m_vram_extract_depth_texture->GetHeight() == scaled_display_height) ||
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!g_gpu_device->ResizeTexture(&m_vram_extract_depth_texture, scaled_display_width, scaled_display_height,
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GPUTexture::Type::RenderTarget, VRAM_DS_EXTRACT_FORMAT)))
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{
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depth_source->MakeReadyForSampling();
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g_gpu_device->InvalidateRenderTarget(m_vram_extract_depth_texture.get());
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GPUTexture* targets[] = {m_vram_extract_texture.get(), m_vram_extract_depth_texture.get()};
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g_gpu_device->SetRenderTargets(targets, static_cast<u32>(std::size(targets)), nullptr);
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g_gpu_device->SetPipeline(m_vram_extract_pipeline[2].get());
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g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
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g_gpu_device->SetTextureSampler(1, depth_source, g_gpu_device->GetNearestSampler());
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}
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else
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{
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g_gpu_device->SetRenderTarget(m_vram_extract_texture.get());
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g_gpu_device->SetPipeline(m_vram_extract_pipeline[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)].get());
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g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
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}
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const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale;
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const u32 skip_x = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale;
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GL_INS_FMT("Convert 16bpp to 24bpp, skip_x = {}, line_skip = {}", skip_x, line_skip);
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GL_INS_FMT("VRAM extract, depth = {}, 24bpp = {}, skip_x = {}, line_skip = {}", depth_source ? "yes" : "no",
|
||||
m_GPUSTAT.display_area_color_depth_24.GetValue(), skip_x, line_skip);
|
||||
GL_INS_FMT("Source: {},{} => {},{} ({}x{})", reinterpret_start_x, scaled_vram_offset_y,
|
||||
reinterpret_start_x + scaled_display_width, scaled_vram_offset_y + read_height, scaled_display_width,
|
||||
read_height);
|
||||
|
||||
const u32 uniforms[4] = {reinterpret_start_x, scaled_vram_offset_y, skip_x, line_skip};
|
||||
g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
|
||||
|
@ -3369,9 +3465,17 @@ void GPU_HW::UpdateDisplay()
|
|||
g_gpu_device->Draw(3, 0);
|
||||
|
||||
m_vram_extract_texture->MakeReadyForSampling();
|
||||
if (depth_source)
|
||||
{
|
||||
// Thanks DX11...
|
||||
m_vram_extract_depth_texture->MakeReadyForSampling();
|
||||
g_gpu_device->SetTextureSampler(1, nullptr, nullptr);
|
||||
}
|
||||
|
||||
drew_anything = true;
|
||||
|
||||
SetDisplayTexture(m_vram_extract_texture.get(), 0, 0, scaled_display_width, read_height);
|
||||
SetDisplayTexture(m_vram_extract_texture.get(), depth_source ? m_vram_extract_depth_texture.get() : nullptr, 0, 0,
|
||||
scaled_display_width, read_height);
|
||||
if (g_settings.gpu_24bit_chroma_smoothing)
|
||||
{
|
||||
if (ApplyChromaSmoothing())
|
||||
|
@ -3425,6 +3529,7 @@ void GPU_HW::UpdateDownsamplingLevels()
|
|||
void GPU_HW::OnBufferSwapped()
|
||||
{
|
||||
GL_INS("OnBufferSwapped()");
|
||||
m_depth_was_copied = false;
|
||||
}
|
||||
|
||||
void GPU_HW::DownsampleFramebuffer()
|
||||
|
@ -3556,7 +3661,7 @@ void GPU_HW::DownsampleFramebufferAdaptive(GPUTexture* source, u32 left, u32 top
|
|||
|
||||
RestoreDeviceContext();
|
||||
|
||||
SetDisplayTexture(m_downsample_texture.get(), 0, 0, width, height);
|
||||
SetDisplayTexture(m_downsample_texture.get(), m_display_depth_buffer, 0, 0, width, height);
|
||||
}
|
||||
|
||||
void GPU_HW::DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 top, u32 width, u32 height)
|
||||
|
@ -3594,7 +3699,7 @@ void GPU_HW::DownsampleFramebufferBoxFilter(GPUTexture* source, u32 left, u32 to
|
|||
|
||||
RestoreDeviceContext();
|
||||
|
||||
SetDisplayTexture(m_downsample_texture.get(), 0, 0, ds_width, ds_height);
|
||||
SetDisplayTexture(m_downsample_texture.get(), m_display_depth_buffer, 0, 0, ds_width, ds_height);
|
||||
}
|
||||
|
||||
void GPU_HW::DrawRendererStats()
|
||||
|
|
|
@ -156,6 +156,7 @@ private:
|
|||
void SetClampedDrawingArea();
|
||||
void UpdateVRAMReadTexture(bool drawn, bool written);
|
||||
void UpdateDepthBufferFromMaskBit();
|
||||
void CopyAndClearDepthBuffer();
|
||||
void ClearDepthBuffer();
|
||||
void SetScissor();
|
||||
void SetVRAMRenderTarget();
|
||||
|
@ -229,6 +230,7 @@ private:
|
|||
|
||||
std::unique_ptr<GPUTexture> m_vram_texture;
|
||||
std::unique_ptr<GPUTexture> m_vram_depth_texture;
|
||||
std::unique_ptr<GPUTexture> m_vram_depth_copy_texture;
|
||||
std::unique_ptr<GPUTexture> m_vram_read_texture;
|
||||
std::unique_ptr<GPUTexture> m_vram_readback_texture;
|
||||
std::unique_ptr<GPUDownloadTexture> m_vram_readback_download_texture;
|
||||
|
@ -269,6 +271,7 @@ private:
|
|||
bool m_allow_shader_blend : 1 = false;
|
||||
|
||||
u8 m_texpage_dirty = 0;
|
||||
bool m_depth_was_copied = false;
|
||||
|
||||
BatchConfig m_batch;
|
||||
|
||||
|
@ -295,8 +298,10 @@ private:
|
|||
std::unique_ptr<GPUPipeline> m_vram_update_depth_pipeline;
|
||||
std::unique_ptr<GPUPipeline> m_vram_write_replacement_pipeline;
|
||||
|
||||
std::array<std::unique_ptr<GPUPipeline>, 2> m_vram_extract_pipeline; // [24bit]
|
||||
std::array<std::unique_ptr<GPUPipeline>, 3> m_vram_extract_pipeline; // [24bit, 2=depth]
|
||||
std::unique_ptr<GPUTexture> m_vram_extract_texture;
|
||||
std::unique_ptr<GPUTexture> m_vram_extract_depth_texture;
|
||||
std::unique_ptr<GPUPipeline> m_copy_depth_pipeline;
|
||||
|
||||
std::unique_ptr<GPUTexture> m_downsample_texture;
|
||||
std::unique_ptr<GPUPipeline> m_downsample_first_pass_pipeline;
|
||||
|
|
|
@ -1031,16 +1031,19 @@ float3 ApplyDebanding(float2 frag_coord)
|
|||
return ss.str();
|
||||
}
|
||||
|
||||
std::string GPU_HW_ShaderGen::GenerateVRAMExtractFragmentShader(bool depth_24bit)
|
||||
std::string GPU_HW_ShaderGen::GenerateVRAMExtractFragmentShader(bool color_24bit, bool depth_buffer)
|
||||
{
|
||||
std::stringstream ss;
|
||||
WriteHeader(ss);
|
||||
DefineMacro(ss, "DEPTH_24BIT", depth_24bit);
|
||||
DefineMacro(ss, "COLOR_24BIT", color_24bit);
|
||||
DefineMacro(ss, "DEPTH_BUFFER", depth_buffer);
|
||||
DefineMacro(ss, "MULTISAMPLED", UsingMSAA());
|
||||
|
||||
WriteCommonFunctions(ss);
|
||||
DeclareUniformBuffer(ss, {"uint2 u_vram_offset", "uint u_skip_x", "uint u_line_skip"}, true);
|
||||
DeclareTexture(ss, "samp0", 0, UsingMSAA());
|
||||
if (depth_buffer)
|
||||
DeclareTexture(ss, "samp1", 1, UsingMSAA());
|
||||
|
||||
ss << R"(
|
||||
float4 LoadVRAM(int2 coords)
|
||||
|
@ -1056,6 +1059,22 @@ float4 LoadVRAM(int2 coords)
|
|||
#endif
|
||||
}
|
||||
|
||||
#if DEPTH_BUFFER
|
||||
float LoadDepth(int2 coords)
|
||||
{
|
||||
// Need to duplicate because different types in different languages...
|
||||
#if MULTISAMPLING
|
||||
float value = LOAD_TEXTURE_MS(samp1, coords, 0u).r;
|
||||
FOR_UNROLL (uint sample_index = 1u; sample_index < MULTISAMPLES; sample_index++)
|
||||
value += LOAD_TEXTURE_MS(samp1, coords, sample_index).r;
|
||||
value /= float(MULTISAMPLES);
|
||||
return value;
|
||||
#else
|
||||
return LOAD_TEXTURE(samp1, coords, 0).r;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
float3 SampleVRAM24(uint2 icoords)
|
||||
{
|
||||
// load adjacent 16-bit texels
|
||||
|
@ -1075,15 +1094,20 @@ float3 SampleVRAM24(uint2 icoords)
|
|||
}
|
||||
)";
|
||||
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, 1);
|
||||
DeclareFragmentEntryPoint(ss, 0, 1, {}, true, depth_buffer ? 2 : 1);
|
||||
ss << R"(
|
||||
{
|
||||
uint2 icoords = uint2(uint(v_pos.x) + u_skip_x, uint(v_pos.y) << u_line_skip);
|
||||
int2 wrapped_coords = int2((icoords + u_vram_offset) % VRAM_SIZE);
|
||||
|
||||
#if DEPTH_24BIT
|
||||
#if COLOR_24BIT
|
||||
o_col0 = float4(SampleVRAM24(icoords), 1.0);
|
||||
#else
|
||||
o_col0 = float4(LoadVRAM(int2((icoords + u_vram_offset) % VRAM_SIZE)).rgb, 1.0);
|
||||
o_col0 = float4(LoadVRAM(wrapped_coords).rgb, 1.0);
|
||||
#endif
|
||||
|
||||
#if DEPTH_BUFFER
|
||||
o_col1 = float4(LoadDepth(wrapped_coords), 0.0, 0.0, 0.0);
|
||||
#endif
|
||||
}
|
||||
)";
|
||||
|
|
|
@ -25,7 +25,7 @@ public:
|
|||
std::string GenerateVRAMCopyFragmentShader();
|
||||
std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
|
||||
std::string GenerateVRAMUpdateDepthFragmentShader();
|
||||
std::string GenerateVRAMExtractFragmentShader(bool depth_24bit);
|
||||
std::string GenerateVRAMExtractFragmentShader(bool color_24bit, bool depth_buffer);
|
||||
|
||||
std::string GenerateAdaptiveDownsampleVertexShader();
|
||||
std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
|
||||
|
|
|
@ -486,7 +486,7 @@ void GPU_SW::UpdateDisplay()
|
|||
const u32 line_skip = m_GPUSTAT.vertical_resolution;
|
||||
if (CopyOut(vram_offset_x, vram_offset_y, skip_x, read_width, read_height, line_skip, is_24bit))
|
||||
{
|
||||
SetDisplayTexture(m_upload_texture.get(), 0, 0, read_width, read_height);
|
||||
SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, read_width, read_height);
|
||||
if (is_24bit && g_settings.gpu_24bit_chroma_smoothing)
|
||||
{
|
||||
if (ApplyChromaSmoothing())
|
||||
|
@ -502,7 +502,7 @@ void GPU_SW::UpdateDisplay()
|
|||
{
|
||||
if (CopyOut(vram_offset_x, vram_offset_y, skip_x, read_width, read_height, 0, is_24bit))
|
||||
{
|
||||
SetDisplayTexture(m_upload_texture.get(), 0, 0, read_width, read_height);
|
||||
SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, read_width, read_height);
|
||||
if (is_24bit && g_settings.gpu_24bit_chroma_smoothing)
|
||||
ApplyChromaSmoothing();
|
||||
}
|
||||
|
@ -511,7 +511,7 @@ void GPU_SW::UpdateDisplay()
|
|||
else
|
||||
{
|
||||
if (CopyOut(0, 0, 0, VRAM_WIDTH, VRAM_HEIGHT, 0, false))
|
||||
SetDisplayTexture(m_upload_texture.get(), 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
SetDisplayTexture(m_upload_texture.get(), nullptr, 0, 0, VRAM_WIDTH, VRAM_HEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -396,6 +396,7 @@ void PostProcessing::Chain::LoadStages()
|
|||
SettingsInterface& si = GetLoadSettingsInterface(m_section);
|
||||
|
||||
m_enabled = si.GetBoolValue(m_section, "Enabled", false);
|
||||
m_wants_depth_buffer = false;
|
||||
|
||||
const u32 stage_count = Config::GetStageCount(si, m_section);
|
||||
if (stage_count == 0)
|
||||
|
@ -441,6 +442,13 @@ void PostProcessing::Chain::LoadStages()
|
|||
CheckTargets(g_gpu_device->GetWindowFormat(), g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(),
|
||||
&progress);
|
||||
}
|
||||
|
||||
// must be down here, because we need to compile first, triggered by CheckTargets()
|
||||
for (std::unique_ptr<Shader>& shader : m_stages)
|
||||
m_wants_depth_buffer |= shader->WantsDepthBuffer();
|
||||
m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
|
||||
if (m_wants_depth_buffer)
|
||||
DEV_LOG("Depth buffer is needed.");
|
||||
}
|
||||
|
||||
void PostProcessing::Chain::ClearStages()
|
||||
|
@ -469,6 +477,7 @@ void PostProcessing::Chain::UpdateSettings(std::unique_lock<std::mutex>& setting
|
|||
progress.SetProgressRange(stage_count);
|
||||
|
||||
const GPUTexture::Format prev_format = m_target_format;
|
||||
m_wants_depth_buffer = false;
|
||||
|
||||
for (u32 i = 0; i < stage_count; i++)
|
||||
{
|
||||
|
@ -516,6 +525,13 @@ void PostProcessing::Chain::UpdateSettings(std::unique_lock<std::mutex>& setting
|
|||
s_timer.Reset();
|
||||
DEV_LOG("Loaded {} post-processing stages.", stage_count);
|
||||
}
|
||||
|
||||
// must be down here, because we need to compile first, triggered by CheckTargets()
|
||||
for (std::unique_ptr<Shader>& shader : m_stages)
|
||||
m_wants_depth_buffer |= shader->WantsDepthBuffer();
|
||||
m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
|
||||
if (m_wants_depth_buffer)
|
||||
DEV_LOG("Depth buffer is needed.");
|
||||
}
|
||||
|
||||
void PostProcessing::Chain::Toggle()
|
||||
|
@ -534,12 +550,13 @@ void PostProcessing::Chain::Toggle()
|
|||
TRANSLATE_STR("OSDMessage", "Post-processing is now disabled."),
|
||||
Host::OSD_QUICK_DURATION);
|
||||
m_enabled = new_enabled;
|
||||
m_needs_depth_buffer = new_enabled && m_wants_depth_buffer;
|
||||
if (m_enabled)
|
||||
s_timer.Reset();
|
||||
}
|
||||
|
||||
bool PostProcessing::Chain::CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
|
||||
ProgressCallback* progress)
|
||||
ProgressCallback* progress /* = nullptr */)
|
||||
{
|
||||
if (m_target_format == target_format && m_target_width == target_width && m_target_height == target_height)
|
||||
return true;
|
||||
|
@ -562,6 +579,8 @@ bool PostProcessing::Chain::CheckTargets(GPUTexture::Format target_format, u32 t
|
|||
progress->SetProgressRange(static_cast<u32>(m_stages.size()));
|
||||
progress->SetProgressValue(0);
|
||||
|
||||
m_wants_depth_buffer = false;
|
||||
|
||||
for (size_t i = 0; i < m_stages.size(); i++)
|
||||
{
|
||||
Shader* const shader = m_stages[i].get();
|
||||
|
@ -580,11 +599,13 @@ bool PostProcessing::Chain::CheckTargets(GPUTexture::Format target_format, u32 t
|
|||
}
|
||||
|
||||
progress->SetProgressValue(static_cast<u32>(i + 1));
|
||||
m_wants_depth_buffer |= shader->WantsDepthBuffer();
|
||||
}
|
||||
|
||||
m_target_format = target_format;
|
||||
m_target_width = target_width;
|
||||
m_target_height = target_height;
|
||||
m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -598,21 +619,24 @@ void PostProcessing::Chain::DestroyTextures()
|
|||
g_gpu_device->RecycleTexture(std::move(m_input_texture));
|
||||
}
|
||||
|
||||
bool PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height, s32 native_width,
|
||||
s32 native_height)
|
||||
bool PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target,
|
||||
s32 final_left, s32 final_top, s32 final_width, s32 final_height, s32 orig_width,
|
||||
s32 orig_height, s32 native_width, s32 native_height)
|
||||
{
|
||||
GL_SCOPE_FMT("{} Apply", m_section);
|
||||
|
||||
GPUTexture* output = m_output_texture.get();
|
||||
input_color->MakeReadyForSampling();
|
||||
if (input_depth)
|
||||
input_depth->MakeReadyForSampling();
|
||||
|
||||
for (const std::unique_ptr<Shader>& stage : m_stages)
|
||||
{
|
||||
const bool is_final = (stage.get() == m_stages.back().get());
|
||||
|
||||
if (!stage->Apply(input_color, is_final ? final_target : output, final_left, final_top, final_width, final_height,
|
||||
orig_width, orig_height, native_width, native_height, m_target_width, m_target_height))
|
||||
if (!stage->Apply(input_color, input_depth, is_final ? final_target : output, final_left, final_top, final_width,
|
||||
final_height, orig_width, orig_height, native_width, native_height, m_target_width,
|
||||
m_target_height))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -115,6 +115,7 @@ public:
|
|||
~Chain();
|
||||
|
||||
ALWAYS_INLINE bool HasStages() const { return m_stages.empty(); }
|
||||
ALWAYS_INLINE bool NeedsDepthBuffer() const { return m_needs_depth_buffer; }
|
||||
ALWAYS_INLINE GPUTexture* GetInputTexture() const { return m_input_texture.get(); }
|
||||
ALWAYS_INLINE GPUTexture* GetOutputTexture() const { return m_output_texture.get(); }
|
||||
|
||||
|
@ -133,8 +134,8 @@ public:
|
|||
bool CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
|
||||
ProgressCallback* progress = nullptr);
|
||||
|
||||
bool Apply(GPUTexture* input_color, GPUTexture* final_target, s32 final_left, s32 final_top, s32 final_width,
|
||||
s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height);
|
||||
bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height);
|
||||
|
||||
private:
|
||||
void ClearStagesWithError(const Error& error);
|
||||
|
@ -145,6 +146,8 @@ private:
|
|||
u32 m_target_width = 0;
|
||||
u32 m_target_height = 0;
|
||||
bool m_enabled = false;
|
||||
bool m_wants_depth_buffer = false;
|
||||
bool m_needs_depth_buffer = false;
|
||||
|
||||
std::vector<std::unique_ptr<PostProcessing::Shader>> m_stages;
|
||||
std::unique_ptr<GPUTexture> m_input_texture;
|
||||
|
|
|
@ -37,6 +37,7 @@ public:
|
|||
ALWAYS_INLINE bool HasOptions() const { return !m_options.empty(); }
|
||||
|
||||
virtual bool IsValid() const = 0;
|
||||
virtual bool WantsDepthBuffer() const = 0;
|
||||
|
||||
std::vector<ShaderOption> TakeOptions();
|
||||
void LoadOptions(const SettingsInterface& si, const char* section);
|
||||
|
@ -48,9 +49,9 @@ public:
|
|||
|
||||
virtual bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) = 0;
|
||||
|
||||
virtual bool Apply(GPUTexture* input, GPUTexture* final_target, s32 final_left, s32 final_top, s32 final_width,
|
||||
s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height,
|
||||
u32 target_width, u32 target_height) = 0;
|
||||
virtual bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left,
|
||||
s32 final_top, s32 final_width, s32 final_height, s32 orig_width, s32 orig_height,
|
||||
s32 native_width, s32 native_height, u32 target_width, u32 target_height) = 0;
|
||||
|
||||
protected:
|
||||
static void ParseKeyValue(std::string_view line, std::string_view* key, std::string_view* value);
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
|
||||
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
|
||||
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
|
||||
|
||||
#include "postprocessing_shader_fx.h"
|
||||
|
@ -12,6 +11,7 @@
|
|||
#include "core/settings.h"
|
||||
|
||||
#include "common/assert.h"
|
||||
#include "common/bitutils.h"
|
||||
#include "common/error.h"
|
||||
#include "common/file_system.h"
|
||||
#include "common/log.h"
|
||||
|
@ -368,6 +368,11 @@ bool PostProcessing::ReShadeFXShader::IsValid() const
|
|||
return m_valid;
|
||||
}
|
||||
|
||||
bool PostProcessing::ReShadeFXShader::WantsDepthBuffer() const
|
||||
{
|
||||
return m_wants_depth_buffer;
|
||||
}
|
||||
|
||||
bool PostProcessing::ReShadeFXShader::CreateModule(s32 buffer_width, s32 buffer_height, reshadefx::module* mod,
|
||||
std::string code, Error* error)
|
||||
{
|
||||
|
@ -396,6 +401,10 @@ bool PostProcessing::ReShadeFXShader::CreateModule(s32 buffer_width, s32 buffer_
|
|||
pp.add_macro_definition("BUFFER_RCP_WIDTH", std::to_string(1.0f / static_cast<float>(buffer_width)));
|
||||
pp.add_macro_definition("BUFFER_RCP_HEIGHT", std::to_string(1.0f / static_cast<float>(buffer_height)));
|
||||
pp.add_macro_definition("BUFFER_COLOR_BIT_DEPTH", "32");
|
||||
pp.add_macro_definition("RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN", "0");
|
||||
pp.add_macro_definition("RESHADE_DEPTH_INPUT_IS_LOGARITHMIC", "0");
|
||||
pp.add_macro_definition("RESHADE_DEPTH_LINEARIZATION_FAR_PLANE", "1000.0");
|
||||
pp.add_macro_definition("RESHADE_DEPTH_INPUT_IS_REVERSED", "0");
|
||||
|
||||
switch (GetRenderAPI())
|
||||
{
|
||||
|
@ -435,7 +444,7 @@ bool PostProcessing::ReShadeFXShader::CreateModule(s32 buffer_width, s32 buffer_
|
|||
|
||||
cg->write_result(*mod);
|
||||
|
||||
// FileSystem::WriteBinaryFile("D:\\out.txt", mod->code.data(), mod->code.size());
|
||||
FileSystem::WriteBinaryFile("D:\\out.txt", mod->code.data(), mod->code.size());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -837,11 +846,16 @@ bool PostProcessing::ReShadeFXShader::GetSourceOption(const reshadefx::uniform_i
|
|||
*si = (ui.type.base == reshadefx::type::t_float) ? SourceOptionType::RandomF : SourceOptionType::Random;
|
||||
return true;
|
||||
}
|
||||
else if (source == "overlay_active" || source == "has_depth")
|
||||
else if (source == "overlay_active")
|
||||
{
|
||||
*si = SourceOptionType::Zero;
|
||||
return true;
|
||||
}
|
||||
else if (source == "has_depth")
|
||||
{
|
||||
*si = SourceOptionType::HasDepth;
|
||||
return true;
|
||||
}
|
||||
else if (source == "bufferwidth")
|
||||
{
|
||||
*si = (ui.type.base == reshadefx::type::t_float) ? SourceOptionType::BufferWidthF : SourceOptionType::BufferWidth;
|
||||
|
@ -1185,8 +1199,8 @@ bool PostProcessing::ReShadeFXShader::CreatePasses(GPUTexture::Format backbuffer
|
|||
}
|
||||
else if (ti.semantic == "DEPTH")
|
||||
{
|
||||
WARNING_LOG("Shader '{}' uses input depth as '{}' which is not supported.", m_name, si.texture_name);
|
||||
sampler.texture_id = INPUT_DEPTH_TEXTURE;
|
||||
m_wants_depth_buffer = true;
|
||||
break;
|
||||
}
|
||||
else if (!ti.semantic.empty())
|
||||
|
@ -1252,18 +1266,18 @@ const char* PostProcessing::ReShadeFXShader::GetTextureNameForID(TextureID id) c
|
|||
return m_textures[static_cast<size_t>(id)].reshade_name.c_str();
|
||||
}
|
||||
|
||||
GPUTexture* PostProcessing::ReShadeFXShader::GetTextureByID(TextureID id, GPUTexture* input,
|
||||
GPUTexture* final_target) const
|
||||
GPUTexture* PostProcessing::ReShadeFXShader::GetTextureByID(TextureID id, GPUTexture* input_color,
|
||||
GPUTexture* input_depth, GPUTexture* final_target) const
|
||||
{
|
||||
if (id < 0)
|
||||
{
|
||||
if (id == INPUT_COLOR_TEXTURE)
|
||||
{
|
||||
return input;
|
||||
return input_color;
|
||||
}
|
||||
else if (id == INPUT_DEPTH_TEXTURE)
|
||||
{
|
||||
return PostProcessing::GetDummyTexture();
|
||||
return input_depth ? input_depth : GetDummyTexture();
|
||||
}
|
||||
else if (id == OUTPUT_COLOR_TEXTURE)
|
||||
{
|
||||
|
@ -1291,6 +1305,7 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
|
|||
m_valid = false;
|
||||
m_textures.clear();
|
||||
m_passes.clear();
|
||||
m_wants_depth_buffer = false;
|
||||
|
||||
std::string fxcode;
|
||||
if (!PreprocessorReadFileCallback(m_filename, fxcode))
|
||||
|
@ -1474,9 +1489,10 @@ bool PostProcessing::ReShadeFXShader::ResizeOutput(GPUTexture::Format format, u3
|
|||
return true;
|
||||
}
|
||||
|
||||
bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height,
|
||||
s32 native_width, s32 native_height, u32 target_width, u32 target_height)
|
||||
bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target,
|
||||
s32 final_left, s32 final_top, s32 final_width, s32 final_height,
|
||||
s32 orig_width, s32 orig_height, s32 native_width, s32 native_height,
|
||||
u32 target_width, u32 target_height)
|
||||
{
|
||||
GL_PUSH_FMT("PostProcessingShaderFX {}", m_name);
|
||||
|
||||
|
@ -1507,6 +1523,13 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
|
|||
}
|
||||
break;
|
||||
|
||||
case SourceOptionType::HasDepth:
|
||||
{
|
||||
const u32 value = BoolToUInt32(input_depth != nullptr);
|
||||
std::memcpy(dst, &value, sizeof(value));
|
||||
}
|
||||
break;
|
||||
|
||||
case SourceOptionType::Timer:
|
||||
{
|
||||
const float value = static_cast<float>(PostProcessing::GetTimer().GetTimeMilliseconds());
|
||||
|
@ -1750,7 +1773,7 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
|
|||
// Sucks doing this twice, but we need to set the RT first (for DX11), and transition layouts (for VK).
|
||||
for (const Sampler& sampler : pass.samplers)
|
||||
{
|
||||
GPUTexture* const tex = GetTextureByID(sampler.texture_id, input, final_target);
|
||||
GPUTexture* const tex = GetTextureByID(sampler.texture_id, input_color, input_depth, final_target);
|
||||
if (tex)
|
||||
tex->MakeReadyForSampling();
|
||||
}
|
||||
|
@ -1771,7 +1794,7 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
|
|||
{
|
||||
GL_INS_FMT("Render Target {}: ID {} [{}]", i, pass.render_targets[i],
|
||||
GetTextureNameForID(pass.render_targets[i]));
|
||||
render_targets[i] = GetTextureByID(pass.render_targets[i], input, final_target);
|
||||
render_targets[i] = GetTextureByID(pass.render_targets[i], input_color, input_depth, final_target);
|
||||
DebugAssert(render_targets[i]);
|
||||
}
|
||||
|
||||
|
@ -1795,8 +1818,8 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
|
|||
|
||||
GL_INS_FMT("Texture Sampler {}: ID {} [{}]", sampler.slot, sampler.texture_id,
|
||||
GetTextureNameForID(sampler.texture_id));
|
||||
g_gpu_device->SetTextureSampler(sampler.slot, GetTextureByID(sampler.texture_id, input, final_target),
|
||||
sampler.sampler);
|
||||
g_gpu_device->SetTextureSampler(
|
||||
sampler.slot, GetTextureByID(sampler.texture_id, input_color, input_depth, final_target), sampler.sampler);
|
||||
bound_textures[sampler.slot] = true;
|
||||
}
|
||||
|
||||
|
@ -1811,6 +1834,10 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUTexture* final
|
|||
g_gpu_device->Draw(pass.num_vertices, 0);
|
||||
}
|
||||
|
||||
// Don't leave any textures bound.
|
||||
for (u32 i = 0; i < GPUDevice::MAX_TEXTURE_SAMPLERS; i++)
|
||||
g_gpu_device->SetTextureSampler(i, nullptr, nullptr);
|
||||
|
||||
GL_POP();
|
||||
m_frame_timer.Reset();
|
||||
return true;
|
||||
|
|
|
@ -24,15 +24,16 @@ public:
|
|||
~ReShadeFXShader();
|
||||
|
||||
bool IsValid() const override;
|
||||
bool WantsDepthBuffer() const override;
|
||||
|
||||
bool LoadFromFile(std::string name, std::string filename, bool only_config, Error* error);
|
||||
bool LoadFromString(std::string name, std::string filename, std::string code, bool only_config, Error* error);
|
||||
|
||||
bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
|
||||
bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) override;
|
||||
bool Apply(GPUTexture* input, GPUTexture* final_target, s32 final_left, s32 final_top, s32 final_width,
|
||||
s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height, u32 target_width,
|
||||
u32 target_height) override;
|
||||
bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height,
|
||||
u32 target_width, u32 target_height) override;
|
||||
|
||||
private:
|
||||
using TextureID = s32;
|
||||
|
@ -45,6 +46,7 @@ private:
|
|||
{
|
||||
None,
|
||||
Zero,
|
||||
HasDepth,
|
||||
Timer,
|
||||
FrameTime,
|
||||
FrameCount,
|
||||
|
@ -98,7 +100,8 @@ private:
|
|||
bool CreatePasses(GPUTexture::Format backbuffer_format, reshadefx::module& mod, Error* error);
|
||||
|
||||
const char* GetTextureNameForID(TextureID id) const;
|
||||
GPUTexture* GetTextureByID(TextureID id, GPUTexture* input, GPUTexture* final_target) const;
|
||||
GPUTexture* GetTextureByID(TextureID id, GPUTexture* input_color, GPUTexture* input_depth,
|
||||
GPUTexture* final_target) const;
|
||||
|
||||
std::string m_filename;
|
||||
|
||||
|
@ -135,6 +138,7 @@ private:
|
|||
std::vector<SourceOption> m_source_options;
|
||||
u32 m_uniforms_size = 0;
|
||||
bool m_valid = false;
|
||||
bool m_wants_depth_buffer = false;
|
||||
|
||||
Common::Timer m_frame_timer;
|
||||
u32 m_frame_count = 0;
|
||||
|
|
|
@ -62,6 +62,11 @@ bool PostProcessing::GLSLShader::IsValid() const
|
|||
return !m_name.empty() && !m_code.empty();
|
||||
}
|
||||
|
||||
bool PostProcessing::GLSLShader::WantsDepthBuffer() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
u32 PostProcessing::GLSLShader::GetUniformsSize() const
|
||||
{
|
||||
// lazy packing. todo improve.
|
||||
|
@ -162,9 +167,10 @@ bool PostProcessing::GLSLShader::CompilePipeline(GPUTexture::Format format, u32
|
|||
return true;
|
||||
}
|
||||
|
||||
bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height,
|
||||
s32 native_width, s32 native_height, u32 target_width, u32 target_height)
|
||||
bool PostProcessing::GLSLShader::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target,
|
||||
s32 final_left, s32 final_top, s32 final_width, s32 final_height, s32 orig_width,
|
||||
s32 orig_height, s32 native_width, s32 native_height, u32 target_width,
|
||||
u32 target_height)
|
||||
{
|
||||
GL_SCOPE_FMT("GLSL Shader {}", m_name);
|
||||
|
||||
|
@ -181,7 +187,7 @@ bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUTexture* final_targ
|
|||
}
|
||||
|
||||
g_gpu_device->SetPipeline(m_pipeline.get());
|
||||
g_gpu_device->SetTextureSampler(0, input, m_sampler.get());
|
||||
g_gpu_device->SetTextureSampler(0, input_color, m_sampler.get());
|
||||
g_gpu_device->SetViewportAndScissor(final_left, final_top, final_width, final_height);
|
||||
|
||||
const u32 uniforms_size = GetUniformsSize();
|
||||
|
|
|
@ -17,15 +17,16 @@ public:
|
|||
ALWAYS_INLINE const std::string& GetCode() const { return m_code; }
|
||||
|
||||
bool IsValid() const override;
|
||||
bool WantsDepthBuffer() const override;
|
||||
|
||||
bool LoadFromFile(std::string name, const char* filename, Error* error);
|
||||
bool LoadFromString(std::string name, std::string code, Error* error);
|
||||
|
||||
bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
|
||||
bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height, ProgressCallback* progress) override;
|
||||
bool Apply(GPUTexture* input, GPUTexture* final_target, s32 final_left, s32 final_top, s32 final_width,
|
||||
s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height, u32 target_width,
|
||||
u32 target_height) override;
|
||||
bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, s32 final_left, s32 final_top,
|
||||
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height, s32 native_width, s32 native_height,
|
||||
u32 target_width, u32 target_height) override;
|
||||
|
||||
private:
|
||||
struct CommonUniforms
|
||||
|
|
Loading…
Reference in New Issue