GPU/HW: Expose depth buffer to internal postprocessing

This commit is contained in:
Stenzek 2024-03-24 19:49:16 +10:00
parent e39a2d00bf
commit 34d5cdec96
No known key found for this signature in database
14 changed files with 288 additions and 85 deletions

View File

@ -1770,7 +1770,6 @@ bool GPU::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_sm
GL_OBJECT_NAME(vso, "Display Vertex Shader");
GL_OBJECT_NAME_FMT(fso, "Display Fragment Shader [{}]",
Settings::GetDisplayScalingName(g_settings.display_scaling));
plconfig.vertex_shader = vso.get();
plconfig.fragment_shader = fso.get();
if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig)))
@ -1913,10 +1912,12 @@ void GPU::ClearDisplayTexture()
m_display_texture_view_height = 0;
}
void GPU::SetDisplayTexture(GPUTexture* texture, s32 view_x, s32 view_y, s32 view_width, s32 view_height)
void GPU::SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_buffer, s32 view_x, s32 view_y, s32 view_width,
s32 view_height)
{
DebugAssert(texture);
m_display_texture = texture;
m_display_depth_buffer = depth_buffer;
m_display_texture_view_x = view_x;
m_display_texture_view_y = view_y;
m_display_texture_view_width = view_width;
@ -1957,10 +1958,10 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
// Now we can apply the post chain.
GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture();
if (PostProcessing::InternalChain.Apply(display_texture, post_output_texture, 0, 0, display_texture_view_width,
display_texture_view_height, display_texture_view_width,
display_texture_view_height, m_crtc_state.display_width,
m_crtc_state.display_height))
if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture, 0, 0,
display_texture_view_width, display_texture_view_height,
display_texture_view_width, display_texture_view_height,
m_crtc_state.display_width, m_crtc_state.display_height))
{
display_texture_view_x = 0;
display_texture_view_y = 0;
@ -2075,7 +2076,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_r
const s32 orig_width = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_width) * upscale_x));
const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_height) * upscale_y));
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), target,
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
real_draw_rect.left, real_draw_rect.top, real_draw_rect.GetWidth(),
real_draw_rect.GetHeight(), orig_width, orig_height,
m_crtc_state.display_width, m_crtc_state.display_height);
@ -2113,7 +2114,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
if (!DeinterlaceExtractField(0, src, x, y, width, height, line_skip)) [[unlikely]]
return false;
SetDisplayTexture(m_deinterlace_buffers[0].get(), 0, 0, width, height);
SetDisplayTexture(m_deinterlace_buffers[0].get(), m_display_depth_buffer, 0, 0, width, height);
return true;
}
@ -2139,7 +2140,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
g_gpu_device->Draw(3, 0);
m_deinterlace_texture->MakeReadyForSampling();
SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, full_height);
SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
return true;
}
@ -2171,7 +2172,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
g_gpu_device->Draw(3, 0);
m_deinterlace_texture->MakeReadyForSampling();
SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, height);
SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, height);
return true;
}
@ -2206,7 +2207,7 @@ bool GPU::Deinterlace(u32 field, u32 line_skip)
g_gpu_device->Draw(3, 0);
m_deinterlace_texture->MakeReadyForSampling();
SetDisplayTexture(m_deinterlace_texture.get(), 0, 0, width, full_height);
SetDisplayTexture(m_deinterlace_texture.get(), m_display_depth_buffer, 0, 0, width, full_height);
return true;
}
@ -2309,7 +2310,7 @@ bool GPU::ApplyChromaSmoothing()
g_gpu_device->Draw(3, 0);
m_chroma_smoothing_texture->MakeReadyForSampling();
SetDisplayTexture(m_chroma_smoothing_texture.get(), 0, 0, width, height);
SetDisplayTexture(m_chroma_smoothing_texture.get(), m_display_depth_buffer, 0, 0, width, height);
return true;
}

View File

@ -603,7 +603,8 @@ protected:
u32 m_fifo_size = 128;
void ClearDisplayTexture();
void SetDisplayTexture(GPUTexture* texture, s32 view_x, s32 view_y, s32 view_width, s32 view_height);
void SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_texture, s32 view_x, s32 view_y, s32 view_width,
s32 view_height);
bool RenderDisplay(GPUTexture* target, const Common::Rectangle<s32>& draw_rect, bool postfx);
@ -624,6 +625,7 @@ protected:
std::unique_ptr<GPUPipeline> m_display_pipeline;
GPUTexture* m_display_texture = nullptr;
GPUTexture* m_display_depth_buffer = nullptr;
s32 m_display_texture_view_x = 0;
s32 m_display_texture_view_y = 0;
s32 m_display_texture_view_width = 0;

View File

@ -34,6 +34,7 @@ Log_SetChannel(GPU_HW);
static constexpr GPUTexture::Format VRAM_RT_FORMAT = GPUTexture::Format::RGBA8;
static constexpr GPUTexture::Format VRAM_DS_FORMAT = GPUTexture::Format::D16;
static constexpr GPUTexture::Format VRAM_DS_DEPTH_FORMAT = GPUTexture::Format::D32F;
static constexpr GPUTexture::Format VRAM_DS_EXTRACT_FORMAT = GPUTexture::Format::R32F;
#ifdef _DEBUG
static u32 s_draw_number = 0;
@ -414,6 +415,7 @@ void GPU_HW::UpdateSettings(const Settings& old_settings)
{
m_pgxp_depth_buffer = g_settings.UsingPGXPDepthBuffer();
m_batch.use_depth_buffer = false;
m_depth_was_copied = false;
// might be null when resizing
if (m_vram_depth_texture)
@ -722,8 +724,10 @@ bool GPU_HW::CreateBuffers()
if (!(m_vram_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
GPUTexture::Type::RenderTarget, VRAM_RT_FORMAT)) ||
(needs_depth_buffer &&
!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
GPUTexture::Type::DepthStencil, GetDepthBufferFormat()))) ||
(!(m_vram_depth_texture = g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, samples,
GPUTexture::Type::DepthStencil, GetDepthBufferFormat())) ||
!(m_vram_depth_copy_texture = g_gpu_device->FetchTexture(
texture_width, texture_height, 1, 1, samples, GPUTexture::Type::RenderTarget, VRAM_DS_EXTRACT_FORMAT)))) ||
!(m_vram_read_texture =
g_gpu_device->FetchTexture(texture_width, texture_height, 1, 1, 1, read_texture_type, VRAM_RT_FORMAT)) ||
!(m_vram_readback_texture = g_gpu_device->FetchTexture(VRAM_WIDTH / 2, VRAM_HEIGHT, 1, 1, 1,
@ -802,8 +806,10 @@ void GPU_HW::DestroyBuffers()
m_vram_upload_buffer.reset();
m_vram_readback_download_texture.reset();
g_gpu_device->RecycleTexture(std::move(m_downsample_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_extract_depth_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_extract_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_read_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_depth_copy_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_depth_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_texture));
g_gpu_device->RecycleTexture(std::move(m_vram_readback_texture));
@ -1289,23 +1295,50 @@ bool GPU_HW::CompilePipelines()
// Display
{
for (u8 depth_24 = 0; depth_24 < 2; depth_24++)
for (u8 shader = 0; shader < 3; shader++)
{
// 24-bit doesn't give you a depth buffer.
const bool color_24bit = (shader == 1);
const bool depth_extract = (shader == 2);
if (depth_extract && !m_pgxp_depth_buffer)
continue;
std::unique_ptr<GPUShader> fs =
g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
shadergen.GenerateVRAMExtractFragmentShader(ConvertToBoolUnchecked(depth_24)));
shadergen.GenerateVRAMExtractFragmentShader(color_24bit, depth_extract));
if (!fs)
return false;
plconfig.fragment_shader = fs.get();
if (!(m_vram_extract_pipeline[depth_24] = g_gpu_device->CreatePipeline(plconfig)))
plconfig.layout = depth_extract ? GPUPipeline::Layout::MultiTextureAndPushConstants :
GPUPipeline::Layout::SingleTextureAndPushConstants;
plconfig.color_formats[1] = depth_extract ? VRAM_DS_EXTRACT_FORMAT : GPUTexture::Format::Unknown;
if (!(m_vram_extract_pipeline[shader] = g_gpu_device->CreatePipeline(plconfig)))
return false;
progress.Increment();
}
}
plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
if (m_pgxp_depth_buffer)
{
std::unique_ptr<GPUShader> fs = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
shadergen.GenerateCopyFragmentShader());
if (!fs)
return false;
plconfig.fragment_shader = fs.get();
plconfig.SetTargetFormats(VRAM_DS_EXTRACT_FORMAT);
if (!(m_copy_depth_pipeline = g_gpu_device->CreatePipeline(plconfig)))
return false;
}
plconfig.SetTargetFormats(VRAM_RT_FORMAT);
if (m_downsample_mode == GPUDownsampleMode::Adaptive)
{
std::unique_ptr<GPUShader> vs = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
@ -1419,6 +1452,8 @@ void GPU_HW::DestroyPipelines()
destroy(m_downsample_blur_pass_pipeline);
destroy(m_downsample_composite_pass_pipeline);
m_downsample_composite_sampler.reset();
m_copy_depth_pipeline.reset();
}
GPU_HW::BatchRenderMode GPU_HW::BatchConfig::GetRenderMode() const
@ -1515,10 +1550,40 @@ void GPU_HW::UpdateDepthBufferFromMaskBit()
SetScissor();
}
void GPU_HW::CopyAndClearDepthBuffer()
{
if (!m_depth_was_copied)
{
// Take a copy of the current depth buffer so it can be used when the previous frame/buffer gets scanned out.
// Don't bother when we're not postprocessing, it'd just be a wasted copy.
if (PostProcessing::InternalChain.NeedsDepthBuffer())
{
// TODO: Shrink this to only the active area.
GL_SCOPE("Copy Depth Buffer");
m_vram_texture->MakeReadyForSampling();
g_gpu_device->InvalidateRenderTarget(m_vram_depth_copy_texture.get());
g_gpu_device->SetRenderTarget(m_vram_depth_copy_texture.get());
g_gpu_device->SetViewportAndScissor(0, 0, m_vram_depth_texture->GetWidth(), m_vram_depth_texture->GetHeight());
g_gpu_device->SetTextureSampler(0, m_vram_depth_texture.get(), g_gpu_device->GetNearestSampler());
g_gpu_device->SetPipeline(m_copy_depth_pipeline.get());
const float uniforms[4] = {0.0f, 0.0f, 1.0f, 1.0f};
g_gpu_device->PushUniformBuffer(uniforms, sizeof(uniforms));
g_gpu_device->Draw(3, 0);
RestoreDeviceContext();
}
m_depth_was_copied = true;
}
ClearDepthBuffer();
}
void GPU_HW::ClearDepthBuffer()
{
GL_SCOPE("GPU_HW::ClearDepthBuffer()");
DebugAssert(m_pgxp_depth_buffer);
g_gpu_device->ClearDepth(m_vram_depth_texture.get(), 1.0f);
m_last_depth_z = 1.0f;
}
@ -1911,13 +1976,9 @@ void GPU_HW::CheckForDepthClear(const BatchVertex* vertices, u32 num_vertices)
if ((average_z - m_last_depth_z) >= g_settings.gpu_pgxp_depth_clear_threshold)
{
if (m_batch_index_count > 0)
{
FlushRender();
EnsureVertexBufferSpaceForCurrentCommand();
}
ClearDepthBuffer();
FlushRender();
CopyAndClearDepthBuffer();
EnsureVertexBufferSpaceForCurrentCommand();
}
m_last_depth_z = average_z;
@ -3204,7 +3265,11 @@ void GPU_HW::DispatchRenderCommand()
SetScissor();
if (m_pgxp_depth_buffer && m_last_depth_z < 1.0f)
ClearDepthBuffer();
{
FlushRender();
CopyAndClearDepthBuffer();
EnsureVertexBufferSpaceForCurrentCommand();
}
if (m_sw_renderer)
{
@ -3292,12 +3357,12 @@ void GPU_HW::UpdateDisplay()
if (IsUsingMultisampling())
{
UpdateVRAMReadTexture(true, true);
SetDisplayTexture(m_vram_read_texture.get(), 0, 0, m_vram_read_texture->GetWidth(),
SetDisplayTexture(m_vram_read_texture.get(), nullptr, 0, 0, m_vram_read_texture->GetWidth(),
m_vram_read_texture->GetHeight());
}
else
{
SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
SetDisplayTexture(m_vram_texture.get(), nullptr, 0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
}
return;
@ -3315,6 +3380,12 @@ void GPU_HW::UpdateDisplay()
const u32 line_skip = BoolToUInt32(interlaced && m_GPUSTAT.vertical_resolution);
bool drew_anything = false;
// Don't bother grabbing depth if postfx doesn't need it.
GPUTexture* depth_source = (!m_GPUSTAT.display_area_color_depth_24 && m_pgxp_depth_buffer &&
PostProcessing::InternalChain.NeedsDepthBuffer()) ?
(m_depth_was_copied ? m_vram_depth_copy_texture.get() : m_vram_depth_texture.get()) :
nullptr;
if (IsDisplayDisabled())
{
ClearDisplayTexture();
@ -3325,8 +3396,8 @@ void GPU_HW::UpdateDisplay()
(scaled_vram_offset_y + scaled_display_height) <= m_vram_texture->GetHeight() &&
!PostProcessing::InternalChain.IsActive())
{
SetDisplayTexture(m_vram_texture.get(), scaled_vram_offset_x, scaled_vram_offset_y, scaled_display_width,
read_height);
SetDisplayTexture(m_vram_texture.get(), depth_source, scaled_vram_offset_x, scaled_vram_offset_y,
scaled_display_width, read_height);
// Fast path if no copies are needed.
if (interlaced)
@ -3353,14 +3424,39 @@ void GPU_HW::UpdateDisplay()
}
}
m_vram_texture->MakeReadyForSampling();
g_gpu_device->InvalidateRenderTarget(m_vram_extract_texture.get());
g_gpu_device->SetRenderTarget(m_vram_extract_texture.get());
g_gpu_device->SetPipeline(m_vram_extract_pipeline[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)].get());
g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
if (depth_source &&
((m_vram_extract_depth_texture && m_vram_extract_depth_texture->GetWidth() == scaled_display_width &&
m_vram_extract_depth_texture->GetHeight() == scaled_display_height) ||
!g_gpu_device->ResizeTexture(&m_vram_extract_depth_texture, scaled_display_width, scaled_display_height,
GPUTexture::Type::RenderTarget, VRAM_DS_EXTRACT_FORMAT)))
{
depth_source->MakeReadyForSampling();
g_gpu_device->InvalidateRenderTarget(m_vram_extract_depth_texture.get());
GPUTexture* targets[] = {m_vram_extract_texture.get(), m_vram_extract_depth_texture.get()};
g_gpu_device->SetRenderTargets(targets, static_cast<u32>(std::size(targets)), nullptr);
g_gpu_device->SetPipeline(m_vram_extract_pipeline[2].get());
g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
g_gpu_device->SetTextureSampler(1, depth_source, g_gpu_device->GetNearestSampler());
}
else
{
g_gpu_device->SetRenderTarget(m_vram_extract_texture.get());
g_gpu_device->SetPipeline(m_vram_extract_pipeline[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)].get());
g_gpu_device->SetTextureSampler(0, m_vram_texture.get(), g_gpu_device->GetNearestSampler());
}
const u32 reinterpret_start_x = m_crtc_state.regs.X * resolution_scale;
const u32 skip_x = (m_crtc_state.display_vram_left - m_crtc_state.regs.X) * resolution_scale;
GL_INS_FMT("Convert 16bpp to 24bpp, skip_x = {}, line_skip = {}", skip_x, line_skip);
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()

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@ -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;

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@ -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
}
)";

View File

@ -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);

View File

@ -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);
}
}

View File

@ -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;
}

View File

@ -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;

View File

@ -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);

View File

@ -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;

View File

@ -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;

View File

@ -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();

View File

@ -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