PostProcessing/ReShade: Fix up for GL/Vulkan
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22eecc2b0a
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@ -99,9 +99,16 @@ private:
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"uvec4 compCond(bvec4 cond, uvec4 a, uvec4 b) { return uvec4(cond.x ? a.x : b.x, cond.y ? a.y : b.y, cond.z ? a.z : b.z, cond.w ? a.w : b.w); }\n";
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if (!_ubo_block.empty())
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// Read matrices in column major layout, even though they are actually row major, to avoid transposing them on every access (since GLSL uses column matrices)
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// TODO: This technically only works with square matrices
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preamble += "layout(std140, column_major, binding = 0) uniform _Globals {\n" + _ubo_block + "};\n";
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{
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if (_vulkan_semantics)
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{
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preamble += "layout(std140, set = 0, binding = 0) uniform _Globals {\n" + _ubo_block + "};\n";
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}
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else
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{
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preamble += "layout(std140, binding = 1) uniform _Globals {\n" + _ubo_block + "};\n";
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}
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}
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module.code.assign(preamble.begin(), preamble.end());
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@ -620,7 +627,14 @@ private:
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write_location(code, loc);
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code += "layout(binding = " + std::to_string(info.binding);
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code += "layout(";
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if (_vulkan_semantics)
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code += "set = 1, ";
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#if 0
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code += "binding = " + std::to_string(info.binding);
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#else
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code += "binding = /*SAMPLER:" + info.unique_name + "*/0";
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#endif
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code += ") uniform ";
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write_type(code, info.type);
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code += ' ' + id_to_name(info.id) + ";\n";
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@ -22,6 +22,7 @@
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#include "fmt/format.h"
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#include <bitset>
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#include <cctype>
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#include <cmath>
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#include <cstring>
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@ -41,25 +42,32 @@ static std::unique_ptr<reshadefx::codegen> CreateRFXCodegen()
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{
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const bool debug_info = g_gpu_device ? g_gpu_device->IsDebugDevice() : false;
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const bool uniforms_to_spec_constants = false;
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const RenderAPI rapi = GetRenderAPI();
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switch (GetRenderAPI())
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switch (rapi)
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{
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case RenderAPI::None:
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case RenderAPI::D3D11:
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case RenderAPI::D3D12:
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{
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return std::unique_ptr<reshadefx::codegen>(
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reshadefx::create_codegen_hlsl(50, debug_info, uniforms_to_spec_constants));
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}
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case RenderAPI::Vulkan:
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case RenderAPI::Metal:
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return std::unique_ptr<reshadefx::codegen>(
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reshadefx::create_codegen_glsl(true, debug_info, uniforms_to_spec_constants));
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{
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return std::unique_ptr<reshadefx::codegen>(reshadefx::create_codegen_glsl(
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true, debug_info, uniforms_to_spec_constants, false, (rapi == RenderAPI::Vulkan)));
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}
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case RenderAPI::OpenGL:
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case RenderAPI::OpenGLES:
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default:
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{
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return std::unique_ptr<reshadefx::codegen>(
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reshadefx::create_codegen_glsl(false, debug_info, uniforms_to_spec_constants));
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reshadefx::create_codegen_glsl(false, debug_info, uniforms_to_spec_constants, false, true));
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}
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}
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}
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@ -989,12 +997,6 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
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const RenderAPI api = g_gpu_device->GetRenderAPI();
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const bool needs_main_defn = (api != RenderAPI::D3D11 && api != RenderAPI::D3D12);
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if (api != RenderAPI::D3D11)
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{
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Log_ErrorPrintf("ReShade is currently only supported on Direct3D 11 (due to bugs)");
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return false;
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}
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m_valid = false;
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m_textures.clear();
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m_passes.clear();
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@ -1021,8 +1023,20 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
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GPUShaderStage stage) {
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std::string real_code;
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if (needs_main_defn)
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real_code = fmt::format("#version 460 core\n#define ENTRY_POINT_{}\n{}", name, code);
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{
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// dFdx/dFdy are not defined in the vertex shader.
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const char* defns = (stage == GPUShaderStage::Vertex) ? "#define dFdx(x) x\n#define dFdy(x) x\n" : "";
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real_code = fmt::format("#version 460 core\n#define ENTRY_POINT_{}\n{}\n{}", name, defns, code);
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for (const Sampler& sampler : samplers)
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{
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std::string decl = fmt::format("binding = /*SAMPLER:{}*/0", sampler.reshade_name);
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std::string replacement = fmt::format("binding = {}", sampler.slot);
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StringUtil::ReplaceAll(&real_code, decl, replacement);
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}
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}
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else
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{
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real_code = std::string(code);
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for (const Sampler& sampler : samplers)
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@ -1037,6 +1051,7 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
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fmt::format("__{}_s : register({}s{});", sampler.reshade_name, (sampler.slot < 10) ? " " : "", sampler.slot);
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StringUtil::ReplaceAll(&real_code, decl, replacement);
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}
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}
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// FileSystem::WriteStringToFile("D:\\foo.txt", real_code);
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@ -1281,24 +1296,38 @@ bool PostProcessing::ReShadeFXShader::Apply(GPUTexture* input, GPUFramebuffer* f
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g_gpu_device->SetPipeline(pass.pipeline.get());
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// Set all inputs first, before the render pass starts.
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std::bitset<GPUDevice::MAX_TEXTURE_SAMPLERS> bound_textures = {};
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for (const Sampler& sampler : pass.samplers)
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{
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GL_INS("Texture Sampler %u: ID %d [%s]", sampler.slot, sampler.texture_id,
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GetTextureNameForID(sampler.texture_id));
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g_gpu_device->SetTextureSampler(sampler.slot, GetTextureByID(sampler.texture_id, input, final_target),
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sampler.sampler);
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bound_textures[sampler.slot] = true;
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}
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// Ensure RT wasn't left bound as a previous output, it breaks VK/DX12.
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// TODO: Maybe move this into the backend? Not sure...
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for (u32 i = 0; i < GPUDevice::MAX_TEXTURE_SAMPLERS; i++)
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{
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if (!bound_textures[i])
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g_gpu_device->SetTextureSampler(i, nullptr, nullptr);
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}
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if (!output_fb)
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{
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// Drawing to final buffer.
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if (!g_gpu_device->BeginPresent(false))
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{
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GL_POP();
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return false;
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}
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}
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g_gpu_device->Draw(pass.num_vertices, 0);
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}
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GL_POP();
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m_frame_timer.Reset();
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return true;
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}
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