PostProcessing/FX: Support reading shaders from resources

This commit is contained in:
Stenzek 2023-11-23 19:52:28 +10:00
parent 1a79a2f196
commit 7bbf04ab99
No known key found for this signature in database
7 changed files with 116 additions and 23 deletions

View File

@ -350,6 +350,12 @@ s32 Host::Internal::GetTranslatedStringImpl(const std::string_view& context, con
return static_cast<s32>(msg.size());
}
bool Host::ResourceFileExists(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));
return FileSystem::FileExists(path.c_str());
}
std::optional<std::vector<u8>> Host::ReadResourceFile(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));

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@ -1441,6 +1441,12 @@ void Host::OnInputDeviceDisconnected(const std::string_view& identifier)
identifier.empty() ? QString() : QString::fromUtf8(identifier.data(), identifier.size()));
}
bool Host::ResourceFileExists(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));
return FileSystem::FileExists(path.c_str());
}
std::optional<std::vector<u8>> Host::ReadResourceFile(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));

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@ -171,6 +171,12 @@ void Host::CommitBaseSettingChanges()
// noop, in memory
}
bool Host::ResourceFileExists(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));
return FileSystem::FileExists(path.c_str());
}
std::optional<std::vector<u8>> Host::ReadResourceFile(const char* filename)
{
const std::string path(Path::Combine(EmuFolders::Resources, filename));

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@ -12,6 +12,9 @@
#include <vector>
namespace Host {
/// Returns true if the specified resource file exists.
bool ResourceFileExists(const char* filename);
/// Reads a file from the resources directory of the application.
/// This may be outside of the "normal" filesystem on platforms such as Mac.
std::optional<std::vector<u8>> ReadResourceFile(const char* filename);

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@ -368,16 +368,6 @@ std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const s
filename = Path::Combine(
EmuFolders::Shaders,
fmt::format("reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name));
// TODO: Won't work on Android. Who cares? All the homies are tired of demanding Android users.
if (!FileSystem::FileExists(filename.c_str()))
{
filename = Path::Combine(EmuFolders::Resources,
fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR
"Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx",
shader_name));
}
if (FileSystem::FileExists(filename.c_str()))
{
std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
@ -393,8 +383,21 @@ std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const s
return shader;
}
resource_str =
Host::ReadResourceFileToString(fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name).c_str());
filename =
fmt::format("shaders/reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name);
resource_str = Host::ReadResourceFileToString(filename.c_str());
if (resource_str.has_value())
{
std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
if (shader->LoadFromString(std::string(shader_name), std::move(filename), std::move(resource_str.value()),
only_config, error))
{
return shader;
}
}
filename = fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name);
resource_str = Host::ReadResourceFileToString(filename.c_str());
if (resource_str.has_value())
{
std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();

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@ -39,6 +39,28 @@ static RenderAPI GetRenderAPI()
return g_gpu_device ? g_gpu_device->GetRenderAPI() : RenderAPI::D3D11;
}
static bool PreprocessorFileExistsCallback(const std::string& path)
{
if (Path::IsAbsolute(path))
return FileSystem::FileExists(path.c_str());
return Host::ResourceFileExists(path.c_str());
}
static bool PreprocessorReadFileCallback(const std::string& path, std::string& data)
{
std::optional<std::string> rdata;
if (Path::IsAbsolute(path))
rdata = FileSystem::ReadFileToString(path.c_str());
else
rdata = Host::ReadResourceFileToString(path.c_str());
if (!rdata.has_value())
return false;
data = std::move(rdata.value());
return true;
}
static std::unique_ptr<reshadefx::codegen> CreateRFXCodegen()
{
const bool debug_info = g_gpu_device ? g_gpu_device->IsDebugDevice() : false;
@ -253,18 +275,38 @@ PostProcessing::ReShadeFXShader::ReShadeFXShader() = default;
PostProcessing::ReShadeFXShader::~ReShadeFXShader() = default;
bool PostProcessing::ReShadeFXShader::LoadFromFile(std::string name, const char* filename, bool only_config,
bool PostProcessing::ReShadeFXShader::LoadFromFile(std::string name, std::string filename, bool only_config,
Error* error)
{
std::optional<std::string> data = FileSystem::ReadFileToString(filename.c_str(), error);
if (!data.has_value())
{
Log_ErrorFmt("Failed to read '{}'.", filename);
return false;
}
return LoadFromString(std::move(name), std::move(filename), std::move(data.value()), only_config, error);
}
bool PostProcessing::ReShadeFXShader::LoadFromString(std::string name, std::string filename, std::string code,
bool only_config, Error* error)
{
DebugAssert(only_config || g_gpu_device);
m_filename = filename;
m_name = std::move(name);
m_filename = std::move(filename);
// Reshade's preprocessor expects this.
if (code.empty() || code.back() != '\n')
code.push_back('\n');
reshadefx::module temp_module;
if (!CreateModule(only_config ? DEFAULT_BUFFER_WIDTH : g_gpu_device->GetWindowWidth(),
only_config ? DEFAULT_BUFFER_HEIGHT : g_gpu_device->GetWindowHeight(), &temp_module, error))
only_config ? DEFAULT_BUFFER_HEIGHT : g_gpu_device->GetWindowHeight(), &temp_module,
std::move(code), error))
{
return false;
}
if (!CreateOptions(temp_module, error))
return false;
@ -318,12 +360,27 @@ bool PostProcessing::ReShadeFXShader::IsValid() const
}
bool PostProcessing::ReShadeFXShader::CreateModule(s32 buffer_width, s32 buffer_height, reshadefx::module* mod,
Error* error)
std::string code, Error* error)
{
reshadefx::preprocessor pp;
pp.add_include_path(std::string(Path::GetDirectory(m_filename)));
pp.add_include_path(std::string(Path::Combine(
EmuFolders::Resources, "shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR "Shaders")));
pp.set_include_callbacks(PreprocessorFileExistsCallback, PreprocessorReadFileCallback);
if (Path::IsAbsolute(m_filename))
{
// we're a real file, so include that directory
pp.add_include_path(std::string(Path::GetDirectory(m_filename)));
}
else
{
// we're a resource, include the resource subdirectory, if there is one
if (std::string_view resdir = Path::GetDirectory(m_filename); !resdir.empty())
pp.add_include_path(std::string(resdir));
}
// root of the user directory, and resources
pp.add_include_path(Path::Combine(EmuFolders::Shaders, "reshade" FS_OSPATH_SEPARATOR_STR "Shaders"));
pp.add_include_path("shaders/reshade/Shaders");
pp.add_macro_definition("__RESHADE__", "50901");
pp.add_macro_definition("BUFFER_WIDTH", std::to_string(buffer_width)); // TODO: can we make these uniforms?
pp.add_macro_definition("BUFFER_HEIGHT", std::to_string(buffer_height));
@ -350,7 +407,7 @@ bool PostProcessing::ReShadeFXShader::CreateModule(s32 buffer_width, s32 buffer_
break;
}
if (!pp.append_file(m_filename))
if (!pp.append_string(std::move(code), m_filename))
{
Error::SetString(error, fmt::format("Failed to preprocess:\n{}", pp.errors()));
return false;
@ -1013,9 +1070,20 @@ bool PostProcessing::ReShadeFXShader::CompilePipeline(GPUTexture::Format format,
m_textures.clear();
m_passes.clear();
std::string fxcode;
if (!PreprocessorReadFileCallback(m_filename, fxcode))
{
Log_ErrorFmt("Failed to re-read shader for pipeline: '{}'", m_filename);
return false;
}
// Reshade's preprocessor expects this.
if (fxcode.empty() || fxcode.back() != '\n')
fxcode.push_back('\n');
Error error;
reshadefx::module mod;
if (!CreateModule(width, height, &mod, &error))
if (!CreateModule(width, height, &mod, std::move(fxcode), &error))
{
Log_ErrorPrintf("Failed to create module for '%s': %s", m_name.c_str(), error.GetDescription().c_str());
return false;

View File

@ -24,7 +24,8 @@ public:
bool IsValid() const override;
bool LoadFromFile(std::string name, const char* filename, bool only_config, Error* error);
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) override;
@ -73,7 +74,7 @@ private:
ShaderOption::ValueVector value;
};
bool CreateModule(s32 buffer_width, s32 buffer_height, reshadefx::module* mod, Error* error);
bool CreateModule(s32 buffer_width, s32 buffer_height, reshadefx::module* mod, std::string code, Error* error);
bool CreateOptions(const reshadefx::module& mod, Error* error);
bool GetSourceOption(const reshadefx::uniform_info& ui, SourceOptionType* si, Error* error);
bool CreatePasses(GPUTexture::Format backbuffer_format, reshadefx::module& mod, Error* error);