PostProcessing: Add ReShade .fx shader support
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README.md
52
README.md
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@ -22,37 +22,37 @@ DuckStation features a fully-featured frontend built using Qt, as well as a full
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Other features include:
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- CPU Recompiler/JIT (x86-64, armv7/AArch32 and AArch64)
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- Hardware (D3D11, D3D12, OpenGL, Vulkan, Metal) and software rendering
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- Upscaling, texture filtering, and true colour (24-bit) in hardware renderers
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- PGXP for geometry precision, texture correction, and depth buffer emulation
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- Adaptive downsampling filter
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- Post processing shader chains
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- "Fast boot" for skipping BIOS splash/intro
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- Save state support
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- Windows, Linux, macOS support
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- CPU Recompiler/JIT (x86-64, armv7/AArch32 and AArch64).
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- Hardware (D3D11, D3D12, OpenGL, Vulkan, Metal) and software rendering.
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- Upscaling, texture filtering, and true colour (24-bit) in hardware renderers.
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- PGXP for geometry precision, texture correction, and depth buffer emulation.
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- Adaptive downsampling filter.
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- Post processing shader chains (GLSL and experimental Reshade FX).
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- "Fast boot" for skipping BIOS splash/intro.
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- Save state support.
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- Windows, Linux, macOS support.
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- Supports bin/cue images, raw bin/img files, MAME CHD, single-track ECM, MDS/MDF, and unencrypted PBP formats.
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- Direct booting of homebrew executables
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- Direct loading of Portable Sound Format (psf) files
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- Digital and analog controllers for input (rumble is forwarded to host)
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- Namco GunCon lightgun support (simulated with mouse)
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- NeGcon support
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- Qt and "Big Picture" UI
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- Automatic updates for Windows builds
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- Automatic content scanning - game titles/hashes are provided by redump.org
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- Optional automatic switching of memory cards for each game
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- Supports loading cheats from existing lists
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- Memory card editor and save importer
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- Emulated CPU overclocking
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- Integrated and remote debugging
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- Multitap controllers (up to 8 devices)
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- RetroAchievements
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- Automatic loading/applying of PPF patches
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- Direct booting of homebrew executables.
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- Direct loading of Portable Sound Format (psf) files.
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- Digital and analog controllers for input (rumble is forwarded to host).
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- Namco GunCon lightgun support (simulated with mouse).
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- NeGcon support.
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- Qt and "Big Picture" UI.
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- Automatic updates for Windows builds.
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- Automatic content scanning - game titles/hashes are provided by redump.org.
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- Optional automatic switching of memory cards for each game.
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- Supports loading cheats from existing lists.
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- Memory card editor and save importer.
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- Emulated CPU overclocking.
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- Integrated and remote debugging.
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- Multitap controllers (up to 8 devices).
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- RetroAchievements.
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- Automatic loading/applying of PPF patches.
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## System Requirements
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- A CPU faster than a potato. But it needs to be x86_64, AArch32/armv7, or AArch64/ARMv8, otherwise you won't get a recompiler and it'll be slow.
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- For the hardware renderers, a GPU capable of OpenGL 3.1/OpenGL ES 3.1/Direct3D 11 Feature Level 10.0 (or Vulkan 1.0) and above. So, basically anything made in the last 10 years or so.
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- SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.
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- SDL, XInput or DInput compatible game controller (e.g. XB360/XBOne/XBSeries). DualShock 3 users on Windows will need to install the official DualShock 3 drivers included as part of PlayStation Now.
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## Downloading and running
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Binaries of DuckStation for Windows x64/ARM64, Linux x86_64 (in AppImage format), and Android ARMv7/ARMv8 are available via GitHub Releases and are automatically built with every commit/push. Binaries or packages distributed through other sources may be out of date and are not supported by the developer, please speak to them for support, not us.
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@ -16,6 +16,7 @@ add_subdirectory(soundtouch)
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add_subdirectory(googletest)
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add_subdirectory(cpuinfo)
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add_subdirectory(fast_float)
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add_subdirectory(reshadefx)
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if(ENABLE_CUBEB)
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add_subdirectory(cubeb)
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@ -632,9 +632,9 @@ private:
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const unsigned int texture_dimension = info.type.texture_dimension();
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code += "Texture" + std::to_string(texture_dimension) + "D<";
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write_texture_format(code, tex_info.format);
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code += "> __" + info.unique_name + "_t : register(t" + std::to_string(info.binding) + "); \n";
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code += "> __" + info.unique_name + "_t : register( t0); \n";
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code += "SamplerState __" + info.unique_name + "_s : register(s" + std::to_string(info.binding) + ");\n";
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code += "SamplerState __" + info.unique_name + "_s : register( s0);\n";
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code += "static const ";
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write_type(code, info.type);
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@ -52,6 +52,8 @@ add_library(util
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postprocessing.h
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postprocessing_shader.cpp
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postprocessing_shader.h
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postprocessing_shader_fx.cpp
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postprocessing_shader_fx.h
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postprocessing_shader_glsl.cpp
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postprocessing_shader_glsl.h
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shadergen.cpp
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@ -69,7 +71,7 @@ add_library(util
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target_include_directories(util PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/..")
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target_include_directories(util PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/..")
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target_link_libraries(util PUBLIC common simpleini imgui)
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target_link_libraries(util PRIVATE stb libchdr zlib soundtouch Zstd::Zstd)
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target_link_libraries(util PRIVATE stb libchdr zlib soundtouch Zstd::Zstd reshadefx)
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if(ENABLE_CUBEB)
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target_sources(util PRIVATE
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@ -6,6 +6,7 @@
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#include "host.h"
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#include "imgui_manager.h"
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#include "postprocessing_shader.h"
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#include "postprocessing_shader_fx.h"
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#include "postprocessing_shader_glsl.h"
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// TODO: Remove me
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@ -175,6 +176,32 @@ std::vector<std::pair<std::string, std::string>> PostProcessing::GetAvailableSha
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}
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}
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FileSystem::FindFiles(Path::Combine(EmuFolders::Shaders, "reshade" FS_OSPATH_SEPARATOR_STR "Shaders").c_str(), "*.fx",
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FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RELATIVE_PATHS, &results);
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FileSystem::FindFiles(
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Path::Combine(EmuFolders::Resources, "shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR "Shaders")
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.c_str(),
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"*.fx", FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RELATIVE_PATHS | FILESYSTEM_FIND_KEEP_ARRAY, &results);
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for (FILESYSTEM_FIND_DATA& fd : results)
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{
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size_t pos = fd.FileName.rfind('.');
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if (pos != std::string::npos && pos > 0)
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fd.FileName.erase(pos);
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// swap any backslashes for forward slashes so the config is cross-platform
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for (size_t i = 0; i < fd.FileName.size(); i++)
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{
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if (fd.FileName[i] == '\\')
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fd.FileName[i] = '/';
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}
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if (std::none_of(names.begin(), names.end(), [&fd](const auto& other) { return fd.FileName == other.second; }))
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{
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std::string display_name = fmt::format(TRANSLATE_FS("PostProcessing", "{} [ReShade]"), fd.FileName);
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names.emplace_back(std::move(display_name), std::move(fd.FileName));
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}
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}
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return names;
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}
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@ -333,7 +360,31 @@ void PostProcessing::SetEnabled(bool enabled)
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std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const std::string& shader_name,
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bool only_config, Error* error)
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{
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std::string filename(Path::Combine(EmuFolders::Shaders, fmt::format("{}.glsl", shader_name)));
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std::string filename;
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std::optional<std::string> resource_str;
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// Try reshade first.
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filename = Path::Combine(
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EmuFolders::Shaders,
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fmt::format("reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name));
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// TODO: Won't work on Android. Who cares? All the homies are tired of demanding Android users.
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if (!FileSystem::FileExists(filename.c_str()))
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{
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filename = Path::Combine(EmuFolders::Resources,
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fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR
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"Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx",
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shader_name));
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}
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if (FileSystem::FileExists(filename.c_str()))
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{
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std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
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if (shader->LoadFromFile(std::string(shader_name), filename.c_str(), only_config, error))
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return shader;
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}
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filename = Path::Combine(EmuFolders::Shaders, fmt::format("{}.glsl", shader_name));
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if (FileSystem::FileExists(filename.c_str()))
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{
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std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();
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@ -341,8 +392,8 @@ std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const s
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return shader;
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}
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std::optional<std::string> resource_str(
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Host::ReadResourceFileToString(fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name).c_str()));
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resource_str =
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Host::ReadResourceFileToString(fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name).c_str());
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if (resource_str.has_value())
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{
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std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,122 @@
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "postprocessing_shader.h"
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#include "common/timer.h"
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// reshadefx
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#include "effect_module.hpp"
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class Error;
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namespace PostProcessing {
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class ReShadeFXShader final : public Shader
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{
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public:
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ReShadeFXShader();
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~ReShadeFXShader();
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bool IsValid() const override;
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bool LoadFromFile(std::string name, const char* filename, bool only_config, Error* error);
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bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
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bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height) override;
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bool Apply(GPUTexture* input, GPUFramebuffer* final_target, s32 final_left, s32 final_top, s32 final_width,
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s32 final_height, s32 orig_width, s32 orig_height, u32 target_width, u32 target_height) override;
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private:
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using TextureID = s32;
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static constexpr TextureID INPUT_COLOR_TEXTURE = -1;
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static constexpr TextureID INPUT_DEPTH_TEXTURE = -2;
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static constexpr TextureID OUTPUT_COLOR_TEXTURE = -3;
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enum class SourceOptionType
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{
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None,
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Zero,
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Timer,
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FrameTime,
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FrameCount,
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FrameCountF,
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PingPong,
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MousePoint,
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BufferWidth,
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BufferHeight,
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BufferWidthF,
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BufferHeightF,
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InternalWidth,
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InternalHeight,
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InternalWidthF,
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InternalHeightF,
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MaxCount
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};
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struct SourceOption
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{
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SourceOptionType source;
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u32 offset;
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float min;
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float max;
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float smoothing;
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std::array<float, 2> step;
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ShaderOption::ValueVector value;
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};
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bool CreateModule(s32 buffer_width, s32 buffer_height, reshadefx::module* mod, Error* error);
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bool CreateOptions(const reshadefx::module& mod, Error* error);
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bool GetSourceOption(const reshadefx::uniform_info& ui, SourceOptionType* si, Error* error);
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bool CreatePasses(GPUTexture::Format backbuffer_format, reshadefx::module& mod, Error* error);
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const char* GetTextureNameForID(TextureID id) const;
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GPUTexture* GetTextureByID(TextureID id, GPUTexture* input, GPUFramebuffer* final_target) const;
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GPUFramebuffer* GetFramebufferByID(TextureID id, GPUTexture* input, GPUFramebuffer* final_target) const;
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std::string m_filename;
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struct Texture
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{
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std::unique_ptr<GPUTexture> texture;
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std::unique_ptr<GPUFramebuffer> framebuffer;
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std::string reshade_name; // TODO: we might be able to drop this
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GPUTexture::Format format;
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float rt_scale;
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};
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struct Sampler
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{
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u32 slot;
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TextureID texture_id;
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std::string reshade_name;
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GPUSampler* sampler;
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};
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struct Pass
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{
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std::unique_ptr<GPUPipeline> pipeline;
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TextureID render_target;
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std::vector<Sampler> samplers;
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u32 num_vertices;
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#ifdef _DEBUG
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std::string name;
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#endif
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};
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std::vector<Pass> m_passes;
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std::vector<Texture> m_textures;
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std::vector<SourceOption> m_source_options;
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u32 m_uniforms_size = 0;
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bool m_valid = false;
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Common::Timer m_frame_timer;
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u32 m_frame_count = 0;
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};
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} // namespace PostProcessing
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<ClInclude Include="platform_misc.h" />
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<ClInclude Include="postprocessing.h" />
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<ClInclude Include="postprocessing_shader.h" />
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<ClInclude Include="postprocessing_shader_fx.h" />
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<ClInclude Include="postprocessing_shader_glsl.h" />
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<ClInclude Include="sdl_input_source.h" />
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<ClInclude Include="shadergen.h" />
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<ClCompile Include="platform_misc_win32.cpp" />
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<ClCompile Include="postprocessing.cpp" />
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<ClCompile Include="postprocessing_shader.cpp" />
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<ClCompile Include="postprocessing_shader_fx.cpp" />
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<ClCompile Include="postprocessing_shader_glsl.cpp" />
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<ClCompile Include="sdl_input_source.cpp" />
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<ClCompile Include="shadergen.cpp" />
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<ProjectReference Include="..\..\dep\libchdr\libchdr.vcxproj">
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<Project>{425d6c99-d1c8-43c2-b8ac-4d7b1d941017}</Project>
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</ProjectReference>
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<ProjectReference Include="..\..\dep\reshadefx\reshadefx.vcxproj">
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<Project>{27b8d4bb-4f01-4432-bc14-9bf6ca458eee}</Project>
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</ProjectReference>
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<ProjectReference Include="..\..\dep\soundtouch\soundtouch.vcxproj">
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<Project>{751d9f62-881c-454e-bce8-cb9cf5f1d22f}</Project>
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</ProjectReference>
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<Import Project="util.props" />
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<ItemDefinitionGroup>
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<ClCompile>
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<AdditionalIncludeDirectories>%(AdditionalIncludeDirectories);$(SolutionDir)dep\reshadefx\include</AdditionalIncludeDirectories>
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<ObjectFileName>$(IntDir)/%(RelativeDir)/</ObjectFileName>
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</ClCompile>
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</ItemDefinitionGroup>
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<Import Project="..\..\dep\msvc\vsprops\Targets.props" />
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</Project>
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</Project>
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<ClInclude Include="d3d11_stream_buffer.h" />
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<ClInclude Include="d3d11_texture.h" />
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<ClInclude Include="host.h" />
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<ClInclude Include="postprocessing_shader_fx.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="jit_code_buffer.cpp" />
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<ClCompile Include="d3d11_stream_buffer.cpp" />
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<ClCompile Include="d3d11_texture.cpp" />
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<ClCompile Include="host.cpp" />
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<ClCompile Include="postprocessing_shader_fx.cpp" />
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</ItemGroup>
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<ItemGroup>
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<Filter Include="gl">
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<UniqueIdentifier>{e637fc5b-2483-4a31-abc3-89a16d45c223}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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</Project>
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</Project>
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