GPU: Refactor display presentation workflow

Adds the ability to set overlays, and fixes postfx with prerotation.
This commit is contained in:
Stenzek 2025-01-18 01:11:08 +10:00
parent 6cba825bac
commit dd9788262e
No known key found for this signature in database
21 changed files with 1005 additions and 339 deletions

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@ -5,6 +5,34 @@
#include <cmath> #include <cmath>
GSVector4i GSVector4i::rfit(const GSVector4i& fit_rect, const GSVector2i& image_size)
{
const GSVector2 ffit_size = GSVector2(fit_rect.rsize());
const GSVector2 fimage_size = GSVector2(image_size);
const float fit_ar = ffit_size.x / ffit_size.y;
const float image_ar = fimage_size.x / fimage_size.y;
GSVector4i ret;
if (fit_ar > image_ar)
{
// center horizontally
const float width = ffit_size.y * image_ar;
const float offset = (ffit_size.x - width) / 2.0f;
const float height = ffit_size.y;
ret = GSVector4i(GSVector4(offset, 0.0f, offset + width, height));
}
else
{
// center vertically
const float height = ffit_size.x / image_ar;
const float offset = (ffit_size.y - height) / 2.0f;
const float width = ffit_size.x;
ret = GSVector4i(GSVector4(0.0f, offset, width, offset + height));
}
return ret;
}
GSMatrix2x2::GSMatrix2x2(float e00, float e01, float e10, float e11) GSMatrix2x2::GSMatrix2x2(float e00, float e01, float e10, float e11)
{ {
E[0][0] = e00; E[0][0] = e00;

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@ -2345,6 +2345,8 @@ public:
ALWAYS_INLINE static GSVector4i xyxy(const GSVector2i& xyzw) { return GSVector4i(vcombine_s32(xyzw.v2s, xyzw.v2s)); } ALWAYS_INLINE static GSVector4i xyxy(const GSVector2i& xyzw) { return GSVector4i(vcombine_s32(xyzw.v2s, xyzw.v2s)); }
static GSVector4i rfit(const GSVector4i& fit_rect, const GSVector2i& image_size);
ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(vget_low_s32(v4s)); } ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(vget_low_s32(v4s)); }
ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(vget_high_s32(v4s)); } ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(vget_high_s32(v4s)); }

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@ -1565,7 +1565,6 @@ public:
return ret; return ret;
} }
template<bool aligned>
ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v) ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v)
{ {
return loadh<true>(&v); return loadh<true>(&v);
@ -1668,6 +1667,8 @@ public:
ALWAYS_INLINE static GSVector4i xyxy(const GSVector2i& xyzw) { return GSVector4i(xyzw.x, xyzw.y, xyzw.x, xyzw.y); } ALWAYS_INLINE static GSVector4i xyxy(const GSVector2i& xyzw) { return GSVector4i(xyzw.x, xyzw.y, xyzw.x, xyzw.y); }
static GSVector4i rfit(const GSVector4i& fit_rect, const GSVector2i& image_size);
ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(x, y); } ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(x, y); }
ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(z, w); } ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(z, w); }

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@ -1745,7 +1745,6 @@ public:
return GSVector4i(_mm_castps_si128(_mm_loadh_pi(_mm_setzero_ps(), static_cast<const __m64*>(p)))); return GSVector4i(_mm_castps_si128(_mm_loadh_pi(_mm_setzero_ps(), static_cast<const __m64*>(p))));
} }
template<bool aligned>
ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v) ALWAYS_INLINE static GSVector4i loadh(const GSVector2i& v)
{ {
return GSVector4i(_mm_unpacklo_epi64(_mm_setzero_si128(), v.m)); return GSVector4i(_mm_unpacklo_epi64(_mm_setzero_si128(), v.m));
@ -1842,6 +1841,8 @@ public:
return GSVector4i(_mm_unpacklo_epi64(xy.m, zw.m)); return GSVector4i(_mm_unpacklo_epi64(xy.m, zw.m));
} }
static GSVector4i rfit(const GSVector4i& fit_rect, const GSVector2i& image_size);
ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(m); } ALWAYS_INLINE GSVector2i xy() const { return GSVector2i(m); }
ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 3, 2))); } ALWAYS_INLINE GSVector2i zw() const { return GSVector2i(_mm_shuffle_epi32(m, _MM_SHUFFLE(3, 2, 3, 2))); }

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@ -8,6 +8,7 @@
#include "controller.h" #include "controller.h"
#include "game_list.h" #include "game_list.h"
#include "gpu.h" #include "gpu.h"
#include "gpu_presenter.h"
#include "gpu_thread.h" #include "gpu_thread.h"
#include "host.h" #include "host.h"
#include "imgui_overlays.h" #include "imgui_overlays.h"
@ -355,14 +356,12 @@ static void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, c
float step_value, float multiplier, const char* format = "%f", bool enabled = true, float step_value, float multiplier, const char* format = "%f", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
ImFont* font = UIStyle.LargeFont, ImFont* summary_font = UIStyle.MediumFont); ImFont* font = UIStyle.LargeFont, ImFont* summary_font = UIStyle.MediumFont);
#if 0
static void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, static void DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* left_key, int default_left, const char* top_key, int default_top, const char* left_key, int default_left, const char* top_key, int default_top,
const char* right_key, int default_right, const char* bottom_key, int default_bottom, const char* right_key, int default_right, const char* bottom_key, int default_bottom,
int min_value, int max_value, const char* format = "%d", bool enabled = true, int min_value, int max_value, const char* format = "%d", bool enabled = true,
float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
ImFont* summary_font = g_medium_font); ImFont* font = UIStyle.LargeFont, ImFont* summary_font = UIStyle.MediumFont);
#endif
static void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, static void DrawStringListSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
const char* key, const char* default_value, std::span<const char* const> options, const char* key, const char* default_value, std::span<const char* const> options,
std::span<const char* const> option_values, bool enabled = true, std::span<const char* const> option_values, bool enabled = true,
@ -2763,7 +2762,6 @@ void FullscreenUI::DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* t
ImGui::PopFont(); ImGui::PopFont();
} }
#if 0
void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary, void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title, const char* summary,
const char* section, const char* left_key, int default_left, const char* top_key, const char* section, const char* left_key, int default_left, const char* top_key,
int default_top, const char* right_key, int default_right, const char* bottom_key, int default_top, const char* right_key, int default_right, const char* bottom_key,
@ -2784,7 +2782,8 @@ void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title,
left_value.has_value() ? TinyString::from_sprintf(format, left_value.value()) : TinyString(FSUI_VSTR("Default")), left_value.has_value() ? TinyString::from_sprintf(format, left_value.value()) : TinyString(FSUI_VSTR("Default")),
top_value.has_value() ? TinyString::from_sprintf(format, top_value.value()) : TinyString(FSUI_VSTR("Default")), top_value.has_value() ? TinyString::from_sprintf(format, top_value.value()) : TinyString(FSUI_VSTR("Default")),
right_value.has_value() ? TinyString::from_sprintf(format, right_value.value()) : TinyString(FSUI_VSTR("Default")), right_value.has_value() ? TinyString::from_sprintf(format, right_value.value()) : TinyString(FSUI_VSTR("Default")),
bottom_value.has_value() ? TinyString::from_sprintf(format, bottom_value.value()) : TinyString(FSUI_VSTR("Default"))); bottom_value.has_value() ? TinyString::from_sprintf(format, bottom_value.value()) :
TinyString(FSUI_VSTR("Default")));
if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font)) if (MenuButtonWithValue(title, summary, value_text.c_str(), enabled, height, font, summary_font))
ImGui::OpenPopup(title); ImGui::OpenPopup(title);
@ -2792,7 +2791,7 @@ void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title,
ImGui::SetNextWindowSize(LayoutScale(500.0f, 370.0f)); ImGui::SetNextWindowSize(LayoutScale(500.0f, 370.0f));
ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); ImGui::SetNextWindowPos(ImGui::GetIO().DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
ImGui::PushFont(g_large_font); ImGui::PushFont(font);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f)); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, LayoutScale(10.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING, ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, LayoutScale(ImGuiFullscreen::LAYOUT_MENU_BUTTON_X_PADDING,
ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING)); ImGuiFullscreen::LAYOUT_MENU_BUTTON_Y_PADDING));
@ -2868,7 +2867,8 @@ void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title,
if (left_modified || top_modified || right_modified || bottom_modified) if (left_modified || top_modified || right_modified || bottom_modified)
SetSettingsChanged(bsi); SetSettingsChanged(bsi);
if (MenuButtonWithoutSummary("OK", true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, g_large_font, ImVec2(0.5f, 0.0f))) if (MenuButtonWithoutSummary(FSUI_CSTR("OK"), true, LAYOUT_MENU_BUTTON_HEIGHT_NO_SUMMARY, UIStyle.LargeFont,
ImVec2(0.5f, 0.0f)))
{ {
ImGui::CloseCurrentPopup(); ImGui::CloseCurrentPopup();
} }
@ -2880,7 +2880,6 @@ void FullscreenUI::DrawIntRectSetting(SettingsInterface* bsi, const char* title,
ImGui::PopStyleVar(4); ImGui::PopStyleVar(4);
ImGui::PopFont(); ImGui::PopFont();
} }
#endif
void FullscreenUI::DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, void FullscreenUI::DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary,
const char* section, const char* key, int default_value, int min_value, const char* section, const char* key, int default_value, int min_value,
@ -5677,6 +5676,86 @@ void FullscreenUI::DrawPostProcessingSettingsPage()
break; break;
} }
MenuHeading(FSUI_CSTR("Border Overlay"));
{
const std::optional<TinyString> preset_name = bsi->GetOptionalTinyStringValue("BorderOverlay", "PresetName");
const bool is_null = !preset_name.has_value();
const bool is_none = (!is_null && preset_name->empty());
const bool is_custom = (!is_null && preset_name.value() == "Custom");
const char* visible_value =
is_null ? FSUI_CSTR("Use Global Setting") :
(is_none ? FSUI_CSTR("None") : (is_custom ? FSUI_CSTR("Custom") : preset_name->c_str()));
if (MenuButtonWithValue(
FSUI_ICONSTR(ICON_FA_BORDER_ALL, "Selected Preset"),
FSUI_CSTR("Select from the list of preset borders, or manually specify a custom configuration."),
visible_value))
{
std::vector<std::string> preset_names = GPUPresenter::EnumerateBorderOverlayPresets();
ChoiceDialogOptions options;
options.reserve(preset_names.size() + 2 + BoolToUInt32(IsEditingGameSettings(bsi)));
if (IsEditingGameSettings(bsi))
options.emplace_back(FSUI_STR("Use Global Setting"), is_null);
options.emplace_back(FSUI_STR("None"), is_none);
options.emplace_back(FSUI_STR("Custom"), is_custom);
for (std::string& name : preset_names)
{
const bool is_selected = (preset_name.has_value() && preset_name.value() == name);
options.emplace_back(std::move(name), is_selected);
}
OpenChoiceDialog(FSUI_ICONSTR(ICON_FA_BORDER_ALL, "Border Overlay"), false, std::move(options),
[game_settings = IsEditingGameSettings(bsi)](s32 index, const std::string& title, bool) mutable {
if (index < 0)
return;
auto lock = Host::GetSettingsLock();
SettingsInterface* const bsi = GetEditingSettingsInterface(game_settings);
const s32 offset = static_cast<s32>(BoolToUInt32(game_settings));
if (game_settings && index == 0)
{
bsi->DeleteValue("BorderOverlay", "PresetName");
}
else
{
const char* new_value =
(index == (offset + 0)) ? "" : ((index == (offset + 1)) ? "Custom" : title.c_str());
bsi->SetStringValue("BorderOverlay", "PresetName", new_value);
}
SetSettingsChanged(bsi);
});
}
if (is_custom)
{
if (MenuButton(FSUI_ICONSTR(ICON_FA_IMAGE, "Image Path"),
GetEffectiveTinyStringSetting(bsi, "BorderOverlay", "ImagePath", "")))
{
OpenFileSelector(
FSUI_ICONSTR(ICON_FA_IMAGE, "Image Path"), false,
[game_settings = IsEditingGameSettings(bsi)](const std::string& path) {
if (path.empty())
return;
SettingsInterface* const bsi = GetEditingSettingsInterface(game_settings);
bsi->SetStringValue("BorderOverlay", "ImagePath", path.c_str());
SetSettingsChanged(bsi);
},
GetImageFilters());
}
DrawIntRectSetting(bsi, FSUI_ICONSTR(ICON_FA_BORDER_STYLE, "Display Area"),
FSUI_CSTR("Determines the area of the overlay image that the display will be drawn within."),
"BorderOverlay", "DisplayStartX", 0, "DisplayStartY", 0, "DisplayEndX", 0, "DisplayEndY", 0, 0,
65535, "%dpx");
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_BLENDER, "Destination Alpha Blending"),
FSUI_CSTR("If enabled, the display will be blended with the transparency of the overlay image."),
"BorderOverlay", "AlphaBlend", false);
}
}
EndMenuButtons(); EndMenuButtons();
} }
@ -8590,6 +8669,7 @@ TRANSLATE_NOOP("FullscreenUI", "Back");
TRANSLATE_NOOP("FullscreenUI", "Back To Pause Menu"); TRANSLATE_NOOP("FullscreenUI", "Back To Pause Menu");
TRANSLATE_NOOP("FullscreenUI", "Backend Settings"); TRANSLATE_NOOP("FullscreenUI", "Backend Settings");
TRANSLATE_NOOP("FullscreenUI", "Behavior"); TRANSLATE_NOOP("FullscreenUI", "Behavior");
TRANSLATE_NOOP("FullscreenUI", "Border Overlay");
TRANSLATE_NOOP("FullscreenUI", "Borderless Fullscreen"); TRANSLATE_NOOP("FullscreenUI", "Borderless Fullscreen");
TRANSLATE_NOOP("FullscreenUI", "Buffer Size"); TRANSLATE_NOOP("FullscreenUI", "Buffer Size");
TRANSLATE_NOOP("FullscreenUI", "Buttons"); TRANSLATE_NOOP("FullscreenUI", "Buttons");
@ -8650,6 +8730,7 @@ TRANSLATE_NOOP("FullscreenUI", "Create Save State Backups");
TRANSLATE_NOOP("FullscreenUI", "Crop Mode"); TRANSLATE_NOOP("FullscreenUI", "Crop Mode");
TRANSLATE_NOOP("FullscreenUI", "Culling Correction"); TRANSLATE_NOOP("FullscreenUI", "Culling Correction");
TRANSLATE_NOOP("FullscreenUI", "Current Game"); TRANSLATE_NOOP("FullscreenUI", "Current Game");
TRANSLATE_NOOP("FullscreenUI", "Custom");
TRANSLATE_NOOP("FullscreenUI", "Deadzone"); TRANSLATE_NOOP("FullscreenUI", "Deadzone");
TRANSLATE_NOOP("FullscreenUI", "Debugging Settings"); TRANSLATE_NOOP("FullscreenUI", "Debugging Settings");
TRANSLATE_NOOP("FullscreenUI", "Default"); TRANSLATE_NOOP("FullscreenUI", "Default");
@ -8663,6 +8744,7 @@ TRANSLATE_NOOP("FullscreenUI", "Delete State");
TRANSLATE_NOOP("FullscreenUI", "Depth Clear Threshold"); TRANSLATE_NOOP("FullscreenUI", "Depth Clear Threshold");
TRANSLATE_NOOP("FullscreenUI", "Depth Test Transparent Polygons"); TRANSLATE_NOOP("FullscreenUI", "Depth Test Transparent Polygons");
TRANSLATE_NOOP("FullscreenUI", "Desktop Mode"); TRANSLATE_NOOP("FullscreenUI", "Desktop Mode");
TRANSLATE_NOOP("FullscreenUI", "Destination Alpha Blending");
TRANSLATE_NOOP("FullscreenUI", "Details"); TRANSLATE_NOOP("FullscreenUI", "Details");
TRANSLATE_NOOP("FullscreenUI", "Details unavailable for game not scanned in game list."); TRANSLATE_NOOP("FullscreenUI", "Details unavailable for game not scanned in game list.");
TRANSLATE_NOOP("FullscreenUI", "Determines how large the on-screen messages and monitor are."); TRANSLATE_NOOP("FullscreenUI", "Determines how large the on-screen messages and monitor are.");
@ -8675,6 +8757,7 @@ TRANSLATE_NOOP("FullscreenUI", "Determines how the emulated console's output is
TRANSLATE_NOOP("FullscreenUI", "Determines quality of audio when not running at 100% speed."); TRANSLATE_NOOP("FullscreenUI", "Determines quality of audio when not running at 100% speed.");
TRANSLATE_NOOP("FullscreenUI", "Determines that field that the game list will be sorted by."); TRANSLATE_NOOP("FullscreenUI", "Determines that field that the game list will be sorted by.");
TRANSLATE_NOOP("FullscreenUI", "Determines the amount of audio buffered before being pulled by the host API."); TRANSLATE_NOOP("FullscreenUI", "Determines the amount of audio buffered before being pulled by the host API.");
TRANSLATE_NOOP("FullscreenUI", "Determines the area of the overlay image that the display will be drawn within.");
TRANSLATE_NOOP("FullscreenUI", "Determines the emulated hardware type."); TRANSLATE_NOOP("FullscreenUI", "Determines the emulated hardware type.");
TRANSLATE_NOOP("FullscreenUI", "Determines the format that screenshots will be saved/compressed with."); TRANSLATE_NOOP("FullscreenUI", "Determines the format that screenshots will be saved/compressed with.");
TRANSLATE_NOOP("FullscreenUI", "Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire)."); TRANSLATE_NOOP("FullscreenUI", "Determines the frequency at which the macro will toggle the buttons on and off (aka auto fire).");
@ -8692,6 +8775,7 @@ TRANSLATE_NOOP("FullscreenUI", "Disabled");
TRANSLATE_NOOP("FullscreenUI", "Disables dithering and uses the full 8 bits per channel of color information."); TRANSLATE_NOOP("FullscreenUI", "Disables dithering and uses the full 8 bits per channel of color information.");
TRANSLATE_NOOP("FullscreenUI", "Disc {} | {}"); TRANSLATE_NOOP("FullscreenUI", "Disc {} | {}");
TRANSLATE_NOOP("FullscreenUI", "Discord Server"); TRANSLATE_NOOP("FullscreenUI", "Discord Server");
TRANSLATE_NOOP("FullscreenUI", "Display Area");
TRANSLATE_NOOP("FullscreenUI", "Displays DualShock/DualSense button icons in the footer and input binding, instead of Xbox buttons."); TRANSLATE_NOOP("FullscreenUI", "Displays DualShock/DualSense button icons in the footer and input binding, instead of Xbox buttons.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages on events such as achievement unlocks and leaderboard submissions."); TRANSLATE_NOOP("FullscreenUI", "Displays popup messages on events such as achievement unlocks and leaderboard submissions.");
TRANSLATE_NOOP("FullscreenUI", "Displays popup messages when starting, submitting, or failing a leaderboard challenge."); TRANSLATE_NOOP("FullscreenUI", "Displays popup messages when starting, submitting, or failing a leaderboard challenge.");
@ -8815,7 +8899,9 @@ TRANSLATE_NOOP("FullscreenUI", "Hotkey Settings");
TRANSLATE_NOOP("FullscreenUI", "How many saves will be kept for rewinding. Higher values have greater memory requirements."); TRANSLATE_NOOP("FullscreenUI", "How many saves will be kept for rewinding. Higher values have greater memory requirements.");
TRANSLATE_NOOP("FullscreenUI", "How often a rewind state will be created. Higher frequencies have greater system requirements."); TRANSLATE_NOOP("FullscreenUI", "How often a rewind state will be created. Higher frequencies have greater system requirements.");
TRANSLATE_NOOP("FullscreenUI", "Identifies any new files added to the game directories."); TRANSLATE_NOOP("FullscreenUI", "Identifies any new files added to the game directories.");
TRANSLATE_NOOP("FullscreenUI", "If enabled, the display will be blended with the transparency of the overlay image.");
TRANSLATE_NOOP("FullscreenUI", "If not enabled, the current post processing chain will be ignored."); TRANSLATE_NOOP("FullscreenUI", "If not enabled, the current post processing chain will be ignored.");
TRANSLATE_NOOP("FullscreenUI", "Image Path");
TRANSLATE_NOOP("FullscreenUI", "Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games."); TRANSLATE_NOOP("FullscreenUI", "Increases the field of view from 4:3 to the chosen display aspect ratio in 3D games.");
TRANSLATE_NOOP("FullscreenUI", "Increases the precision of polygon culling, reducing the number of holes in geometry."); TRANSLATE_NOOP("FullscreenUI", "Increases the precision of polygon culling, reducing the number of holes in geometry.");
TRANSLATE_NOOP("FullscreenUI", "Inhibit Screensaver"); TRANSLATE_NOOP("FullscreenUI", "Inhibit Screensaver");
@ -9030,6 +9116,8 @@ TRANSLATE_NOOP("FullscreenUI", "Select Disc Image");
TRANSLATE_NOOP("FullscreenUI", "Select Game"); TRANSLATE_NOOP("FullscreenUI", "Select Game");
TRANSLATE_NOOP("FullscreenUI", "Select Macro {} Binds"); TRANSLATE_NOOP("FullscreenUI", "Select Macro {} Binds");
TRANSLATE_NOOP("FullscreenUI", "Select State"); TRANSLATE_NOOP("FullscreenUI", "Select State");
TRANSLATE_NOOP("FullscreenUI", "Select from the list of preset borders, or manually specify a custom configuration.");
TRANSLATE_NOOP("FullscreenUI", "Selected Preset");
TRANSLATE_NOOP("FullscreenUI", "Selects the GPU to use for rendering."); TRANSLATE_NOOP("FullscreenUI", "Selects the GPU to use for rendering.");
TRANSLATE_NOOP("FullscreenUI", "Selects the percentage of the normal clock speed the emulated hardware will run at."); TRANSLATE_NOOP("FullscreenUI", "Selects the percentage of the normal clock speed the emulated hardware will run at.");
TRANSLATE_NOOP("FullscreenUI", "Selects the quality at which screenshots will be compressed."); TRANSLATE_NOOP("FullscreenUI", "Selects the quality at which screenshots will be compressed.");

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@ -29,6 +29,7 @@
#include "common/gsvector_formatter.h" #include "common/gsvector_formatter.h"
#include "common/log.h" #include "common/log.h"
#include "common/path.h" #include "common/path.h"
#include "common/settings_interface.h"
#include "common/small_string.h" #include "common/small_string.h"
#include "common/string_util.h" #include "common/string_util.h"
#include "common/threading.h" #include "common/threading.h"
@ -38,6 +39,8 @@
LOG_CHANNEL(GPU); LOG_CHANNEL(GPU);
#include "common/ryml_helpers.h"
static constexpr GPUTexture::Format DISPLAY_INTERNAL_POSTFX_FORMAT = GPUTexture::Format::RGBA8; static constexpr GPUTexture::Format DISPLAY_INTERNAL_POSTFX_FORMAT = GPUTexture::Format::RGBA8;
GPUPresenter::GPUPresenter() = default; GPUPresenter::GPUPresenter() = default;
@ -50,6 +53,15 @@ GPUPresenter::~GPUPresenter()
bool GPUPresenter::Initialize(Error* error) bool GPUPresenter::Initialize(Error* error)
{ {
// we can't change the format after compiling shaders
m_present_format =
g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetFormat() : GPUTexture::Format::RGBA8;
VERBOSE_LOG("Presentation format is {}", GPUTexture::GetFormatName(m_present_format));
// overlay has to come first, because it sets the alpha blending on the display pipeline
if (LoadOverlaySettings())
LoadOverlayTexture();
if (!CompileDisplayPipelines(true, true, g_gpu_settings.display_24bit_chroma_smoothing, error)) if (!CompileDisplayPipelines(true, true, g_gpu_settings.display_24bit_chroma_smoothing, error))
return false; return false;
@ -79,6 +91,22 @@ bool GPUPresenter::UpdateSettings(const GPUSettings& old_settings, Error* error)
return true; return true;
} }
bool GPUPresenter::UpdatePostProcessingSettings(Error* error)
{
if (LoadOverlaySettings())
{
// something changed, need to recompile pipelines
if (LoadOverlayTexture() && m_border_overlay_alpha_blend &&
(!m_present_copy_blend_pipeline || !m_display_blend_pipeline) &&
!CompileDisplayPipelines(true, false, false, error))
{
return false;
}
}
return true;
}
bool GPUPresenter::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error) bool GPUPresenter::CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error)
{ {
const GPUShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend, const GPUShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend,
@ -100,10 +128,14 @@ bool GPUPresenter::CompileDisplayPipelines(bool display, bool deinterlace, bool
GPUBackend::SetScreenQuadInputLayout(plconfig); GPUBackend::SetScreenQuadInputLayout(plconfig);
plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants; plconfig.layout = GPUPipeline::Layout::SingleTextureAndPushConstants;
plconfig.SetTargetFormats(g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetFormat() : plconfig.SetTargetFormats(m_present_format);
GPUTexture::Format::RGBA8);
std::unique_ptr<GPUShader> vso = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
shadergen.GenerateDisplayVertexShader(), error);
if (!vso)
return false;
GL_OBJECT_NAME(vso, "Display Vertex Shader");
std::string vs = shadergen.GenerateDisplayVertexShader();
std::string fs; std::string fs;
switch (g_gpu_settings.display_scaling) switch (g_gpu_settings.display_scaling)
{ {
@ -123,25 +155,59 @@ bool GPUPresenter::CompileDisplayPipelines(bool display, bool deinterlace, bool
break; break;
} }
std::unique_ptr<GPUShader> vso =
g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(), vs, error);
std::unique_ptr<GPUShader> fso = std::unique_ptr<GPUShader> fso =
g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), fs, error); g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(), fs, error);
if (!vso || !fso) if (!fso)
return false; return false;
GL_OBJECT_NAME(vso, "Display Vertex Shader");
GL_OBJECT_NAME_FMT(fso, "Display Fragment Shader [{}]", GL_OBJECT_NAME_FMT(fso, "Display Fragment Shader [{}]",
Settings::GetDisplayScalingName(g_gpu_settings.display_scaling)); Settings::GetDisplayScalingName(g_gpu_settings.display_scaling));
plconfig.vertex_shader = vso.get(); plconfig.vertex_shader = vso.get();
plconfig.fragment_shader = fso.get(); plconfig.fragment_shader = fso.get();
if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig, error))) if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
return false; return false;
GL_OBJECT_NAME_FMT(m_display_pipeline, "Display Pipeline [{}]", GL_OBJECT_NAME_FMT(m_display_pipeline, "Display Pipeline [{}]",
Settings::GetDisplayScalingName(g_gpu_settings.display_scaling)); Settings::GetDisplayScalingName(g_gpu_settings.display_scaling));
std::unique_ptr<GPUShader> rotate_copy_fso = g_gpu_device->CreateShader(
GPUShaderStage::Fragment, shadergen.GetLanguage(), shadergen.GenerateCopyFragmentShader(false), error);
if (!rotate_copy_fso)
return false;
GL_OBJECT_NAME(rotate_copy_fso, "Display Rotate/Copy Fragment Shader");
plconfig.fragment_shader = rotate_copy_fso.get();
if (!(m_present_copy_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
return false;
GL_OBJECT_NAME(m_present_copy_pipeline, "Display Rotate/Copy Pipeline");
// blended variants
if (m_border_overlay_texture && m_border_overlay_alpha_blend)
{
// destination blend the main present, not source
plconfig.blend.enable = true;
plconfig.blend.src_blend = GPUPipeline::BlendFunc::InvDstAlpha;
plconfig.blend.blend_op = GPUPipeline::BlendOp::Add;
plconfig.blend.dst_blend = GPUPipeline::BlendFunc::One;
plconfig.blend.src_alpha_blend = GPUPipeline::BlendFunc::One;
plconfig.blend.alpha_blend_op = GPUPipeline::BlendOp::Add;
plconfig.blend.dst_alpha_blend = GPUPipeline::BlendFunc::Zero;
plconfig.fragment_shader = fso.get();
if (!(m_display_blend_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
return false;
GL_OBJECT_NAME_FMT(m_display_blend_pipeline, "Display Pipeline [Blended, {}]",
Settings::GetDisplayScalingName(g_gpu_settings.display_scaling));
plconfig.fragment_shader = rotate_copy_fso.get();
if (!(m_present_copy_blend_pipeline = g_gpu_device->CreatePipeline(plconfig, error)))
return false;
GL_OBJECT_NAME(m_present_copy_blend_pipeline, "Display Rotate/Copy Pipeline [Blended]");
}
} }
plconfig.input_layout = {}; plconfig.input_layout = {};
plconfig.primitive = GPUPipeline::Primitive::Triangles; plconfig.primitive = GPUPipeline::Primitive::Triangles;
plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
if (deinterlace) if (deinterlace)
{ {
@ -304,18 +370,38 @@ void GPUPresenter::SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_buff
GPUDevice::PresentResult GPUPresenter::PresentDisplay() GPUDevice::PresentResult GPUPresenter::PresentDisplay()
{ {
if (!g_gpu_device->HasMainSwapChain()) DebugAssert(g_gpu_device->HasMainSwapChain());
return GPUDevice::PresentResult::SkipPresent;
u32 display_area_width = g_gpu_device->GetMainSwapChain()->GetWidth();
u32 display_area_height = g_gpu_device->GetMainSwapChain()->GetHeight();
GSVector4i overlay_display_rect = GSVector4i::zero();
GSVector4i overlay_rect = GSVector4i::zero();
if (m_border_overlay_texture)
{
overlay_rect = GSVector4i::rfit(GSVector4i(0, 0, display_area_width, display_area_height),
m_border_overlay_texture->GetSizeVec());
const GSVector2 scale = GSVector2(overlay_rect.rsize()) / GSVector2(m_border_overlay_texture->GetSizeVec());
overlay_display_rect =
GSVector4i(GSVector4(m_border_overlay_display_rect) * GSVector4::xyxy(scale)).add32(overlay_rect.xyxy());
display_area_width = overlay_display_rect.width();
display_area_height = overlay_display_rect.height();
}
GSVector4i display_rect; GSVector4i display_rect;
GSVector4i draw_rect; GSVector4i draw_rect;
CalculateDrawRect(g_gpu_device->GetMainSwapChain()->GetWidth(), g_gpu_device->GetMainSwapChain()->GetHeight(), CalculateDrawRect(display_area_width, display_area_height, !g_gpu_settings.gpu_show_vram, true, &display_rect,
!g_gpu_settings.gpu_show_vram, true, &display_rect, &draw_rect); &draw_rect);
return RenderDisplay(nullptr, display_rect, draw_rect, !g_gpu_settings.gpu_show_vram);
display_rect = display_rect.add32(overlay_display_rect.xyxy());
draw_rect = draw_rect.add32(overlay_display_rect.xyxy());
return RenderDisplay(nullptr, overlay_rect, display_rect, draw_rect, !g_gpu_settings.gpu_show_vram);
} }
GPUDevice::PresentResult GPUPresenter::RenderDisplay(GPUTexture* target, const GSVector4i display_rect, GPUDevice::PresentResult GPUPresenter::RenderDisplay(GPUTexture* target, const GSVector4i overlay_rect,
const GSVector4i draw_rect, bool postfx) const GSVector4i display_rect, const GSVector4i draw_rect,
bool postfx)
{ {
GL_SCOPE_FMT("RenderDisplay: {}", draw_rect); GL_SCOPE_FMT("RenderDisplay: {}", draw_rect);
@ -332,10 +418,6 @@ GPUDevice::PresentResult GPUPresenter::RenderDisplay(GPUTexture* target, const G
PostProcessing::InternalChain.CheckTargets(DISPLAY_INTERNAL_POSTFX_FORMAT, display_texture_view_width, PostProcessing::InternalChain.CheckTargets(DISPLAY_INTERNAL_POSTFX_FORMAT, display_texture_view_width,
display_texture_view_height)) display_texture_view_height))
{ {
DebugAssert(display_texture_view_x == 0 && display_texture_view_y == 0 &&
static_cast<s32>(display_texture->GetWidth()) == display_texture_view_width &&
static_cast<s32>(display_texture->GetHeight()) == display_texture_view_height);
// Now we can apply the post chain. // Now we can apply the post chain.
GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture(); GPUTexture* post_output_texture = PostProcessing::InternalChain.GetOutputTexture();
if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture, if (PostProcessing::InternalChain.Apply(display_texture, m_display_depth_buffer, post_output_texture,
@ -350,178 +432,272 @@ GPUDevice::PresentResult GPUPresenter::RenderDisplay(GPUTexture* target, const G
} }
} }
const GPUTexture::Format hdformat = target ? target->GetFormat() : g_gpu_device->GetMainSwapChain()->GetFormat(); // There's a bunch of scenarios where we need to use intermediate buffers.
const u32 target_width = target ? target->GetWidth() : g_gpu_device->GetMainSwapChain()->GetWidth(); // If we have post-processing and overlays enabled, postfx needs to happen on an intermediate buffer first.
const u32 target_height = target ? target->GetHeight() : g_gpu_device->GetMainSwapChain()->GetHeight(); // If pre-rotation is enabled with post-processing, we need to draw to an intermediate buffer, and apply the
const bool really_postfx = (postfx && PostProcessing::DisplayChain.IsActive() && g_gpu_device->HasMainSwapChain() && // rotation at the end.
hdformat != GPUTexture::Format::Unknown && target_width > 0 && target_height > 0 && GPUSwapChain* const swap_chain = g_gpu_device->GetMainSwapChain();
PostProcessing::DisplayChain.CheckTargets(hdformat, target_width, target_height)); const WindowInfo::PreRotation prerotation = target ? WindowInfo::PreRotation::Identity : swap_chain->GetPreRotation();
const u32 real_target_width = const bool have_overlay = static_cast<bool>(m_border_overlay_texture);
(target || really_postfx) ? target_width : g_gpu_device->GetMainSwapChain()->GetPostRotatedWidth(); const bool have_prerotation = (prerotation != WindowInfo::PreRotation::Identity);
const u32 real_target_height = const GSVector2i target_size = target ? target->GetSizeVec() : swap_chain->GetSizeVec();
(target || really_postfx) ? target_height : g_gpu_device->GetMainSwapChain()->GetPostRotatedHeight(); GL_INS(have_overlay ? "Overlay is ENABLED" : "Overlay is disabled");
GSVector4i real_draw_rect = GL_INS_FMT("Prerotation: {}", static_cast<u32>(prerotation));
(target || really_postfx) ? draw_rect : g_gpu_device->GetMainSwapChain()->PreRotateClipRect(draw_rect); GL_INS_FMT("Final target size: {}x{}", target_size.x, target_size.y);
if (really_postfx)
{ // Postfx active?
g_gpu_device->ClearRenderTarget(PostProcessing::DisplayChain.GetInputTexture(), GPUDevice::DEFAULT_CLEAR_COLOR); const GSVector2i postfx_size = have_overlay ? display_rect.rsize() : target_size;
g_gpu_device->SetRenderTarget(PostProcessing::DisplayChain.GetInputTexture()); const bool really_postfx =
} (postfx && PostProcessing::DisplayChain.IsActive() &&
else PostProcessing::DisplayChain.CheckTargets(m_present_format, postfx_size.x, postfx_size.y));
{ GL_INS(really_postfx ? "Post-processing is ENABLED" : "Post-processing is disabled");
GL_INS_FMT("Post-processing render target size: {}x{}", postfx_size.x, postfx_size.y);
// Helper to bind swap chain/final target.
const auto bind_final_target = [target, swap_chain](bool clear) {
if (target) if (target)
{ {
if (clear)
g_gpu_device->ClearRenderTarget(target, GPUDevice::DEFAULT_CLEAR_COLOR);
else
g_gpu_device->InvalidateRenderTarget(target);
g_gpu_device->SetRenderTarget(target); g_gpu_device->SetRenderTarget(target);
return GPUDevice::PresentResult::OK;
} }
else else
{ {
const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(g_gpu_device->GetMainSwapChain()); return g_gpu_device->BeginPresent(swap_chain);
if (pres != GPUDevice::PresentResult::OK)
return pres;
} }
} };
if (display_texture)
{
bool texture_filter_linear = false;
struct alignas(16) Uniforms
{
float src_size[4];
float clamp_rect[4];
float params[4];
} uniforms;
std::memset(uniforms.params, 0, sizeof(uniforms.params));
switch (g_gpu_settings.display_scaling)
{
case DisplayScalingMode::Nearest:
case DisplayScalingMode::NearestInteger:
break;
case DisplayScalingMode::BilinearSmooth:
case DisplayScalingMode::BilinearInteger:
texture_filter_linear = true;
break;
case DisplayScalingMode::BilinearSharp:
{
texture_filter_linear = true;
uniforms.params[0] = std::max(
std::floor(static_cast<float>(draw_rect.width()) / static_cast<float>(m_display_texture_view_width)), 1.0f);
uniforms.params[1] = std::max(
std::floor(static_cast<float>(draw_rect.height()) / static_cast<float>(m_display_texture_view_height)), 1.0f);
uniforms.params[2] = 0.5f - 0.5f / uniforms.params[0];
uniforms.params[3] = 0.5f - 0.5f / uniforms.params[1];
}
break;
default:
UnreachableCode();
break;
}
g_gpu_device->SetPipeline(m_display_pipeline.get());
g_gpu_device->SetTextureSampler(
0, display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
// For bilinear, clamp to 0.5/SIZE-0.5 to avoid bleeding from the adjacent texels in VRAM. This is because
// 1.0 in UV space is not the bottom-right texel, but a mix of the bottom-right and wrapped/next texel.
const GSVector2 display_texture_size = GSVector2(display_texture->GetSizeVec());
const GSVector4 display_texture_size4 = GSVector4::xyxy(display_texture_size);
const GSVector4 uv_rect = GSVector4(GSVector4i(display_texture_view_x, display_texture_view_y,
display_texture_view_x + display_texture_view_width,
display_texture_view_y + display_texture_view_height)) /
display_texture_size4;
GSVector4::store<true>(uniforms.clamp_rect,
GSVector4(static_cast<float>(display_texture_view_x) + 0.5f,
static_cast<float>(display_texture_view_y) + 0.5f,
static_cast<float>(display_texture_view_x + display_texture_view_width) - 0.5f,
static_cast<float>(display_texture_view_y + display_texture_view_height) - 0.5f) /
display_texture_size4);
GSVector4::store<true>(uniforms.src_size,
GSVector4::xyxy(display_texture_size, GSVector2::cxpr(1.0f) / display_texture_size));
g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
g_gpu_device->SetViewport(0, 0, real_target_width, real_target_height);
g_gpu_device->SetScissor(g_gpu_device->UsesLowerLeftOrigin() ?
GPUDevice::FlipToLowerLeft(real_draw_rect, real_target_height) :
real_draw_rect);
GPUBackend::ScreenVertex* vertices;
u32 space;
u32 base_vertex;
g_gpu_device->MapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4, reinterpret_cast<void**>(&vertices), &space,
&base_vertex);
const WindowInfo::PreRotation surface_prerotation = (target || really_postfx) ?
WindowInfo::PreRotation::Identity :
g_gpu_device->GetMainSwapChain()->GetPreRotation();
const DisplayRotation uv_rotation = static_cast<DisplayRotation>(
(static_cast<u32>(g_gpu_settings.display_rotation) + static_cast<u32>(surface_prerotation)) %
static_cast<u32>(DisplayRotation::Count));
const GSVector4 xy =
GPUBackend::GetScreenQuadClipSpaceCoordinates(real_draw_rect, GSVector2i(real_target_width, real_target_height));
switch (uv_rotation)
{
case DisplayRotation::Normal:
vertices[0].Set(xy.xy(), uv_rect.xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zyzw().xy());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xwzw().xy());
vertices[3].Set(xy.zw(), uv_rect.zw());
break;
case DisplayRotation::Rotate90:
vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.xy());
vertices[2].Set(xy.xwzw().xy(), uv_rect.zw());
vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
break;
case DisplayRotation::Rotate180:
vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
break;
case DisplayRotation::Rotate270:
vertices[0].Set(xy.xy(), uv_rect.zyzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
vertices[3].Set(xy.zw(), uv_rect.xwzw().xy());
break;
DefaultCaseIsUnreachable();
}
g_gpu_device->UnmapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4);
g_gpu_device->Draw(4, base_vertex);
}
// If postfx is enabled, we need to draw to an intermediate buffer first.
if (really_postfx) if (really_postfx)
{ {
DebugAssert(!g_gpu_settings.gpu_show_vram); // Remove draw offset if we're using an overlay.
const GSVector4i real_draw_rect = have_overlay ? draw_rect.sub32(display_rect.xyxy()) : draw_rect;
// "original size" in postfx includes padding. // Display is always drawn to the postfx input.
const float upscale_x = GPUTexture* const postfx_input = PostProcessing::DisplayChain.GetInputTexture();
m_display_texture ? static_cast<float>(m_display_texture_view_width) / static_cast<float>(m_display_vram_width) : g_gpu_device->ClearRenderTarget(postfx_input, GPUDevice::DEFAULT_CLEAR_COLOR);
1.0f; g_gpu_device->SetRenderTarget(postfx_input);
const float upscale_y = m_display_texture ? static_cast<float>(m_display_texture_view_height) / if (display_texture)
static_cast<float>(m_display_vram_height) : {
1.0f; DrawDisplay(postfx_size, display_texture, display_texture_view_x, display_texture_view_y,
const s32 orig_width = static_cast<s32>(std::ceil(static_cast<float>(m_display_width) * upscale_x)); display_texture_view_width, display_texture_view_height, real_draw_rect, false,
const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_display_height) * upscale_y)); g_gpu_settings.display_rotation, WindowInfo::PreRotation::Identity);
}
postfx_input->MakeReadyForSampling();
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target, // Apply postprocessing to an intermediate texture if we're prerotating or have an overlay.
display_rect, orig_width, orig_height, m_display_width, m_display_height); if (have_prerotation || have_overlay)
{
GPUTexture* const postfx_output = PostProcessing::DisplayChain.GetTextureUnusedAtEndOfChain();
const GSVector4i real_display_rect = have_overlay ? display_rect.sub32(display_rect.xyxy()) : display_rect;
ApplyDisplayPostProcess(postfx_output, postfx_input, real_display_rect);
postfx_output->MakeReadyForSampling();
// Start draw to final buffer.
if (const GPUDevice::PresentResult pres = bind_final_target(have_overlay); pres != GPUDevice::PresentResult::OK)
return pres;
// If we have an overlay, draw it, and then copy the postprocessed framebuffer in.
if (have_overlay)
{
DrawTextureCopy(target_size, overlay_rect, m_border_overlay_texture.get(), false, true, prerotation);
DrawTextureCopy(target_size, draw_rect, postfx_output, m_border_overlay_alpha_blend, false, prerotation);
}
else
{
// Ohterwise, just copy the framebuffer.
DrawTextureCopy(target_size, draw_rect, postfx_output, false, false, prerotation);
}
// All done
return GPUDevice::PresentResult::OK;
}
else
{
// Otherwise apply postprocessing directly to swap chain.
return ApplyDisplayPostProcess(target, postfx_input, display_rect);
}
} }
else else
{ {
// The non-postprocessing cases are much simpler. We always optionally draw the overlay, then draw the display.
// The only tricky bit is we have to combine the display rotation and prerotation for the latter.
if (const GPUDevice::PresentResult pres = bind_final_target(true); pres != GPUDevice::PresentResult::OK)
return pres;
if (have_overlay)
DrawTextureCopy(target_size, overlay_rect, m_border_overlay_texture.get(), false, true, prerotation);
if (display_texture)
{
DrawDisplay(target_size, display_texture, display_texture_view_x, display_texture_view_y,
display_texture_view_width, display_texture_view_height, display_rect, m_border_overlay_alpha_blend,
g_gpu_settings.display_rotation, prerotation);
}
return GPUDevice::PresentResult::OK; return GPUDevice::PresentResult::OK;
} }
} }
void GPUPresenter::DrawDisplay(const GSVector2i target_size, GPUTexture* display_texture, s32 display_texture_view_x,
s32 display_texture_view_y, s32 display_texture_view_width,
s32 display_texture_view_height, const GSVector4i display_rect, bool dst_alpha_blend,
DisplayRotation rotation, WindowInfo::PreRotation prerotation)
{
bool texture_filter_linear = false;
struct alignas(16) Uniforms
{
float src_size[4];
float clamp_rect[4];
float params[4];
} uniforms;
std::memset(uniforms.params, 0, sizeof(uniforms.params));
switch (g_gpu_settings.display_scaling)
{
case DisplayScalingMode::Nearest:
case DisplayScalingMode::NearestInteger:
break;
case DisplayScalingMode::BilinearSmooth:
case DisplayScalingMode::BilinearInteger:
texture_filter_linear = true;
break;
case DisplayScalingMode::BilinearSharp:
{
texture_filter_linear = true;
uniforms.params[0] = std::max(
std::floor(static_cast<float>(display_rect.width()) / static_cast<float>(m_display_texture_view_width)), 1.0f);
uniforms.params[1] = std::max(
std::floor(static_cast<float>(display_rect.height()) / static_cast<float>(m_display_texture_view_height)),
1.0f);
uniforms.params[2] = 0.5f - 0.5f / uniforms.params[0];
uniforms.params[3] = 0.5f - 0.5f / uniforms.params[1];
}
break;
default:
UnreachableCode();
break;
}
g_gpu_device->SetPipeline(dst_alpha_blend ? m_display_blend_pipeline.get() : m_display_pipeline.get());
g_gpu_device->SetTextureSampler(
0, display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
// For bilinear, clamp to 0.5/SIZE-0.5 to avoid bleeding from the adjacent texels in VRAM. This is because
// 1.0 in UV space is not the bottom-right texel, but a mix of the bottom-right and wrapped/next texel.
const GSVector2 display_texture_size = GSVector2(display_texture->GetSizeVec());
const GSVector4 display_texture_size4 = GSVector4::xyxy(display_texture_size);
const GSVector4 uv_rect = GSVector4(GSVector4i(display_texture_view_x, display_texture_view_y,
display_texture_view_x + display_texture_view_width,
display_texture_view_y + display_texture_view_height)) /
display_texture_size4;
GSVector4::store<true>(uniforms.clamp_rect,
GSVector4(static_cast<float>(display_texture_view_x) + 0.5f,
static_cast<float>(display_texture_view_y) + 0.5f,
static_cast<float>(display_texture_view_x + display_texture_view_width) - 0.5f,
static_cast<float>(display_texture_view_y + display_texture_view_height) - 0.5f) /
display_texture_size4);
GSVector4::store<true>(uniforms.src_size,
GSVector4::xyxy(display_texture_size, GSVector2::cxpr(1.0f) / display_texture_size));
g_gpu_device->PushUniformBuffer(&uniforms, sizeof(uniforms));
DrawScreenQuad(display_rect, uv_rect, target_size, rotation, prerotation);
}
void GPUPresenter::DrawScreenQuad(const GSVector4i rect, const GSVector4 uv_rect, const GSVector2i target_size,
DisplayRotation rotation, WindowInfo::PreRotation prerotation)
{
const GSVector4i real_rect = GPUSwapChain::PreRotateClipRect(prerotation, target_size, rect);
g_gpu_device->SetViewport(GSVector4i::loadh(target_size));
g_gpu_device->SetScissor(g_gpu_device->UsesLowerLeftOrigin() ? GPUDevice::FlipToLowerLeft(real_rect, target_size.y) :
real_rect);
GPUBackend::ScreenVertex* vertices;
u32 space;
u32 base_vertex;
g_gpu_device->MapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4, reinterpret_cast<void**>(&vertices), &space,
&base_vertex);
const GSVector4 xy = GPUBackend::GetScreenQuadClipSpaceCoordinates(real_rect, target_size);
// Combine display rotation and prerotation together, since the rectangle has already been adjusted.
const DisplayRotation effective_rotation = static_cast<DisplayRotation>(
(static_cast<u32>(rotation) + static_cast<u32>(prerotation)) % static_cast<u32>(DisplayRotation::Count));
switch (effective_rotation)
{
case DisplayRotation::Normal:
vertices[0].Set(xy.xy(), uv_rect.xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zyzw().xy());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xwzw().xy());
vertices[3].Set(xy.zw(), uv_rect.zw());
break;
case DisplayRotation::Rotate90:
vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.xy());
vertices[2].Set(xy.xwzw().xy(), uv_rect.zw());
vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
break;
case DisplayRotation::Rotate180:
vertices[0].Set(xy.xy(), uv_rect.xwzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
vertices[3].Set(xy.zw(), uv_rect.zyzw().xy());
break;
case DisplayRotation::Rotate270:
vertices[0].Set(xy.xy(), uv_rect.zyzw().xy());
vertices[1].Set(xy.zyzw().xy(), uv_rect.zw());
vertices[2].Set(xy.xwzw().xy(), uv_rect.xy());
vertices[3].Set(xy.zw(), uv_rect.xwzw().xy());
break;
DefaultCaseIsUnreachable();
}
g_gpu_device->UnmapVertexBuffer(sizeof(GPUBackend::ScreenVertex), 4);
g_gpu_device->Draw(4, base_vertex);
}
GPUDevice::PresentResult GPUPresenter::ApplyDisplayPostProcess(GPUTexture* target, GPUTexture* input,
const GSVector4i display_rect)
{
DebugAssert(!g_gpu_settings.gpu_show_vram);
// "original size" in postfx includes padding.
const float upscale_x =
m_display_texture ? static_cast<float>(m_display_texture_view_width) / static_cast<float>(m_display_vram_width) :
1.0f;
const float upscale_y =
m_display_texture ? static_cast<float>(m_display_texture_view_height) / static_cast<float>(m_display_vram_height) :
1.0f;
const s32 orig_width = static_cast<s32>(std::ceil(static_cast<float>(m_display_width) * upscale_x));
const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_display_height) * upscale_y));
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
display_rect, orig_width, orig_height, m_display_width, m_display_height);
}
void GPUPresenter::DrawTextureCopy(const GSVector2i target_size, const GSVector4i draw_rect, GPUTexture* input,
bool dst_alpha_blend, bool linear, WindowInfo::PreRotation prerotation)
{
GL_SCOPE_FMT("DrawTextureCopy({}, blend={}, linear={}, prerotation={})", draw_rect, dst_alpha_blend, draw_rect,
static_cast<u32>(prerotation));
g_gpu_device->SetPipeline(dst_alpha_blend ? m_present_copy_blend_pipeline.get() : m_present_copy_pipeline.get());
g_gpu_device->SetTextureSampler(0, input, g_gpu_device->GetNearestSampler());
DrawScreenQuad(draw_rect, GSVector4::cxpr(0.0f, 0.0f, 1.0f, 1.0f), target_size, DisplayRotation::Normal, prerotation);
}
void GPUPresenter::SendDisplayToMediaCapture(MediaCapture* cap) void GPUPresenter::SendDisplayToMediaCapture(MediaCapture* cap)
{ {
GPUTexture* target = cap->GetRenderTexture(); GPUTexture* target = cap->GetRenderTexture();
@ -542,7 +718,7 @@ void GPUPresenter::SendDisplayToMediaCapture(MediaCapture* cap)
// Not cleared by RenderDisplay(). // Not cleared by RenderDisplay().
g_gpu_device->ClearRenderTarget(target, GPUDevice::DEFAULT_CLEAR_COLOR); g_gpu_device->ClearRenderTarget(target, GPUDevice::DEFAULT_CLEAR_COLOR);
if (RenderDisplay(target, display_rect, draw_rect, postfx) != GPUDevice::PresentResult::OK || if (RenderDisplay(target, GSVector4i::zero(), display_rect, draw_rect, postfx) != GPUDevice::PresentResult::OK ||
!cap->DeliverVideoFrame(target)) [[unlikely]] !cap->DeliverVideoFrame(target)) [[unlikely]]
{ {
WARNING_LOG("Failed to render/deliver video capture frame."); WARNING_LOG("Failed to render/deliver video capture frame.");
@ -857,21 +1033,19 @@ void GPUPresenter::SleepUntilPresentTime(u64 present_time)
bool GPUPresenter::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect, bool GPUPresenter::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect,
const GSVector4i draw_rect, bool postfx, Image* out_image) const GSVector4i draw_rect, bool postfx, Image* out_image)
{ {
const GPUTexture::Format hdformat = const ImageFormat image_format = GPUTexture::GetImageFormatForTextureFormat(m_present_format);
g_gpu_device->HasMainSwapChain() ? g_gpu_device->GetMainSwapChain()->GetFormat() : GPUTexture::Format::RGBA8;
const ImageFormat image_format = GPUTexture::GetImageFormatForTextureFormat(hdformat);
if (image_format == ImageFormat::None) if (image_format == ImageFormat::None)
return false; return false;
auto render_texture = g_gpu_device->FetchAutoRecycleTexture(width, height, 1, 1, 1, GPUTexture::Type::RenderTarget, auto render_texture = g_gpu_device->FetchAutoRecycleTexture(width, height, 1, 1, 1, GPUTexture::Type::RenderTarget,
hdformat, GPUTexture::Flags::None); m_present_format, GPUTexture::Flags::None);
if (!render_texture) if (!render_texture)
return false; return false;
g_gpu_device->ClearRenderTarget(render_texture.get(), GPUDevice::DEFAULT_CLEAR_COLOR); g_gpu_device->ClearRenderTarget(render_texture.get(), GPUDevice::DEFAULT_CLEAR_COLOR);
// TODO: this should use copy shader instead. // TODO: this should use copy shader instead.
RenderDisplay(render_texture.get(), display_rect, draw_rect, postfx); RenderDisplay(render_texture.get(), GSVector4i::zero(), display_rect, draw_rect, postfx);
Image image(width, height, image_format); Image image(width, height, image_format);
@ -879,12 +1053,12 @@ bool GPUPresenter::RenderScreenshotToBuffer(u32 width, u32 height, const GSVecto
std::unique_ptr<GPUDownloadTexture> dltex; std::unique_ptr<GPUDownloadTexture> dltex;
if (g_gpu_device->GetFeatures().memory_import) if (g_gpu_device->GetFeatures().memory_import)
{ {
dltex = g_gpu_device->CreateDownloadTexture(width, height, hdformat, image.GetPixels(), image.GetStorageSize(), dltex = g_gpu_device->CreateDownloadTexture(width, height, m_present_format, image.GetPixels(),
image.GetPitch(), &error); image.GetStorageSize(), image.GetPitch(), &error);
} }
if (!dltex) if (!dltex)
{ {
if (!(dltex = g_gpu_device->CreateDownloadTexture(width, height, hdformat, &error))) if (!(dltex = g_gpu_device->CreateDownloadTexture(width, height, m_present_format, &error)))
{ {
ERROR_LOG("Failed to create {}x{} download texture: {}", width, height, error.GetDescription()); ERROR_LOG("Failed to create {}x{} download texture: {}", width, height, error.GetDescription());
return false; return false;
@ -945,3 +1119,157 @@ void GPUPresenter::CalculateScreenshotSize(DisplayScreenshotMode mode, u32* widt
CalculateDrawRect(*width, *height, true, !g_settings.gpu_show_vram, display_rect, draw_rect); CalculateDrawRect(*width, *height, true, !g_settings.gpu_show_vram, display_rect, draw_rect);
} }
} }
bool GPUPresenter::LoadOverlaySettings()
{
std::string preset_name = Host::GetStringSettingValue("BorderOverlay", "PresetName");
std::string image_path;
GSVector4i display_rect = m_border_overlay_display_rect;
bool alpha_blend = m_border_overlay_alpha_blend;
if (preset_name == "Custom")
{
image_path = Host::GetStringSettingValue("BorderOverlay", "ImagePath");
display_rect = GSVector4i(Host::GetIntSettingValue("BorderOverlay", "DisplayStartX", 0),
Host::GetIntSettingValue("BorderOverlay", "DisplayStartY", 0),
Host::GetIntSettingValue("BorderOverlay", "DisplayEndX", 0),
Host::GetIntSettingValue("BorderOverlay", "DisplayEndY", 0));
alpha_blend = Host::GetBoolSettingValue("BorderOverlay", "AlphaBlend", false);
}
// check rect validity.. ignore everything if it's bogus
if (!image_path.empty() && display_rect.rempty())
{
ERROR_LOG("Border overlay rectangle {} is invalid.", display_rect);
image_path = {};
}
if (image_path.empty())
{
// using preset?
if (!preset_name.empty())
{
// don't worry about the other settings, the loader will fix them up
if (m_border_overlay_image_path == preset_name)
return false;
image_path = std::move(preset_name);
}
display_rect = GSVector4i::zero();
alpha_blend = false;
}
// display rect can be updated without issue
m_border_overlay_display_rect = display_rect;
// but images and alphablend require pipeline/texture changes
if (m_border_overlay_image_path == image_path && (image_path.empty() || alpha_blend == m_border_overlay_alpha_blend))
{
m_border_overlay_alpha_blend = alpha_blend;
return false;
}
m_border_overlay_image_path = std::move(image_path);
m_border_overlay_alpha_blend = alpha_blend;
return true;
}
bool GPUPresenter::LoadOverlayTexture()
{
g_gpu_device->RecycleTexture(std::move(m_border_overlay_texture));
if (m_border_overlay_image_path.empty())
{
m_border_overlay_display_rect = GSVector4i::zero();
m_border_overlay_image_path = {};
m_border_overlay_alpha_blend = false;
return true;
}
Image image;
Error error;
bool image_load_result;
if (Path::IsAbsolute(m_border_overlay_image_path))
image_load_result = image.LoadFromFile(m_border_overlay_image_path.c_str(), &error);
else
image_load_result = LoadOverlayPreset(&error, &image);
if (!image_load_result ||
!(m_border_overlay_texture = g_gpu_device->FetchAndUploadTextureImage(image, GPUTexture::Flags::None, &error)))
{
ERROR_LOG("Failed to load overlay '{}': {}", Path::GetFileName(m_border_overlay_image_path),
error.GetDescription());
m_border_overlay_display_rect = GSVector4i::zero();
m_border_overlay_image_path = {};
m_border_overlay_alpha_blend = false;
return false;
}
INFO_LOG("Loaded overlay image {}: {}x{}", Path::GetFileName(m_border_overlay_image_path),
m_border_overlay_texture->GetWidth(), m_border_overlay_texture->GetHeight());
return true;
}
std::vector<std::string> GPUPresenter::EnumerateBorderOverlayPresets()
{
static constexpr const char* pattern = "*.yml";
std::vector<std::string> ret;
FileSystem::FindResultsArray files;
FileSystem::FindFiles(Path::Combine(EmuFolders::Resources, "overlays").c_str(), pattern,
FILESYSTEM_FIND_RELATIVE_PATHS | FILESYSTEM_FIND_FILES, &files);
FileSystem::FindFiles(Path::Combine(EmuFolders::UserResources, "overlays").c_str(), pattern,
FILESYSTEM_FIND_RELATIVE_PATHS | FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_KEEP_ARRAY, &files);
ret.reserve(files.size());
for (FILESYSTEM_FIND_DATA& fd : files)
{
const std::string_view name = Path::GetFileTitle(fd.FileName);
if (StringUtil::IsInStringList(ret, name))
continue;
ret.emplace_back(name);
}
std::sort(ret.begin(), ret.end());
return ret;
}
bool GPUPresenter::LoadOverlayPreset(Error* error, Image* image)
{
SmallString path = SmallString::from_format("overlays/{}.yml", m_border_overlay_image_path);
std::optional<std::string> yaml_data = Host::ReadResourceFileToString(path, true, error);
if (!yaml_data.has_value())
return false;
const ryml::Tree yaml =
ryml::parse_in_place(to_csubstr(path), c4::substr(reinterpret_cast<char*>(yaml_data->data()), yaml_data->size()));
const ryml::ConstNodeRef root = yaml.rootref();
if (root.empty())
{
Error::SetStringView(error, "Configuration is empty.");
return false;
}
std::string_view image_filename;
GSVector4i display_area = GSVector4i::zero();
bool display_alpha_blend = false;
if (!GetStringFromObject(root, "image", &image_filename) ||
!GetUIntFromObject(root, "displayStartX", &display_area.x) ||
!GetUIntFromObject(root, "displayStartY", &display_area.y) ||
!GetUIntFromObject(root, "displayEndX", &display_area.z) ||
!GetUIntFromObject(root, "displayEndY", &display_area.w) ||
!GetUIntFromObject(root, "alphaBlend", &display_alpha_blend))
{
Error::SetStringView(error, "One or more parameters is missing.");
return false;
}
path.format("overlays/{}", image_filename);
std::optional<DynamicHeapArray<u8>> image_data = Host::ReadResourceFile(path, true, error);
if (!image_data.has_value() || !image->LoadFromBuffer(image_filename, image_data.value(), error))
return false;
m_border_overlay_display_rect = display_area;
m_border_overlay_alpha_blend = display_alpha_blend;
return true;
}

View File

@ -3,9 +3,13 @@
#pragma once #pragma once
#include "types.h"
#include "util/gpu_device.h" #include "util/gpu_device.h"
#include <memory> #include <memory>
#include <string>
#include <vector>
class Error; class Error;
class Image; class Image;
@ -28,6 +32,9 @@ public:
/// Main frame presenter - used both when a game is and is not running. /// Main frame presenter - used both when a game is and is not running.
static bool PresentFrame(GPUPresenter* presenter, GPUBackend* backend, bool allow_skip_present, u64 present_time); static bool PresentFrame(GPUPresenter* presenter, GPUBackend* backend, bool allow_skip_present, u64 present_time);
/// Returns a list of border overlay presets.
static std::vector<std::string> EnumerateBorderOverlayPresets();
ALWAYS_INLINE s32 GetDisplayWidth() const { return m_display_width; } ALWAYS_INLINE s32 GetDisplayWidth() const { return m_display_width; }
ALWAYS_INLINE s32 GetDisplayHeight() const { return m_display_height; } ALWAYS_INLINE s32 GetDisplayHeight() const { return m_display_height; }
ALWAYS_INLINE s32 GetDisplayVRAMWidth() const { return m_display_vram_width; } ALWAYS_INLINE s32 GetDisplayVRAMWidth() const { return m_display_vram_width; }
@ -44,6 +51,8 @@ public:
bool UpdateSettings(const GPUSettings& old_settings, Error* error); bool UpdateSettings(const GPUSettings& old_settings, Error* error);
bool UpdatePostProcessingSettings(Error* error);
void ClearDisplay(); void ClearDisplay();
void ClearDisplayTexture(); void ClearDisplayTexture();
void SetDisplayParameters(u16 display_width, u16 display_height, u16 display_origin_left, u16 display_origin_top, void SetDisplayParameters(u16 display_width, u16 display_height, u16 display_origin_left, u16 display_origin_top,
@ -82,12 +91,28 @@ private:
bool CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error); bool CompileDisplayPipelines(bool display, bool deinterlace, bool chroma_smoothing, Error* error);
GPUDevice::PresentResult RenderDisplay(GPUTexture* target, const GSVector4i display_rect, const GSVector4i draw_rect, GPUDevice::PresentResult RenderDisplay(GPUTexture* target, const GSVector4i overlay_rect,
bool postfx); const GSVector4i display_rect, const GSVector4i draw_rect, bool postfx);
void DrawDisplay(const GSVector2i target_size, GPUTexture* display_texture, s32 display_texture_view_x,
s32 display_texture_view_y, s32 display_texture_view_width, s32 display_texture_view_height,
const GSVector4i display_rect, bool dst_alpha_blend, DisplayRotation rotation,
WindowInfo::PreRotation prerotation);
GPUDevice::PresentResult ApplyDisplayPostProcess(GPUTexture* target, GPUTexture* input,
const GSVector4i display_rect);
void DrawTextureCopy(const GSVector2i target_size, const GSVector4i draw_rect, GPUTexture* input,
bool dst_alpha_blend, bool linear, WindowInfo::PreRotation prerotation);
void DrawScreenQuad(const GSVector4i rect, const GSVector4 uv_rect, const GSVector2i target_size,
DisplayRotation uv_rotation, WindowInfo::PreRotation prerotation);
bool DeinterlaceSetTargetSize(u32 width, u32 height, bool preserve); bool DeinterlaceSetTargetSize(u32 width, u32 height, bool preserve);
void DestroyDeinterlaceTextures(); void DestroyDeinterlaceTextures();
/// Returns true if the image path or alpha blend option has changed.
bool LoadOverlaySettings();
bool LoadOverlayTexture();
bool LoadOverlayPreset(Error* error, Image* image);
s32 m_display_width = 0; s32 m_display_width = 0;
s32 m_display_height = 0; s32 m_display_height = 0;
@ -114,6 +139,20 @@ private:
s32 m_display_texture_view_height = 0; s32 m_display_texture_view_height = 0;
u32 m_skipped_present_count = 0; u32 m_skipped_present_count = 0;
GPUTexture::Format m_present_format = GPUTexture::Format::Unknown;
std::unique_ptr<GPUPipeline> m_present_copy_pipeline;
// blended variants of pipelines, used when overlays are enabled
std::unique_ptr<GPUPipeline> m_display_blend_pipeline;
std::unique_ptr<GPUPipeline> m_present_copy_blend_pipeline;
std::unique_ptr<GPUTexture> m_border_overlay_texture;
GSVector4i m_border_overlay_display_rect = GSVector4i::zero();
// Low-traffic variables down here.
std::string m_border_overlay_image_path;
bool m_border_overlay_alpha_blend = false;
}; };
namespace Host { namespace Host {

View File

@ -973,7 +973,8 @@ void GPUThread::UpdateSettingsOnThread(const GPUSettings& old_settings)
PostProcessing::UpdateSettings(); PostProcessing::UpdateSettings();
Error error; Error error;
if (!s_state.gpu_presenter->UpdateSettings(old_settings, &error) || if (!s_state.gpu_presenter->UpdatePostProcessingSettings(&error) ||
!s_state.gpu_presenter->UpdateSettings(old_settings, &error) ||
!s_state.gpu_backend->UpdateSettings(old_settings, &error)) [[unlikely]] !s_state.gpu_backend->UpdateSettings(old_settings, &error)) [[unlikely]]
{ {
ReportFatalErrorAndShutdown(fmt::format("Failed to update settings: {}", error.GetDescription())); ReportFatalErrorAndShutdown(fmt::format("Failed to update settings: {}", error.GetDescription()));
@ -1071,6 +1072,14 @@ void GPUThread::UpdateSettings(bool gpu_settings_changed, bool device_settings_c
if (s_state.gpu_backend) if (s_state.gpu_backend)
{ {
PostProcessing::UpdateSettings(); PostProcessing::UpdateSettings();
Error error;
if (!s_state.gpu_presenter->UpdatePostProcessingSettings(&error))
{
ReportFatalErrorAndShutdown(fmt::format("Failed to update settings: {}", error.GetDescription()));
return;
}
if (ImGuiManager::UpdateDebugWindowConfig() || (PostProcessing::DisplayChain.IsActive() && !IsSystemPaused())) if (ImGuiManager::UpdateDebugWindowConfig() || (PostProcessing::DisplayChain.IsActive() && !IsSystemPaused()))
PresentFrameAndRestoreContext(); PresentFrameAndRestoreContext();
} }

View File

@ -205,6 +205,9 @@ struct GPUSettings
bool operator!=(const TextureReplacementSettings& rhs) const; bool operator!=(const TextureReplacementSettings& rhs) const;
} texture_replacements; } texture_replacements;
std::string overlay_image_path;
s16 mingus2[4];
float GetDisplayAspectRatioValue() const; float GetDisplayAspectRatioValue() const;
ALWAYS_INLINE bool IsUsingSoftwareRenderer() const { return (gpu_renderer == GPURenderer::Software); } ALWAYS_INLINE bool IsUsingSoftwareRenderer() const { return (gpu_renderer == GPURenderer::Software); }
@ -256,7 +259,7 @@ struct Settings : public GPUSettings
{ {
Settings(); Settings();
u32 cpu_overclock_numerator = 1; ALIGN_TO_CACHE_LINE u32 cpu_overclock_numerator = 1;
u32 cpu_overclock_denominator = 1; u32 cpu_overclock_denominator = 1;
TickCount dma_max_slice_ticks = DEFAULT_DMA_MAX_SLICE_TICKS; TickCount dma_max_slice_ticks = DEFAULT_DMA_MAX_SLICE_TICKS;

View File

@ -360,6 +360,9 @@
<QtUi Include="isobrowserwindow.ui"> <QtUi Include="isobrowserwindow.ui">
<FileType>Document</FileType> <FileType>Document</FileType>
</QtUi> </QtUi>
<QtUi Include="postprocessingoverlayconfigwidget.ui">
<FileType>Document</FileType>
</QtUi>
<None Include="translations\duckstation-qt_es-es.ts" /> <None Include="translations\duckstation-qt_es-es.ts" />
<None Include="translations\duckstation-qt_sv.ts" /> <None Include="translations\duckstation-qt_sv.ts" />
<None Include="translations\duckstation-qt_tr.ts" /> <None Include="translations\duckstation-qt_tr.ts" />

View File

@ -295,6 +295,7 @@
<QtUi Include="gamecheatcodechoiceeditordialog.ui" /> <QtUi Include="gamecheatcodechoiceeditordialog.ui" />
<QtUi Include="memorycardrenamefiledialog.ui" /> <QtUi Include="memorycardrenamefiledialog.ui" />
<QtUi Include="isobrowserwindow.ui" /> <QtUi Include="isobrowserwindow.ui" />
<QtUi Include="postprocessingoverlayconfigwidget.ui" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ResourceCompile Include="duckstation-qt.rc" /> <ResourceCompile Include="duckstation-qt.rc" />

View File

@ -0,0 +1,190 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>PostProcessingOverlayConfigWidget</class>
<widget class="QWidget" name="PostProcessingOverlayConfigWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>540</width>
<height>355</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QGroupBox" name="groupBox">
<property name="title">
<string>Basic Configuration</string>
</property>
<layout class="QFormLayout" name="formLayout_3">
<item row="1" column="0">
<widget class="QLabel" name="label_2">
<property name="text">
<string>Selected Preset:</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QComboBox" name="overlayName"/>
</item>
<item row="0" column="0" colspan="2">
<widget class="QLabel" name="label">
<property name="text">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;A border overlay is an image that is drawn around the system display. Border overlays are applied after post-processing. You can choose from the border list below, or manually configure a custom border.&lt;/p&gt;&lt;p&gt;Additional preset borders can be added to the &lt;span style=&quot; font-weight:700;&quot;&gt;resources\overlays&lt;/span&gt; folder within in the data directory.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="wordWrap">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="customConfiguration">
<property name="title">
<string>Custom Configuration</string>
</property>
<layout class="QFormLayout" name="formLayout">
<item row="0" column="0">
<widget class="QLabel" name="label_3">
<property name="text">
<string>Image Path:</string>
</property>
</widget>
</item>
<item row="0" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_2">
<item>
<widget class="QLineEdit" name="imagePath"/>
</item>
<item>
<widget class="QPushButton" name="imagePathBrowse">
<property name="text">
<string>Browse...</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="0">
<widget class="QLabel" name="label_4">
<property name="text">
<string>Display Start:</string>
</property>
</widget>
</item>
<item row="1" column="1">
<layout class="QHBoxLayout" name="horizontalLayout" stretch="0,1,0,1">
<item>
<widget class="QLabel" name="label_5">
<property name="text">
<string>X:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="displayStartX">
<property name="suffix">
<string> pixels</string>
</property>
<property name="maximum">
<number>65535</number>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_6">
<property name="text">
<string>Y:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="displayStartY">
<property name="suffix">
<string> pixels</string>
</property>
<property name="maximum">
<number>65535</number>
</property>
</widget>
</item>
</layout>
</item>
<item row="3" column="0" colspan="2">
<widget class="QCheckBox" name="alphaBlend">
<property name="text">
<string>Destination Alpha Blending</string>
</property>
</widget>
</item>
<item row="2" column="1">
<layout class="QHBoxLayout" name="horizontalLayout_3" stretch="0,1,0,1">
<item>
<widget class="QLabel" name="label_7">
<property name="text">
<string>X:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="displayEndX">
<property name="suffix">
<string> pixels</string>
</property>
<property name="maximum">
<number>65535</number>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_8">
<property name="text">
<string>Y:</string>
</property>
</widget>
</item>
<item>
<widget class="QSpinBox" name="displayEndY">
<property name="suffix">
<string> pixels</string>
</property>
<property name="maximum">
<number>65535</number>
</property>
</widget>
</item>
</layout>
</item>
<item row="2" column="0">
<widget class="QLabel" name="label_9">
<property name="text">
<string>Display End:</string>
</property>
</widget>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">
<enum>Qt::Orientation::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>0</height>
</size>
</property>
</spacer>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -5,13 +5,17 @@
#include "qthost.h" #include "qthost.h"
#include "settingwidgetbinder.h" #include "settingwidgetbinder.h"
#include "core/gpu_presenter.h"
#include "util/postprocessing.h" #include "util/postprocessing.h"
#include "common/error.h" #include "common/error.h"
#include <QtCore/QDir>
#include <QtWidgets/QCheckBox> #include <QtWidgets/QCheckBox>
#include <QtWidgets/QDialogButtonBox> #include <QtWidgets/QDialogButtonBox>
#include <QtWidgets/QGridLayout> #include <QtWidgets/QGridLayout>
#include <QtWidgets/QInputDialog>
#include <QtWidgets/QLabel> #include <QtWidgets/QLabel>
#include <QtWidgets/QMessageBox> #include <QtWidgets/QMessageBox>
#include <QtWidgets/QSlider> #include <QtWidgets/QSlider>
@ -22,6 +26,7 @@ PostProcessingSettingsWidget::PostProcessingSettingsWidget(SettingsWindow* dialo
tr("Display")); tr("Display"));
addTab(new PostProcessingChainConfigWidget(dialog, this, PostProcessing::Config::INTERNAL_CHAIN_SECTION), addTab(new PostProcessingChainConfigWidget(dialog, this, PostProcessing::Config::INTERNAL_CHAIN_SECTION),
tr("Internal")); tr("Internal"));
addTab(new PostProcessingOverlayConfigWidget(dialog, this), tr("Border Overlay"));
setDocumentMode(true); setDocumentMode(true);
} }
@ -477,3 +482,53 @@ void PostProcessingShaderConfigWidget::createUi()
row++; row++;
m_layout->addItem(new QSpacerItem(1, 1, QSizePolicy::Minimum, QSizePolicy::Expanding), row, 0, 1, 3); m_layout->addItem(new QSpacerItem(1, 1, QSizePolicy::Minimum, QSizePolicy::Expanding), row, 0, 1, 3);
} }
PostProcessingOverlayConfigWidget::PostProcessingOverlayConfigWidget(SettingsWindow* dialog, QWidget* parent)
: QWidget(parent), m_dialog(dialog)
{
SettingsInterface* sif = dialog->getSettingsInterface();
m_ui.setupUi(this);
m_ui.overlayName->addItem(tr("None"), QString());
m_ui.overlayName->addItem(tr("Custom..."), QStringLiteral("Custom"));
for (const std::string& name : GPUPresenter::EnumerateBorderOverlayPresets())
{
const QString qname = QString::fromStdString(name);
m_ui.overlayName->addItem(qname, qname);
}
SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.overlayName, "BorderOverlay", "PresetName");
SettingWidgetBinder::BindWidgetToStringSetting(sif, m_ui.imagePath, "BorderOverlay", "ImagePath");
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.displayStartX, "BorderOverlay", "DisplayStartX", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.displayStartY, "BorderOverlay", "DisplayStartY", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.displayEndX, "BorderOverlay", "DisplayEndX", 0);
SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.displayEndY, "BorderOverlay", "DisplayEndY", 0);
SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.alphaBlend, "BorderOverlay", "AlphaBlend", false);
connect(m_ui.overlayName, &QComboBox::currentIndexChanged, this,
&PostProcessingOverlayConfigWidget::onOverlayNameCurrentIndexChanged);
connect(m_ui.imagePathBrowse, &QPushButton::clicked, this,
&PostProcessingOverlayConfigWidget::onImagePathBrowseClicked);
onOverlayNameCurrentIndexChanged(m_ui.overlayName->currentIndex());
}
PostProcessingOverlayConfigWidget::~PostProcessingOverlayConfigWidget() = default;
void PostProcessingOverlayConfigWidget::onOverlayNameCurrentIndexChanged(int index)
{
const int custom_idx = m_dialog->isPerGameSettings() ? 2 : 1;
const bool enable_custom = (index == custom_idx);
m_ui.customConfiguration->setEnabled(enable_custom);
}
void PostProcessingOverlayConfigWidget::onImagePathBrowseClicked()
{
const QString path = QFileDialog::getOpenFileName(QtUtils::GetRootWidget(this), tr("Select Image"), QString(),
tr("All Cover Image Types (*.jpg *.jpeg *.png *.webp)"));
if (path.isEmpty())
return;
m_ui.imagePath->setText(QDir::toNativeSeparators(path));
}

View File

@ -1,9 +1,10 @@
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com> // SPDX-FileCopyrightText: 2019-2025 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0 // SPDX-License-Identifier: CC-BY-NC-ND-4.0
#pragma once #pragma once
#include "ui_postprocessingchainconfigwidget.h" #include "ui_postprocessingchainconfigwidget.h"
#include "ui_postprocessingoverlayconfigwidget.h"
#include "util/postprocessing.h" #include "util/postprocessing.h"
@ -13,7 +14,7 @@
class SettingsWindow; class SettingsWindow;
class PostProcessingShaderConfigWidget; class PostProcessingShaderConfigWidget;
class PostProcessingSettingsWidget : public QTabWidget class PostProcessingSettingsWidget final : public QTabWidget
{ {
Q_OBJECT Q_OBJECT
@ -61,7 +62,7 @@ private:
PostProcessingShaderConfigWidget* m_shader_config = nullptr; PostProcessingShaderConfigWidget* m_shader_config = nullptr;
}; };
class PostProcessingShaderConfigWidget : public QWidget class PostProcessingShaderConfigWidget final : public QWidget
{ {
Q_OBJECT Q_OBJECT
@ -73,7 +74,7 @@ public:
private Q_SLOTS: private Q_SLOTS:
void onResetDefaultsClicked(); void onResetDefaultsClicked();
protected: private:
void createUi(); void createUi();
void updateConfigForOption(const PostProcessing::ShaderOption& option); void updateConfigForOption(const PostProcessing::ShaderOption& option);
@ -86,3 +87,20 @@ protected:
u32 m_stage_index; u32 m_stage_index;
std::vector<PostProcessing::ShaderOption> m_options; std::vector<PostProcessing::ShaderOption> m_options;
}; };
class PostProcessingOverlayConfigWidget final : public QWidget
{
Q_OBJECT
public:
PostProcessingOverlayConfigWidget(SettingsWindow* dialog, QWidget* parent);
~PostProcessingOverlayConfigWidget();
private Q_SLOTS:
void onOverlayNameCurrentIndexChanged(int index);
void onImagePathBrowseClicked();
private:
Ui::PostProcessingOverlayConfigWidget m_ui;
SettingsWindow* m_dialog;
};

View File

@ -233,10 +233,11 @@ GPUSwapChain::GPUSwapChain(const WindowInfo& wi, GPUVSyncMode vsync_mode, bool a
GPUSwapChain::~GPUSwapChain() = default; GPUSwapChain::~GPUSwapChain() = default;
GSVector4i GPUSwapChain::PreRotateClipRect(const GSVector4i& v) GSVector4i GPUSwapChain::PreRotateClipRect(WindowInfo::PreRotation prerotation, const GSVector2i surface_size,
const GSVector4i& v)
{ {
GSVector4i new_clip; GSVector4i new_clip;
switch (m_window_info.surface_prerotation) switch (prerotation)
{ {
case WindowInfo::PreRotation::Identity: case WindowInfo::PreRotation::Identity:
new_clip = v; new_clip = v;
@ -245,7 +246,7 @@ GSVector4i GPUSwapChain::PreRotateClipRect(const GSVector4i& v)
case WindowInfo::PreRotation::Rotate90Clockwise: case WindowInfo::PreRotation::Rotate90Clockwise:
{ {
const s32 height = (v.w - v.y); const s32 height = (v.w - v.y);
const s32 y = m_window_info.surface_height - v.y - height; const s32 y = surface_size.y - v.y - height;
new_clip = GSVector4i(y, v.x, y + height, v.z); new_clip = GSVector4i(y, v.x, y + height, v.z);
} }
break; break;
@ -254,8 +255,8 @@ GSVector4i GPUSwapChain::PreRotateClipRect(const GSVector4i& v)
{ {
const s32 width = (v.z - v.x); const s32 width = (v.z - v.x);
const s32 height = (v.w - v.y); const s32 height = (v.w - v.y);
const s32 x = m_window_info.surface_width - v.x - width; const s32 x = surface_size.x - v.x - width;
const s32 y = m_window_info.surface_height - v.y - height; const s32 y = surface_size.y - v.y - height;
new_clip = GSVector4i(x, y, x + width, y + height); new_clip = GSVector4i(x, y, x + width, y + height);
} }
break; break;
@ -263,7 +264,7 @@ GSVector4i GPUSwapChain::PreRotateClipRect(const GSVector4i& v)
case WindowInfo::PreRotation::Rotate270Clockwise: case WindowInfo::PreRotation::Rotate270Clockwise:
{ {
const s32 width = (v.z - v.x); const s32 width = (v.z - v.x);
const s32 x = m_window_info.surface_width - v.x - width; const s32 x = surface_size.x - v.x - width;
new_clip = GSVector4i(v.y, x, v.w, x + width); new_clip = GSVector4i(v.y, x, v.w, x + width);
} }
break; break;
@ -736,12 +737,11 @@ void GPUDevice::RenderImGui(GPUSwapChain* swap_chain)
SetPipeline(m_imgui_pipeline.get()); SetPipeline(m_imgui_pipeline.get());
SetViewport(0, 0, swap_chain->GetPostRotatedWidth(), post_rotated_height); SetViewport(0, 0, swap_chain->GetPostRotatedWidth(), post_rotated_height);
const bool prerotated = (swap_chain->GetPreRotation() != WindowInfo::PreRotation::Identity);
GSMatrix4x4 mproj = GSMatrix4x4::OffCenterOrthographicProjection( GSMatrix4x4 mproj = GSMatrix4x4::OffCenterOrthographicProjection(
0.0f, 0.0f, static_cast<float>(swap_chain->GetWidth()), static_cast<float>(swap_chain->GetHeight()), 0.0f, 1.0f); 0.0f, 0.0f, static_cast<float>(swap_chain->GetWidth()), static_cast<float>(swap_chain->GetHeight()), 0.0f, 1.0f);
if (swap_chain->GetPreRotation() != WindowInfo::PreRotation::Identity) if (prerotated)
{
mproj = GSMatrix4x4::RotationZ(WindowInfo::GetZRotationForPreRotation(swap_chain->GetPreRotation())) * mproj; mproj = GSMatrix4x4::RotationZ(WindowInfo::GetZRotationForPreRotation(swap_chain->GetPreRotation())) * mproj;
}
PushUniformBuffer(&mproj, sizeof(mproj)); PushUniformBuffer(&mproj, sizeof(mproj));
// Render command lists // Render command lists
@ -766,7 +766,9 @@ void GPUDevice::RenderImGui(GPUSwapChain* swap_chain)
} }
GSVector4i clip = GSVector4i(GSVector4::load<false>(&pcmd->ClipRect.x)); GSVector4i clip = GSVector4i(GSVector4::load<false>(&pcmd->ClipRect.x));
clip = swap_chain->PreRotateClipRect(clip);
if (prerotated)
clip = GPUSwapChain::PreRotateClipRect(swap_chain->GetPreRotation(), swap_chain->GetSizeVec(), clip);
if (flip) if (flip)
clip = FlipToLowerLeft(clip, post_rotated_height); clip = FlipToLowerLeft(clip, post_rotated_height);

View File

@ -516,6 +516,10 @@ public:
{ {
return GSVector2i(m_window_info.surface_width, m_window_info.surface_height); return GSVector2i(m_window_info.surface_width, m_window_info.surface_height);
} }
ALWAYS_INLINE GSVector2i GetPostRotatedSizeVec() const
{
return GSVector2i(m_window_info.GetPostRotatedWidth(), m_window_info.GetPostRotatedHeight());
}
ALWAYS_INLINE GPUVSyncMode GetVSyncMode() const { return m_vsync_mode; } ALWAYS_INLINE GPUVSyncMode GetVSyncMode() const { return m_vsync_mode; }
ALWAYS_INLINE bool IsVSyncModeBlocking() const { return (m_vsync_mode == GPUVSyncMode::FIFO); } ALWAYS_INLINE bool IsVSyncModeBlocking() const { return (m_vsync_mode == GPUVSyncMode::FIFO); }
@ -524,11 +528,12 @@ public:
virtual bool ResizeBuffers(u32 new_width, u32 new_height, float new_scale, Error* error) = 0; virtual bool ResizeBuffers(u32 new_width, u32 new_height, float new_scale, Error* error) = 0;
virtual bool SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle, Error* error) = 0; virtual bool SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle, Error* error) = 0;
GSVector4i PreRotateClipRect(const GSVector4i& v);
bool ShouldSkipPresentingFrame(); bool ShouldSkipPresentingFrame();
void ThrottlePresentation(); void ThrottlePresentation();
static GSVector4i PreRotateClipRect(WindowInfo::PreRotation prerotation, const GSVector2i surface_size,
const GSVector4i& v);
protected: protected:
// TODO: Merge WindowInfo into this struct... // TODO: Merge WindowInfo into this struct...
WindowInfo m_window_info; WindowInfo m_window_info;

View File

@ -1,7 +1,7 @@
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com> // SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0 // SPDX-License-Identifier: CC-BY-NC-ND-4.0
static constexpr ImWchar FA_ICON_RANGE[] = { 0xe06f,0xe070,0xe086,0xe086,0xf002,0xf002,0xf005,0xf005,0xf007,0xf007,0xf00c,0xf00e,0xf011,0xf013,0xf017,0xf017,0xf019,0xf019,0xf01c,0xf01c,0xf021,0xf021,0xf023,0xf023,0xf025,0xf026,0xf028,0xf028,0xf02e,0xf02e,0xf030,0xf030,0xf03a,0xf03a,0xf03d,0xf03e,0xf04a,0xf04c,0xf050,0xf050,0xf056,0xf056,0xf05e,0xf05e,0xf062,0xf063,0xf065,0xf067,0xf071,0xf071,0xf075,0xf075,0xf077,0xf078,0xf07b,0xf07c,0xf083,0xf085,0xf091,0xf091,0xf0ac,0xf0ae,0xf0b2,0xf0b2,0xf0c3,0xf0c3,0xf0c5,0xf0c5,0xf0c7,0xf0c9,0xf0cb,0xf0cb,0xf0d0,0xf0d0,0xf0dc,0xf0dc,0xf0e0,0xf0e0,0xf0e2,0xf0e2,0xf0e7,0xf0e8,0xf0eb,0xf0eb,0xf0f1,0xf0f1,0xf0f3,0xf0f3,0xf0fe,0xf0fe,0xf110,0xf110,0xf11b,0xf11c,0xf140,0xf140,0xf144,0xf144,0xf146,0xf146,0xf14a,0xf14a,0xf15b,0xf15d,0xf191,0xf192,0xf1ab,0xf1ab,0xf1c0,0xf1c0,0xf1c5,0xf1c5,0xf1de,0xf1de,0xf1e6,0xf1e6,0xf1eb,0xf1eb,0xf1f8,0xf1f8,0xf1fb,0xf1fc,0xf201,0xf201,0xf240,0xf240,0xf242,0xf242,0xf245,0xf245,0xf26c,0xf26c,0xf279,0xf279,0xf2c1,0xf2c1,0xf2d0,0xf2d0,0xf2db,0xf2db,0xf2f1,0xf2f2,0xf302,0xf302,0xf31e,0xf31e,0xf338,0xf338,0xf35d,0xf35d,0xf360,0xf360,0xf362,0xf362,0xf3fd,0xf3fd,0xf410,0xf410,0xf422,0xf422,0xf424,0xf424,0xf462,0xf462,0xf466,0xf466,0xf4ce,0xf4ce,0xf500,0xf500,0xf51f,0xf51f,0xf538,0xf538,0xf53f,0xf53f,0xf545,0xf545,0xf547,0xf548,0xf54c,0xf54c,0xf55b,0xf55b,0xf55d,0xf55d,0xf565,0xf565,0xf56e,0xf570,0xf575,0xf575,0xf5a2,0xf5a2,0xf5aa,0xf5aa,0xf5ae,0xf5ae,0xf5c7,0xf5c7,0xf5cb,0xf5cb,0xf5e7,0xf5e7,0xf5ee,0xf5ee,0xf61f,0xf61f,0xf65d,0xf65e,0xf6a9,0xf6a9,0xf6cf,0xf6cf,0xf70c,0xf70c,0xf70e,0xf70e,0xf78c,0xf78c,0xf794,0xf794,0xf7a0,0xf7a0,0xf7a4,0xf7a5,0xf7c2,0xf7c2,0xf807,0xf807,0xf815,0xf815,0xf818,0xf818,0xf84c,0xf84c,0xf87d,0xf87d,0xf8cc,0xf8cc,0x0,0x0 }; static constexpr ImWchar FA_ICON_RANGE[] = { 0xe06f,0xe070,0xe086,0xe086,0xf002,0xf002,0xf005,0xf005,0xf007,0xf007,0xf00c,0xf00e,0xf011,0xf013,0xf017,0xf017,0xf019,0xf019,0xf01c,0xf01c,0xf021,0xf021,0xf023,0xf023,0xf025,0xf026,0xf028,0xf028,0xf02e,0xf02e,0xf030,0xf030,0xf03a,0xf03a,0xf03d,0xf03e,0xf04a,0xf04c,0xf050,0xf050,0xf056,0xf056,0xf05e,0xf05e,0xf062,0xf063,0xf065,0xf067,0xf071,0xf071,0xf075,0xf075,0xf077,0xf078,0xf07b,0xf07c,0xf083,0xf085,0xf091,0xf091,0xf0ac,0xf0ae,0xf0b2,0xf0b2,0xf0c3,0xf0c3,0xf0c5,0xf0c5,0xf0c7,0xf0c9,0xf0cb,0xf0cb,0xf0d0,0xf0d0,0xf0dc,0xf0dc,0xf0e0,0xf0e0,0xf0e2,0xf0e2,0xf0e7,0xf0e8,0xf0eb,0xf0eb,0xf0f1,0xf0f1,0xf0f3,0xf0f3,0xf0fe,0xf0fe,0xf110,0xf110,0xf11b,0xf11c,0xf140,0xf140,0xf144,0xf144,0xf146,0xf146,0xf14a,0xf14a,0xf15b,0xf15d,0xf191,0xf192,0xf1ab,0xf1ab,0xf1c0,0xf1c0,0xf1c5,0xf1c5,0xf1de,0xf1de,0xf1e6,0xf1e6,0xf1eb,0xf1eb,0xf1f8,0xf1f8,0xf1fb,0xf1fc,0xf201,0xf201,0xf240,0xf240,0xf242,0xf242,0xf245,0xf245,0xf26c,0xf26c,0xf279,0xf279,0xf2c1,0xf2c1,0xf2d0,0xf2d0,0xf2db,0xf2db,0xf2f1,0xf2f2,0xf302,0xf302,0xf31e,0xf31e,0xf338,0xf338,0xf35d,0xf35d,0xf360,0xf360,0xf362,0xf362,0xf3fd,0xf3fd,0xf410,0xf410,0xf422,0xf422,0xf424,0xf424,0xf462,0xf462,0xf466,0xf466,0xf4ce,0xf4ce,0xf500,0xf500,0xf517,0xf517,0xf51f,0xf51f,0xf538,0xf538,0xf53f,0xf53f,0xf545,0xf545,0xf547,0xf548,0xf54c,0xf54c,0xf55b,0xf55b,0xf55d,0xf55d,0xf565,0xf565,0xf56e,0xf570,0xf575,0xf575,0xf5a2,0xf5a2,0xf5aa,0xf5aa,0xf5ae,0xf5ae,0xf5c7,0xf5c7,0xf5cb,0xf5cb,0xf5e7,0xf5e7,0xf5ee,0xf5ee,0xf61f,0xf61f,0xf65d,0xf65e,0xf6a9,0xf6a9,0xf6cf,0xf6cf,0xf70c,0xf70c,0xf70e,0xf70e,0xf78c,0xf78c,0xf794,0xf794,0xf7a0,0xf7a0,0xf7a4,0xf7a5,0xf7c2,0xf7c2,0xf807,0xf807,0xf815,0xf815,0xf818,0xf818,0xf84c,0xf84c,0xf853,0xf853,0xf87d,0xf87d,0xf8cc,0xf8cc,0x0,0x0 };
static constexpr ImWchar PF_ICON_RANGE[] = { 0x2196,0x2199,0x219e,0x21a3,0x21b0,0x21b3,0x21ba,0x21c3,0x21c7,0x21ca,0x21d0,0x21d4,0x21e0,0x21e3,0x21e6,0x21e8,0x21ed,0x21ee,0x21f7,0x21f8,0x21fa,0x21fb,0x221a,0x221b,0x227a,0x227f,0x2284,0x2284,0x22bf,0x22c8,0x2349,0x2349,0x235e,0x235e,0x2360,0x2361,0x2364,0x2366,0x23b2,0x23b4,0x23cc,0x23cc,0x23ce,0x23ce,0x23f4,0x23f7,0x2427,0x243a,0x243c,0x243e,0x2446,0x2446,0x2460,0x246b,0x248f,0x248f,0x24f5,0x24fd,0x24ff,0x24ff,0x2717,0x2717,0x2753,0x2753,0x278a,0x278e,0x27fc,0x27fc,0xe000,0xe001,0xff21,0xff3a,0x1f52b,0x1f52b,0x0,0x0 }; static constexpr ImWchar PF_ICON_RANGE[] = { 0x2196,0x2199,0x219e,0x21a3,0x21b0,0x21b3,0x21ba,0x21c3,0x21c7,0x21ca,0x21d0,0x21d4,0x21e0,0x21e3,0x21e6,0x21e8,0x21ed,0x21ee,0x21f7,0x21f8,0x21fa,0x21fb,0x221a,0x221b,0x227a,0x227f,0x2284,0x2284,0x22bf,0x22c8,0x2349,0x2349,0x235e,0x235e,0x2360,0x2361,0x2364,0x2366,0x23b2,0x23b4,0x23cc,0x23cc,0x23ce,0x23ce,0x23f4,0x23f7,0x2427,0x243a,0x243c,0x243e,0x2446,0x2446,0x2460,0x246b,0x248f,0x248f,0x24f5,0x24fd,0x24ff,0x24ff,0x2717,0x2717,0x2753,0x2753,0x278a,0x278e,0x27fc,0x27fc,0xe000,0xe001,0xff21,0xff3a,0x1f52b,0x1f52b,0x0,0x0 };

View File

@ -577,45 +577,6 @@ bool PostProcessing::Chain::CheckTargets(GPUTexture::Format target_format, u32 t
Error error; Error error;
if (!IsInternalChain() && (!m_rotated_copy_pipeline || m_target_format != target_format))
{
const RenderAPI rapi = g_gpu_device->GetRenderAPI();
const ShaderGen shadergen(rapi, ShaderGen::GetShaderLanguageForAPI(rapi), false, false);
const std::unique_ptr<GPUShader> vso = g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GetLanguage(),
shadergen.GenerateRotateVertexShader(), &error);
const std::unique_ptr<GPUShader> fso = g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GetLanguage(),
shadergen.GenerateRotateFragmentShader(), &error);
if (!vso || !fso)
{
ERROR_LOG("Failed to compile post-processing rotate shaders: {}", error.GetDescription());
return false;
}
GL_OBJECT_NAME(vso, "Post-processing rotate blit VS");
GL_OBJECT_NAME(vso, "Post-processing rotate blit FS");
const GPUPipeline::GraphicsConfig config = {.layout = GPUPipeline::Layout::SingleTextureAndPushConstants,
.primitive = GPUPipeline::Primitive::Triangles,
.input_layout = {},
.rasterization = GPUPipeline::RasterizationState::GetNoCullState(),
.depth = GPUPipeline::DepthState::GetNoTestsState(),
.blend = GPUPipeline::BlendState::GetNoBlendingState(),
.vertex_shader = vso.get(),
.geometry_shader = nullptr,
.fragment_shader = fso.get(),
.color_formats = {target_format},
.depth_format = GPUTexture::Format::Unknown,
.samples = 1,
.per_sample_shading = false,
.render_pass_flags = GPUPipeline::NoRenderPassFlags};
m_rotated_copy_pipeline = g_gpu_device->CreatePipeline(config, &error);
if (!m_rotated_copy_pipeline)
{
ERROR_LOG("Failed to compile post-processing rotate pipeline: {}", error.GetDescription());
return false;
}
GL_OBJECT_NAME(m_rotated_copy_pipeline, "Post-processing rotate pipeline");
}
// In case any allocs fail. // In case any allocs fail.
DestroyTextures(); DestroyTextures();
@ -677,11 +638,6 @@ void PostProcessing::Chain::DestroyTextures()
g_gpu_device->RecycleTexture(std::move(m_input_texture)); g_gpu_device->RecycleTexture(std::move(m_input_texture));
} }
void PostProcessing::Chain::DestroyPipelines()
{
m_rotated_copy_pipeline.reset();
}
GPUDevice::PresentResult PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUDevice::PresentResult PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_depth,
GPUTexture* final_target, GSVector4i final_rect, s32 orig_width, GPUTexture* final_target, GSVector4i final_rect, s32 orig_width,
s32 orig_height, s32 native_width, s32 native_height) s32 orig_height, s32 native_width, s32 native_height)
@ -693,25 +649,14 @@ GPUDevice::PresentResult PostProcessing::Chain::Apply(GPUTexture* input_color, G
if (input_depth) if (input_depth)
input_depth->MakeReadyForSampling(); input_depth->MakeReadyForSampling();
GPUTexture* draw_final_target = final_target;
const WindowInfo::PreRotation prerotation =
final_target ? WindowInfo::PreRotation::Identity : g_gpu_device->GetMainSwapChain()->GetPreRotation();
if (prerotation != WindowInfo::PreRotation::Identity)
{
// We have prerotation and post processing. This is messy, since we need to run the shader on the "real" size,
// then copy it across to the rotated image. We can use the input or output texture from the chain, whichever
// was not the last that was drawn to.
draw_final_target = GetTextureUnusedAtEndOfChain();
}
const float time = static_cast<float>(Timer::ConvertValueToSeconds(Timer::GetCurrentValue() - s_start_time)); const float time = static_cast<float>(Timer::ConvertValueToSeconds(Timer::GetCurrentValue() - s_start_time));
for (const std::unique_ptr<Shader>& stage : m_stages) for (const std::unique_ptr<Shader>& stage : m_stages)
{ {
const bool is_final = (stage.get() == m_stages.back().get()); const bool is_final = (stage.get() == m_stages.back().get());
if (const GPUDevice::PresentResult pres = if (const GPUDevice::PresentResult pres =
stage->Apply(input_color, input_depth, is_final ? draw_final_target : output, final_rect, orig_width, stage->Apply(input_color, input_depth, is_final ? final_target : output, final_rect, orig_width, orig_height,
orig_height, native_width, native_height, m_target_width, m_target_height, time); native_width, native_height, m_target_width, m_target_height, time);
pres != GPUDevice::PresentResult::OK) pres != GPUDevice::PresentResult::OK)
{ {
return pres; return pres;
@ -725,30 +670,6 @@ GPUDevice::PresentResult PostProcessing::Chain::Apply(GPUTexture* input_color, G
} }
} }
if (prerotation != WindowInfo::PreRotation::Identity)
{
draw_final_target->MakeReadyForSampling();
// Rotate and blit to final swap chain.
GPUSwapChain* const swap_chain = g_gpu_device->GetMainSwapChain();
if (const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(swap_chain);
pres != GPUDevice::PresentResult::OK)
{
return pres;
}
GL_PUSH_FMT("Apply swap chain pre-rotation");
const GSMatrix2x2 rotmat = GSMatrix2x2::Rotation(WindowInfo::GetZRotationForPreRotation(prerotation));
g_gpu_device->SetPipeline(m_rotated_copy_pipeline.get());
g_gpu_device->PushUniformBuffer(&rotmat, sizeof(rotmat));
g_gpu_device->SetTextureSampler(0, draw_final_target, g_gpu_device->GetNearestSampler());
g_gpu_device->SetViewportAndScissor(0, 0, swap_chain->GetPostRotatedWidth(), swap_chain->GetPostRotatedHeight());
g_gpu_device->Draw(3, 0);
GL_POP();
}
return GPUDevice::PresentResult::OK; return GPUDevice::PresentResult::OK;
} }
@ -771,7 +692,6 @@ void PostProcessing::Shutdown()
s_samplers.clear(); s_samplers.clear();
ForAllChains([](Chain& chain) { ForAllChains([](Chain& chain) {
chain.ClearStages(); chain.ClearStages();
chain.DestroyPipelines();
chain.DestroyTextures(); chain.DestroyTextures();
}); });
} }
@ -788,7 +708,6 @@ bool PostProcessing::ReloadShaders()
ForAllChains([](Chain& chain) { ForAllChains([](Chain& chain) {
chain.ClearStages(); chain.ClearStages();
chain.DestroyPipelines();
chain.DestroyTextures(); chain.DestroyTextures();
chain.LoadStages(); chain.LoadStages();
}); });

View File

@ -107,7 +107,7 @@ void UnsetStageOption(SettingsInterface& si, const char* section, u32 index, con
void ClearStages(SettingsInterface& si, const char* section); void ClearStages(SettingsInterface& si, const char* section);
} // namespace Config } // namespace Config
class Chain class Chain final
{ {
public: public:
Chain(const char* section); Chain(const char* section);
@ -129,7 +129,6 @@ public:
void LoadStages(); void LoadStages();
void ClearStages(); void ClearStages();
void DestroyTextures(); void DestroyTextures();
void DestroyPipelines();
/// Temporarily toggles post-processing on/off. /// Temporarily toggles post-processing on/off.
void Toggle(); void Toggle();
@ -156,7 +155,6 @@ private:
std::vector<std::unique_ptr<PostProcessing::Shader>> m_stages; std::vector<std::unique_ptr<PostProcessing::Shader>> m_stages;
std::unique_ptr<GPUTexture> m_input_texture; std::unique_ptr<GPUTexture> m_input_texture;
std::unique_ptr<GPUTexture> m_output_texture; std::unique_ptr<GPUTexture> m_output_texture;
std::unique_ptr<GPUPipeline> m_rotated_copy_pipeline;
}; };
// [display_name, filename] // [display_name, filename]

View File

@ -793,40 +793,6 @@ void ShaderGen::DeclareFragmentEntryPoint(
} }
} }
std::string ShaderGen::GenerateRotateVertexShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareUniformBuffer(ss, { "float2 u_rotation_matrix0", "float2 u_rotation_matrix1" }, true);
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
ss << "{\n";
ss << " v_tex0 = float2(float((v_id << 1) & 2u), float(v_id & 2u));\n";
ss << " v_pos = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
ss << " v_pos.xy = float2(dot(u_rotation_matrix0, v_pos.xy), dot(u_rotation_matrix1, v_pos.xy));\n";
ss << " #if API_OPENGL || API_OPENGL_ES || API_VULKAN\n";
ss << " v_pos.y = -v_pos.y;\n";
ss << " #endif\n";
ss << "}\n";
return ss.str();
}
std::string ShaderGen::GenerateRotateFragmentShader() const
{
std::stringstream ss;
WriteHeader(ss);
DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"(
{
o_col0 = SAMPLE_TEXTURE(samp0, v_tex0);
}
)";
return ss.str();
}
std::string ShaderGen::GenerateScreenQuadVertexShader(float z /* = 0.0f */) const std::string ShaderGen::GenerateScreenQuadVertexShader(float z /* = 0.0f */) const
{ {
std::stringstream ss; std::stringstream ss;
@ -879,20 +845,33 @@ std::string ShaderGen::GenerateFillFragmentShader() const
return ss.str(); return ss.str();
} }
std::string ShaderGen::GenerateCopyFragmentShader() const std::string ShaderGen::GenerateCopyFragmentShader(bool offset) const
{ {
std::stringstream ss; std::stringstream ss;
WriteHeader(ss); WriteHeader(ss);
DeclareUniformBuffer(ss, {"float4 u_src_rect"}, true); if (offset)
DeclareUniformBuffer(ss, {"float4 u_src_rect"}, true);
DeclareTexture(ss, "samp0", 0); DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1); DeclareFragmentEntryPoint(ss, 0, 1);
ss << R"( if (offset)
{
ss << R"(
{ {
float2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw; float2 coords = u_src_rect.xy + v_tex0 * u_src_rect.zw;
o_col0 = SAMPLE_TEXTURE(samp0, coords); o_col0 = SAMPLE_TEXTURE(samp0, coords);
} }
)"; )";
}
else
{
ss << R"(
{
o_col0 = SAMPLE_TEXTURE(samp0, v_tex0);
}
)";
}
return ss.str(); return ss.str();
} }

View File

@ -27,13 +27,10 @@ public:
ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == RenderAPI::Vulkan); } ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == RenderAPI::Vulkan); }
ALWAYS_INLINE bool IsMetal() const { return (m_render_api == RenderAPI::Metal); } ALWAYS_INLINE bool IsMetal() const { return (m_render_api == RenderAPI::Metal); }
std::string GenerateRotateVertexShader() const;
std::string GenerateRotateFragmentShader() const;
std::string GenerateScreenQuadVertexShader(float z = 0.0f) const; std::string GenerateScreenQuadVertexShader(float z = 0.0f) const;
std::string GenerateUVQuadVertexShader() const; std::string GenerateUVQuadVertexShader() const;
std::string GenerateFillFragmentShader() const; std::string GenerateFillFragmentShader() const;
std::string GenerateCopyFragmentShader() const; std::string GenerateCopyFragmentShader(bool offset = true) const;
std::string GenerateImGuiVertexShader() const; std::string GenerateImGuiVertexShader() const;
std::string GenerateImGuiFragmentShader() const; std::string GenerateImGuiFragmentShader() const;