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743 lines
25 KiB
C++
743 lines
25 KiB
C++
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#include "postprocessing.h"
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#include "gpu_device.h"
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#include "host.h"
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#include "imgui_manager.h"
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#include "postprocessing_shader.h"
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#include "postprocessing_shader_fx.h"
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#include "postprocessing_shader_glsl.h"
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#include "shadergen.h"
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// TODO: Remove me
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#include "core/fullscreen_ui.h"
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#include "core/host.h"
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#include "core/settings.h"
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#include "IconsFontAwesome5.h"
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#include "common/assert.h"
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#include "common/error.h"
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#include "common/file_system.h"
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#include "common/log.h"
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#include "common/path.h"
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#include "common/progress_callback.h"
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#include "common/small_string.h"
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#include "common/string_util.h"
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#include "common/timer.h"
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#include "fmt/format.h"
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LOG_CHANNEL(PostProcessing);
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namespace PostProcessing {
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template<typename T>
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static u32 ParseVector(std::string_view line, ShaderOption::ValueVector* values);
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static TinyString ValueToString(ShaderOption::Type type, u32 vector_size, const ShaderOption::ValueVector& value);
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static TinyString GetStageConfigSection(const char* section, u32 index);
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static void CopyStageConfig(SettingsInterface& si, const char* section, u32 old_index, u32 new_index);
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static void SwapStageConfig(SettingsInterface& si, const char* section, u32 lhs_index, u32 rhs_index);
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static std::unique_ptr<Shader> TryLoadingShader(const std::string& shader_name, bool only_config, Error* error);
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Timer::Value Chain::s_start_time;
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} // namespace PostProcessing
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template<typename T>
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u32 PostProcessing::ParseVector(std::string_view line, ShaderOption::ValueVector* values)
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{
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u32 index = 0;
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size_t start = 0;
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while (index < PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS)
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{
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while (start < line.size() && StringUtil::IsWhitespace(line[start]))
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start++;
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if (start >= line.size())
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break;
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size_t end = line.find(',', start);
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if (end == std::string_view::npos)
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end = line.size();
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const std::string_view component = line.substr(start, end - start);
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T value = StringUtil::FromChars<T>(component).value_or(static_cast<T>(0));
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if constexpr (std::is_same_v<T, float>)
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(*values)[index++].float_value = value;
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else if constexpr (std::is_same_v<T, s32>)
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(*values)[index++].int_value = value;
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start = end + 1;
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}
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const u32 size = index;
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for (; index < PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS; index++)
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{
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if constexpr (std::is_same_v<T, float>)
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(*values)[index++].float_value = 0.0f;
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else if constexpr (std::is_same_v<T, s32>)
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(*values)[index++].int_value = 0;
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}
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return size;
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}
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u32 PostProcessing::ShaderOption::ParseFloatVector(std::string_view line, ValueVector* values)
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{
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return ParseVector<float>(line, values);
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}
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u32 PostProcessing::ShaderOption::ParseIntVector(std::string_view line, ValueVector* values)
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{
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return ParseVector<s32>(line, values);
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}
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TinyString PostProcessing::ValueToString(ShaderOption::Type type, u32 vector_size,
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const ShaderOption::ValueVector& value)
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{
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TinyString ret;
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for (u32 i = 0; i < vector_size; i++)
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{
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if (i > 0)
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ret.append(',');
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switch (type)
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{
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case ShaderOption::Type::Bool:
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ret.append((value[i].int_value != 0) ? "true" : "false");
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break;
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case ShaderOption::Type::Int:
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ret.append_format("{}", value[i].int_value);
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break;
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case ShaderOption::Type::Float:
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ret.append_format("{}", value[i].float_value);
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break;
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default:
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break;
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}
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}
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return ret;
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}
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std::vector<std::pair<std::string, std::string>> PostProcessing::GetAvailableShaderNames()
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{
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std::vector<std::pair<std::string, std::string>> names;
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FileSystem::FindResultsArray results;
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FileSystem::FindFiles(Path::Combine(EmuFolders::Resources, "shaders").c_str(), "*.glsl",
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FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RECURSIVE | FILESYSTEM_FIND_RELATIVE_PATHS, &results);
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FileSystem::FindFiles(EmuFolders::Shaders.c_str(), "*.glsl",
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FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RECURSIVE | FILESYSTEM_FIND_RELATIVE_PATHS |
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FILESYSTEM_FIND_KEEP_ARRAY,
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&results);
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std::sort(results.begin(), results.end(),
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[](const auto& lhs, const auto& rhs) { return lhs.FileName < rhs.FileName; });
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for (FILESYSTEM_FIND_DATA& fd : results)
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{
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size_t pos = fd.FileName.rfind('.');
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if (pos != std::string::npos && pos > 0)
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fd.FileName.erase(pos);
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#ifdef _WIN32
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// swap any backslashes for forward slashes so the config is cross-platform
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StringUtil::ReplaceAll(&fd.FileName, '\\', '/');
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#endif
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if (std::none_of(names.begin(), names.end(), [&fd](const auto& other) { return fd.FileName == other.second; }))
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{
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std::string display_name = fmt::format(TRANSLATE_FS("PostProcessing", "{} [GLSL]"), fd.FileName);
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names.emplace_back(std::move(display_name), std::move(fd.FileName));
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}
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}
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FileSystem::FindFiles(Path::Combine(EmuFolders::Shaders, "reshade" FS_OSPATH_SEPARATOR_STR "Shaders").c_str(), "*.fx",
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FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RECURSIVE | FILESYSTEM_FIND_RELATIVE_PATHS, &results);
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FileSystem::FindFiles(
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Path::Combine(EmuFolders::Resources, "shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR "Shaders")
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.c_str(),
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"*.fx",
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FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RECURSIVE | FILESYSTEM_FIND_RELATIVE_PATHS | FILESYSTEM_FIND_KEEP_ARRAY,
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&results);
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std::sort(results.begin(), results.end(),
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[](const auto& lhs, const auto& rhs) { return lhs.FileName < rhs.FileName; });
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for (FILESYSTEM_FIND_DATA& fd : results)
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{
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size_t pos = fd.FileName.rfind('.');
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if (pos != std::string::npos && pos > 0)
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fd.FileName.erase(pos);
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#ifdef _WIN32
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// swap any backslashes for forward slashes so the config is cross-platform
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StringUtil::ReplaceAll(&fd.FileName, '\\', '/');
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#endif
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if (std::none_of(names.begin(), names.end(), [&fd](const auto& other) { return fd.FileName == other.second; }))
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{
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std::string display_name = fmt::format(TRANSLATE_FS("PostProcessing", "{} [ReShade]"), fd.FileName);
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names.emplace_back(std::move(display_name), std::move(fd.FileName));
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}
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}
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std::sort(names.begin(), names.end(),
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[](const std::pair<std::string, std::string>& lhs, const std::pair<std::string, std::string>& rhs) {
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return (StringUtil::Strcasecmp(lhs.first.c_str(), rhs.first.c_str()) < 0);
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});
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return names;
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}
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TinyString PostProcessing::GetStageConfigSection(const char* section, u32 index)
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{
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return TinyString::from_format("{}/Stage{}", section, index + 1);
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}
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void PostProcessing::CopyStageConfig(SettingsInterface& si, const char* section, u32 old_index, u32 new_index)
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{
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const TinyString old_section = GetStageConfigSection(section, old_index);
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const TinyString new_section = GetStageConfigSection(section, new_index);
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si.ClearSection(new_section);
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for (const auto& [key, value] : si.GetKeyValueList(old_section))
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si.SetStringValue(new_section, key.c_str(), value.c_str());
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}
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void PostProcessing::SwapStageConfig(SettingsInterface& si, const char* section, u32 lhs_index, u32 rhs_index)
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{
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const TinyString lhs_section = GetStageConfigSection(section, lhs_index);
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const TinyString rhs_section = GetStageConfigSection(section, rhs_index);
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const std::vector<std::pair<std::string, std::string>> lhs_kvs = si.GetKeyValueList(lhs_section);
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si.ClearSection(lhs_section);
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const std::vector<std::pair<std::string, std::string>> rhs_kvs = si.GetKeyValueList(rhs_section);
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si.ClearSection(rhs_section);
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for (const auto& [key, value] : rhs_kvs)
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si.SetStringValue(lhs_section, key.c_str(), value.c_str());
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for (const auto& [key, value] : lhs_kvs)
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si.SetStringValue(rhs_section, key.c_str(), value.c_str());
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}
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bool PostProcessing::Config::IsEnabled(const SettingsInterface& si, const char* section)
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{
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return si.GetBoolValue(section, "Enabled", false);
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}
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u32 PostProcessing::Config::GetStageCount(const SettingsInterface& si, const char* section)
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{
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return si.GetUIntValue(section, "StageCount", 0u);
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}
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std::string PostProcessing::Config::GetStageShaderName(const SettingsInterface& si, const char* section, u32 index)
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{
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return si.GetStringValue(GetStageConfigSection(section, index), "ShaderName");
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}
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std::vector<PostProcessing::ShaderOption> PostProcessing::Config::GetStageOptions(const SettingsInterface& si,
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const char* section, u32 index)
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{
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std::vector<PostProcessing::ShaderOption> ret;
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const TinyString stage_section = GetStageConfigSection(section, index);
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const std::string shader_name = si.GetStringValue(stage_section, "ShaderName");
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if (shader_name.empty())
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return ret;
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std::unique_ptr<Shader> shader = TryLoadingShader(shader_name, true, nullptr);
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if (!shader)
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return ret;
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shader->LoadOptions(si, stage_section);
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ret = shader->TakeOptions();
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return ret;
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}
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std::vector<PostProcessing::ShaderOption> PostProcessing::Config::GetShaderOptions(const std::string& shader_name,
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Error* error)
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{
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std::vector<PostProcessing::ShaderOption> ret;
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std::unique_ptr<Shader> shader = TryLoadingShader(shader_name, true, error);
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if (!shader)
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return ret;
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ret = shader->TakeOptions();
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return ret;
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}
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bool PostProcessing::Config::AddStage(SettingsInterface& si, const char* section, const std::string& shader_name,
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Error* error)
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{
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std::unique_ptr<Shader> shader = TryLoadingShader(shader_name, true, error);
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if (!shader)
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return false;
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const u32 index = GetStageCount(si, section);
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si.SetUIntValue(section, "StageCount", index + 1);
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const TinyString stage_section = GetStageConfigSection(section, index);
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si.SetStringValue(stage_section, "ShaderName", shader->GetName().c_str());
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#if 0
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// Leave options unset for now.
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for (const ShaderOption& option : shader->GetOptions())
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{
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si.SetStringValue(section, option.name.c_str(),
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ValueToString(option.type, option.vector_size, option.default_value));
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}
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#endif
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return true;
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}
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void PostProcessing::Config::RemoveStage(SettingsInterface& si, const char* section, u32 index)
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{
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const u32 stage_count = GetStageCount(si, section);
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if (index >= stage_count)
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return;
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for (u32 i = index; i < (stage_count - 1); i++)
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CopyStageConfig(si, section, i + 1, i);
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const u32 new_stage_count = stage_count - 1;
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si.ClearSection(GetStageConfigSection(section, new_stage_count));
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// if game settings, wipe the field out so we can potentially remove the file
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if (&si != Host::Internal::GetBaseSettingsLayer())
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si.DeleteValue(section, "StageCount");
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else
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si.SetUIntValue(section, "StageCount", new_stage_count);
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}
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void PostProcessing::Config::MoveStageUp(SettingsInterface& si, const char* section, u32 index)
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{
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const u32 stage_count = GetStageCount(si, section);
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if (index == 0 || index >= stage_count)
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return;
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SwapStageConfig(si, section, index, index - 1);
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}
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void PostProcessing::Config::MoveStageDown(SettingsInterface& si, const char* section, u32 index)
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{
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const u32 stage_count = GetStageCount(si, section);
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if ((index + 1) >= stage_count)
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return;
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SwapStageConfig(si, section, index, index + 1);
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}
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void PostProcessing::Config::SetStageOption(SettingsInterface& si, const char* section, u32 index,
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const ShaderOption& option)
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{
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const TinyString stage_section = GetStageConfigSection(section, index);
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si.SetStringValue(stage_section, option.name.c_str(), ValueToString(option.type, option.vector_size, option.value));
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}
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void PostProcessing::Config::UnsetStageOption(SettingsInterface& si, const char* section, u32 index,
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const ShaderOption& option)
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{
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const TinyString stage_section = GetStageConfigSection(section, index);
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si.DeleteValue(stage_section, option.name.c_str());
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}
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void PostProcessing::Config::ClearStages(SettingsInterface& si, const char* section)
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{
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const u32 count = GetStageCount(si, section);
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for (s32 i = static_cast<s32>(count - 1); i >= 0; i--)
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si.ClearSection(GetStageConfigSection(section, static_cast<u32>(i)));
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// if game settings, wipe the field out so we can potentially remove the file
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if (&si != Host::Internal::GetBaseSettingsLayer())
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si.SetUIntValue(section, "StageCount", 0);
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else
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si.DeleteValue(section, "StageCount");
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}
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PostProcessing::Chain::Chain(const char* section) : m_section(section)
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{
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if (s_start_time == 0) [[unlikely]]
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s_start_time = Timer::GetCurrentValue();
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}
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PostProcessing::Chain::~Chain() = default;
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GPUTexture* PostProcessing::Chain::GetTextureUnusedAtEndOfChain() const
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{
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return (m_stages.size() % 2) ? m_output_texture.get() : m_input_texture.get();
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}
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bool PostProcessing::Chain::IsActive() const
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{
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return m_enabled && !m_stages.empty();
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}
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void PostProcessing::Chain::ClearStagesWithError(const Error& error)
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{
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std::string msg = error.GetDescription();
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Host::AddIconOSDMessage(
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"PostProcessLoadFail", ICON_FA_EXCLAMATION_TRIANGLE,
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fmt::format(TRANSLATE_FS("OSDMessage", "Failed to load post-processing chain: {}"),
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msg.empty() ? TRANSLATE_SV("PostProcessing", "Unknown Error") : std::string_view(msg)),
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Host::OSD_ERROR_DURATION);
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DestroyTextures();
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m_stages.clear();
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}
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void PostProcessing::Chain::LoadStages(std::unique_lock<std::mutex>& settings_lock, const SettingsInterface& si,
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bool preload_swap_chain_size)
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{
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m_stages.clear();
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DestroyTextures();
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m_enabled = si.GetBoolValue(m_section, "Enabled", false);
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m_wants_depth_buffer = false;
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const u32 stage_count = Config::GetStageCount(si, m_section);
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if (stage_count == 0)
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return;
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Error error;
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LoadingScreenProgressCallback progress;
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progress.SetProgressRange(stage_count);
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for (u32 i = 0; i < stage_count; i++)
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{
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std::string stage_name = Config::GetStageShaderName(si, m_section, i);
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if (stage_name.empty())
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{
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error.SetString(fmt::format("No stage name in stage {}.", i + 1));
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ClearStagesWithError(error);
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return;
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}
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settings_lock.unlock();
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progress.FormatStatusText("Loading shader {}...", stage_name);
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std::unique_ptr<Shader> shader = TryLoadingShader(stage_name, false, &error);
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if (!shader)
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{
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ClearStagesWithError(error);
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return;
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}
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progress.IncrementProgressValue();
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settings_lock.lock();
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shader->LoadOptions(si, GetStageConfigSection(m_section, i));
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m_stages.push_back(std::move(shader));
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}
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if (stage_count > 0)
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DEV_LOG("Loaded {} post-processing stages.", stage_count);
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// precompile shaders
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if (preload_swap_chain_size && g_gpu_device && g_gpu_device->HasMainSwapChain())
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{
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CheckTargets(g_gpu_device->GetMainSwapChain()->GetFormat(), g_gpu_device->GetMainSwapChain()->GetWidth(),
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g_gpu_device->GetMainSwapChain()->GetHeight(), &progress);
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}
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// must be down here, because we need to compile first, triggered by CheckTargets()
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for (std::unique_ptr<Shader>& shader : m_stages)
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m_wants_depth_buffer |= shader->WantsDepthBuffer();
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m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
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if (m_wants_depth_buffer)
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DEV_LOG("Depth buffer is needed.");
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// can't close/redraw with settings lock held because big picture
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settings_lock.unlock();
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progress.Close();
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settings_lock.lock();
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}
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void PostProcessing::Chain::UpdateSettings(std::unique_lock<std::mutex>& settings_lock, const SettingsInterface& si)
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{
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m_enabled = si.GetBoolValue(m_section, "Enabled", false);
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const u32 stage_count = Config::GetStageCount(si, m_section);
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if (stage_count == 0)
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{
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m_stages.clear();
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return;
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}
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Error error;
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m_stages.resize(stage_count);
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LoadingScreenProgressCallback progress;
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progress.SetProgressRange(stage_count);
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|
const GPUTexture::Format prev_format = m_target_format;
|
|
m_wants_depth_buffer = false;
|
|
|
|
for (u32 i = 0; i < stage_count; i++)
|
|
{
|
|
std::string stage_name = Config::GetStageShaderName(si, m_section, i);
|
|
if (stage_name.empty())
|
|
{
|
|
error.SetString(fmt::format("No stage name in stage {}.", i + 1));
|
|
ClearStagesWithError(error);
|
|
return;
|
|
}
|
|
|
|
if (!m_stages[i] || stage_name != m_stages[i]->GetName())
|
|
{
|
|
if (i < m_stages.size())
|
|
m_stages[i].reset();
|
|
|
|
// Force recompile.
|
|
m_target_format = GPUTexture::Format::Unknown;
|
|
|
|
settings_lock.unlock();
|
|
|
|
std::unique_ptr<Shader> shader = TryLoadingShader(stage_name, false, &error);
|
|
if (!shader)
|
|
{
|
|
ClearStagesWithError(error);
|
|
return;
|
|
}
|
|
|
|
if (i < m_stages.size())
|
|
m_stages[i] = std::move(shader);
|
|
else
|
|
m_stages.push_back(std::move(shader));
|
|
|
|
settings_lock.lock();
|
|
}
|
|
|
|
m_stages[i]->LoadOptions(si, GetStageConfigSection(m_section, i));
|
|
}
|
|
|
|
if (prev_format != GPUTexture::Format::Unknown)
|
|
CheckTargets(prev_format, m_target_width, m_target_height, &progress);
|
|
|
|
if (stage_count > 0)
|
|
{
|
|
s_start_time = Timer::GetCurrentValue();
|
|
DEV_LOG("Loaded {} post-processing stages.", stage_count);
|
|
}
|
|
|
|
// must be down here, because we need to compile first, triggered by CheckTargets()
|
|
for (std::unique_ptr<Shader>& shader : m_stages)
|
|
m_wants_depth_buffer |= shader->WantsDepthBuffer();
|
|
m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
|
|
if (m_wants_depth_buffer)
|
|
DEV_LOG("Depth buffer is needed.");
|
|
|
|
// can't close/redraw with settings lock held because big picture
|
|
settings_lock.unlock();
|
|
progress.Close();
|
|
settings_lock.lock();
|
|
}
|
|
|
|
void PostProcessing::Chain::Toggle()
|
|
{
|
|
if (m_stages.empty())
|
|
{
|
|
Host::AddIconOSDMessage("PostProcessing", ICON_FA_PAINT_ROLLER,
|
|
TRANSLATE_STR("OSDMessage", "No post-processing shaders are selected."),
|
|
Host::OSD_QUICK_DURATION);
|
|
return;
|
|
}
|
|
|
|
const bool new_enabled = !m_enabled;
|
|
Host::AddIconOSDMessage("PostProcessing", ICON_FA_PAINT_ROLLER,
|
|
new_enabled ? TRANSLATE_STR("OSDMessage", "Post-processing is now enabled.") :
|
|
TRANSLATE_STR("OSDMessage", "Post-processing is now disabled."),
|
|
Host::OSD_QUICK_DURATION);
|
|
m_enabled = new_enabled;
|
|
m_needs_depth_buffer = new_enabled && m_wants_depth_buffer;
|
|
if (m_enabled)
|
|
s_start_time = Timer::GetCurrentValue();
|
|
}
|
|
|
|
bool PostProcessing::Chain::CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
|
|
ProgressCallback* progress /* = nullptr */)
|
|
{
|
|
if (m_target_format == target_format && m_target_width == target_width && m_target_height == target_height)
|
|
return true;
|
|
|
|
Error error;
|
|
|
|
// In case any allocs fail.
|
|
DestroyTextures();
|
|
|
|
if (!(m_input_texture =
|
|
g_gpu_device->FetchTexture(target_width, target_height, 1, 1, 1, GPUTexture::Type::RenderTarget,
|
|
target_format, GPUTexture::Flags::None, nullptr, 0, &error)) ||
|
|
!(m_output_texture =
|
|
g_gpu_device->FetchTexture(target_width, target_height, 1, 1, 1, GPUTexture::Type::RenderTarget,
|
|
target_format, GPUTexture::Flags::None, nullptr, 0, &error)))
|
|
{
|
|
ERROR_LOG("Failed to create input/output textures: {}", error.GetDescription());
|
|
DestroyTextures();
|
|
return false;
|
|
}
|
|
|
|
if (!progress)
|
|
progress = ProgressCallback::NullProgressCallback;
|
|
|
|
progress->SetProgressRange(static_cast<u32>(m_stages.size()));
|
|
progress->SetProgressValue(0);
|
|
|
|
m_wants_depth_buffer = false;
|
|
|
|
for (size_t i = 0; i < m_stages.size(); i++)
|
|
{
|
|
Shader* const shader = m_stages[i].get();
|
|
|
|
progress->FormatStatusText("Compiling {}...", shader->GetName());
|
|
|
|
if (!shader->CompilePipeline(target_format, target_width, target_height, &error, progress) ||
|
|
!shader->ResizeOutput(target_format, target_width, target_height, &error))
|
|
{
|
|
ERROR_LOG("Failed to compile post-processing shader '{}':\n{}", shader->GetName(), error.GetDescription());
|
|
Host::AddIconOSDMessage(
|
|
"PostProcessLoadFail", ICON_FA_EXCLAMATION_TRIANGLE,
|
|
fmt::format(TRANSLATE_FS("PostProcessing",
|
|
"Failed to compile post-processing shader '{}'. Disabling post-processing.\n{}"),
|
|
shader->GetName(), error.GetDescription()),
|
|
Host::OSD_ERROR_DURATION);
|
|
m_enabled = false;
|
|
return false;
|
|
}
|
|
|
|
progress->SetProgressValue(static_cast<u32>(i + 1));
|
|
m_wants_depth_buffer |= shader->WantsDepthBuffer();
|
|
}
|
|
|
|
m_target_format = target_format;
|
|
m_target_width = target_width;
|
|
m_target_height = target_height;
|
|
m_needs_depth_buffer = m_enabled && m_wants_depth_buffer;
|
|
return true;
|
|
}
|
|
|
|
void PostProcessing::Chain::DestroyTextures()
|
|
{
|
|
m_target_format = GPUTexture::Format::Unknown;
|
|
m_target_width = 0;
|
|
m_target_height = 0;
|
|
|
|
g_gpu_device->RecycleTexture(std::move(m_output_texture));
|
|
g_gpu_device->RecycleTexture(std::move(m_input_texture));
|
|
}
|
|
|
|
GPUDevice::PresentResult PostProcessing::Chain::Apply(GPUTexture* input_color, GPUTexture* input_depth,
|
|
GPUTexture* final_target, GSVector4i final_rect, s32 orig_width,
|
|
s32 orig_height, s32 native_width, s32 native_height)
|
|
{
|
|
GL_SCOPE_FMT("{} Apply", m_section);
|
|
|
|
GPUTexture* output = m_output_texture.get();
|
|
input_color->MakeReadyForSampling();
|
|
if (input_depth)
|
|
input_depth->MakeReadyForSampling();
|
|
|
|
const float time = static_cast<float>(Timer::ConvertValueToSeconds(Timer::GetCurrentValue() - s_start_time));
|
|
for (const std::unique_ptr<Shader>& stage : m_stages)
|
|
{
|
|
const bool is_final = (stage.get() == m_stages.back().get());
|
|
|
|
if (const GPUDevice::PresentResult pres =
|
|
stage->Apply(input_color, input_depth, is_final ? final_target : output, final_rect, orig_width, orig_height,
|
|
native_width, native_height, m_target_width, m_target_height, time);
|
|
pres != GPUDevice::PresentResult::OK)
|
|
{
|
|
return pres;
|
|
}
|
|
|
|
if (!is_final)
|
|
{
|
|
output->MakeReadyForSampling();
|
|
input_color = output;
|
|
output = (output == m_output_texture.get()) ? m_input_texture.get() : m_output_texture.get();
|
|
}
|
|
}
|
|
|
|
return GPUDevice::PresentResult::OK;
|
|
}
|
|
|
|
std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const std::string& shader_name,
|
|
bool only_config, Error* error)
|
|
{
|
|
std::string filename;
|
|
std::optional<std::string> resource_str;
|
|
Error local_error;
|
|
if (!error)
|
|
error = &local_error;
|
|
|
|
// Try reshade first.
|
|
filename = Path::Combine(
|
|
EmuFolders::Shaders,
|
|
fmt::format("reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name));
|
|
if (FileSystem::FileExists(filename.c_str()))
|
|
{
|
|
std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
|
|
if (!shader->LoadFromFile(shader_name, filename.c_str(), only_config, error))
|
|
{
|
|
ERROR_LOG("Failed to load shader '{}': {}", shader_name, error->GetDescription());
|
|
shader.reset();
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
filename = Path::Combine(EmuFolders::Shaders, fmt::format("{}.glsl", shader_name));
|
|
if (FileSystem::FileExists(filename.c_str()))
|
|
{
|
|
std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();
|
|
if (!shader->LoadFromFile(shader_name, filename.c_str(), error))
|
|
{
|
|
ERROR_LOG("Failed to load shader '{}': {}", shader_name, error->GetDescription());
|
|
shader.reset();
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
filename =
|
|
fmt::format("shaders/reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name);
|
|
resource_str = Host::ReadResourceFileToString(filename.c_str(), true, error);
|
|
if (resource_str.has_value())
|
|
{
|
|
std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
|
|
if (!shader->LoadFromString(shader_name, std::move(filename), std::move(resource_str.value()), only_config, error))
|
|
{
|
|
ERROR_LOG("Failed to load shader '{}': {}", shader_name, error->GetDescription());
|
|
shader.reset();
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
filename = fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name);
|
|
resource_str = Host::ReadResourceFileToString(filename.c_str(), true, error);
|
|
if (resource_str.has_value())
|
|
{
|
|
std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();
|
|
if (!shader->LoadFromString(shader_name, std::move(resource_str.value()), error))
|
|
{
|
|
ERROR_LOG("Failed to load shader '{}': {}", shader_name, error->GetDescription());
|
|
shader.reset();
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
Error::SetStringFmt(error, "Failed to locate shader '{}'", shader_name);
|
|
return {};
|
|
}
|