dolphin/Source/Core/VideoCommon/PostProcessing.cpp
Scott Mansell 8a23629345 Split AbstractGfx out of Renderer
Almost all the virtual functions in Renderer are part of dolphin's
"graphics api abstraction layer", which has slowly formed over the
last decade or two.

Most of the work was done previously with the introduction of the
various "AbstractX" classes, associated with texture cache cleanups
and implementation of newer graphics APIs (Direct3D 12, Vulkan, Metal).
We are simply taking the last step and yeeting these functions out
of Renderer.

This "AbstractGfx" class is now completely agnostic of any details
from the flipper/hollywood GPU we are emulating, though somewhat
specialized.

(Will not build, this commit only contains changes outside VideoBackends)
2023-01-31 18:46:02 +13:00

732 lines
21 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "VideoCommon/PostProcessing.h"
#include <sstream>
#include <string>
#include <string_view>
#include <fmt/format.h>
#include "Common/Assert.h"
#include "Common/CommonPaths.h"
#include "Common/CommonTypes.h"
#include "Common/FileSearch.h"
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "VideoCommon/AbstractFramebuffer.h"
#include "VideoCommon/AbstractGfx.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/FramebufferManager.h"
#include "VideoCommon/Present.h"
#include "VideoCommon/ShaderCache.h"
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
namespace VideoCommon
{
static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
PostProcessingConfiguration::PostProcessingConfiguration() = default;
PostProcessingConfiguration::~PostProcessingConfiguration() = default;
void PostProcessingConfiguration::LoadShader(const std::string& shader)
{
// Load the shader from the configuration if there isn't one sent to us.
m_current_shader = shader;
if (shader.empty())
{
LoadDefaultShader();
return;
}
std::string sub_dir = "";
if (g_Config.stereo_mode == StereoMode::Anaglyph)
{
sub_dir = ANAGLYPH_DIR DIR_SEP;
}
else if (g_Config.stereo_mode == StereoMode::Passive)
{
sub_dir = PASSIVE_DIR DIR_SEP;
}
// loading shader code
std::string code;
std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
if (!File::Exists(path))
{
// Fallback to shared user dir
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
}
if (!File::ReadFileToString(path, code))
{
ERROR_LOG_FMT(VIDEO, "Post-processing shader not found: {}", path);
LoadDefaultShader();
return;
}
LoadOptions(code);
LoadOptionsConfiguration();
m_current_shader_code = code;
}
void PostProcessingConfiguration::LoadDefaultShader()
{
m_options.clear();
m_any_options_dirty = false;
m_current_shader_code = s_default_shader;
}
void PostProcessingConfiguration::LoadOptions(const std::string& code)
{
const std::string config_start_delimiter = "[configuration]";
const std::string config_end_delimiter = "[/configuration]";
size_t configuration_start = code.find(config_start_delimiter);
size_t configuration_end = code.find(config_end_delimiter);
m_options.clear();
m_any_options_dirty = true;
if (configuration_start == std::string::npos || configuration_end == std::string::npos)
{
// Issue loading configuration or there isn't one.
return;
}
std::string configuration_string =
code.substr(configuration_start + config_start_delimiter.size(),
configuration_end - configuration_start - config_start_delimiter.size());
std::istringstream in(configuration_string);
struct GLSLStringOption
{
std::string m_type;
std::vector<std::pair<std::string, std::string>> m_options;
};
std::vector<GLSLStringOption> option_strings;
GLSLStringOption* current_strings = nullptr;
while (!in.eof())
{
std::string line_str;
if (std::getline(in, line_str))
{
std::string_view line = line_str;
#ifndef _WIN32
// Check for CRLF eol and convert it to LF
if (!line.empty() && line.at(line.size() - 1) == '\r')
line.remove_suffix(1);
#endif
if (!line.empty())
{
if (line[0] == '[')
{
size_t endpos = line.find("]");
if (endpos != std::string::npos)
{
// New section!
std::string_view sub = line.substr(1, endpos - 1);
option_strings.push_back({std::string(sub)});
current_strings = &option_strings.back();
}
}
else
{
if (current_strings)
{
std::string key, value;
IniFile::ParseLine(line, &key, &value);
if (!(key.empty() && value.empty()))
current_strings->m_options.emplace_back(key, value);
}
}
}
}
}
for (const auto& it : option_strings)
{
ConfigurationOption option;
option.m_dirty = true;
if (it.m_type == "OptionBool")
option.m_type = ConfigurationOption::OptionType::Bool;
else if (it.m_type == "OptionRangeFloat")
option.m_type = ConfigurationOption::OptionType::Float;
else if (it.m_type == "OptionRangeInteger")
option.m_type = ConfigurationOption::OptionType::Integer;
for (const auto& string_option : it.m_options)
{
if (string_option.first == "GUIName")
{
option.m_gui_name = string_option.second;
}
else if (string_option.first == "OptionName")
{
option.m_option_name = string_option.second;
}
else if (string_option.first == "DependentOption")
{
option.m_dependent_option = string_option.second;
}
else if (string_option.first == "MinValue" || string_option.first == "MaxValue" ||
string_option.first == "DefaultValue" || string_option.first == "StepAmount")
{
std::vector<s32>* output_integer = nullptr;
std::vector<float>* output_float = nullptr;
if (string_option.first == "MinValue")
{
output_integer = &option.m_integer_min_values;
output_float = &option.m_float_min_values;
}
else if (string_option.first == "MaxValue")
{
output_integer = &option.m_integer_max_values;
output_float = &option.m_float_max_values;
}
else if (string_option.first == "DefaultValue")
{
output_integer = &option.m_integer_values;
output_float = &option.m_float_values;
}
else if (string_option.first == "StepAmount")
{
output_integer = &option.m_integer_step_values;
output_float = &option.m_float_step_values;
}
if (option.m_type == ConfigurationOption::OptionType::Bool)
{
TryParse(string_option.second, &option.m_bool_value);
}
else if (option.m_type == ConfigurationOption::OptionType::Integer)
{
TryParseVector(string_option.second, output_integer);
if (output_integer->size() > 4)
output_integer->erase(output_integer->begin() + 4, output_integer->end());
}
else if (option.m_type == ConfigurationOption::OptionType::Float)
{
TryParseVector(string_option.second, output_float);
if (output_float->size() > 4)
output_float->erase(output_float->begin() + 4, output_float->end());
}
}
}
m_options[option.m_option_name] = option;
}
}
void PostProcessingConfiguration::LoadOptionsConfiguration()
{
IniFile ini;
ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
std::string section = m_current_shader + "-options";
for (auto& it : m_options)
{
switch (it.second.m_type)
{
case ConfigurationOption::OptionType::Bool:
ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &it.second.m_bool_value,
it.second.m_bool_value);
break;
case ConfigurationOption::OptionType::Integer:
{
std::string value;
ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
if (!value.empty())
TryParseVector(value, &it.second.m_integer_values);
}
break;
case ConfigurationOption::OptionType::Float:
{
std::string value;
ini.GetOrCreateSection(section)->Get(it.second.m_option_name, &value);
if (!value.empty())
TryParseVector(value, &it.second.m_float_values);
}
break;
}
}
}
void PostProcessingConfiguration::SaveOptionsConfiguration()
{
IniFile ini;
ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
std::string section = m_current_shader + "-options";
for (auto& it : m_options)
{
switch (it.second.m_type)
{
case ConfigurationOption::OptionType::Bool:
{
ini.GetOrCreateSection(section)->Set(it.second.m_option_name, it.second.m_bool_value);
}
break;
case ConfigurationOption::OptionType::Integer:
{
std::string value;
for (size_t i = 0; i < it.second.m_integer_values.size(); ++i)
{
value += fmt::format("{}{}", it.second.m_integer_values[i],
i == (it.second.m_integer_values.size() - 1) ? "" : ", ");
}
ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value);
}
break;
case ConfigurationOption::OptionType::Float:
{
std::ostringstream value;
value.imbue(std::locale("C"));
for (size_t i = 0; i < it.second.m_float_values.size(); ++i)
{
value << it.second.m_float_values[i];
if (i != (it.second.m_float_values.size() - 1))
value << ", ";
}
ini.GetOrCreateSection(section)->Set(it.second.m_option_name, value.str());
}
break;
}
}
ini.Save(File::GetUserPath(F_DOLPHINCONFIG_IDX));
}
void PostProcessingConfiguration::SetOptionf(const std::string& option, int index, float value)
{
auto it = m_options.find(option);
it->second.m_float_values[index] = value;
it->second.m_dirty = true;
m_any_options_dirty = true;
}
void PostProcessingConfiguration::SetOptioni(const std::string& option, int index, s32 value)
{
auto it = m_options.find(option);
it->second.m_integer_values[index] = value;
it->second.m_dirty = true;
m_any_options_dirty = true;
}
void PostProcessingConfiguration::SetOptionb(const std::string& option, bool value)
{
auto it = m_options.find(option);
it->second.m_bool_value = value;
it->second.m_dirty = true;
m_any_options_dirty = true;
}
PostProcessing::PostProcessing()
{
m_timer.Start();
}
PostProcessing::~PostProcessing()
{
m_timer.Stop();
}
static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
{
std::vector<std::string> paths =
Common::DoFileSearch({File::GetUserPath(D_SHADERS_IDX) + sub_dir,
File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir},
{".glsl"});
std::vector<std::string> result;
for (std::string path : paths)
{
std::string name;
SplitPath(path, nullptr, &name, nullptr);
result.push_back(name);
}
return result;
}
std::vector<std::string> PostProcessing::GetShaderList()
{
return GetShaders();
}
std::vector<std::string> PostProcessing::GetAnaglyphShaderList()
{
return GetShaders(ANAGLYPH_DIR DIR_SEP);
}
std::vector<std::string> PostProcessing::GetPassiveShaderList()
{
return GetShaders(PASSIVE_DIR DIR_SEP);
}
bool PostProcessing::Initialize(AbstractTextureFormat format)
{
m_framebuffer_format = format;
// CompilePixelShader must be run first if configuration options are used.
// Otherwise the UBO has a different member list between vertex and pixel
// shaders, which is a link error.
if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
return false;
return true;
}
void PostProcessing::RecompileShader()
{
m_pipeline.reset();
m_pixel_shader.reset();
if (!CompilePixelShader())
return;
if (!CompileVertexShader())
return;
CompilePipeline();
}
void PostProcessing::RecompilePipeline()
{
m_pipeline.reset();
CompilePipeline();
}
void PostProcessing::BlitFromTexture(const MathUtil::Rectangle<int>& dst,
const MathUtil::Rectangle<int>& src,
const AbstractTexture* src_tex, int src_layer)
{
if (g_gfx->GetCurrentFramebuffer()->GetColorFormat() != m_framebuffer_format)
{
m_framebuffer_format = g_gfx->GetCurrentFramebuffer()->GetColorFormat();
RecompilePipeline();
}
if (!m_pipeline)
return;
FillUniformBuffer(src, src_tex, src_layer);
g_vertex_manager->UploadUtilityUniforms(m_uniform_staging_buffer.data(),
static_cast<u32>(m_uniform_staging_buffer.size()));
g_gfx->SetViewportAndScissor(
g_gfx->ConvertFramebufferRectangle(dst, g_gfx->GetCurrentFramebuffer()));
g_gfx->SetPipeline(m_pipeline.get());
g_gfx->SetTexture(0, src_tex);
g_gfx->SetSamplerState(0, RenderState::GetLinearSamplerState());
g_gfx->Draw(0, 3);
}
std::string PostProcessing::GetUniformBufferHeader() const
{
std::ostringstream ss;
u32 unused_counter = 1;
ss << "UBO_BINDING(std140, 1) uniform PSBlock {\n";
// Builtin uniforms
ss << " float4 resolution;\n";
ss << " float4 window_resolution;\n";
ss << " float4 src_rect;\n";
ss << " int src_layer;\n";
ss << " uint time;\n";
for (u32 i = 0; i < 2; i++)
ss << " uint ubo_align_" << unused_counter++ << "_;\n";
ss << "\n";
// Custom options/uniforms
for (const auto& it : m_config.GetOptions())
{
if (it.second.m_type == PostProcessingConfiguration::ConfigurationOption::OptionType::Bool)
{
ss << fmt::format(" int {};\n", it.first);
for (u32 i = 0; i < 3; i++)
ss << " int ubo_align_" << unused_counter++ << "_;\n";
}
else if (it.second.m_type ==
PostProcessingConfiguration::ConfigurationOption::OptionType::Integer)
{
u32 count = static_cast<u32>(it.second.m_integer_values.size());
if (count == 1)
ss << fmt::format(" int {};\n", it.first);
else
ss << fmt::format(" int{} {};\n", count, it.first);
for (u32 i = count; i < 4; i++)
ss << " int ubo_align_" << unused_counter++ << "_;\n";
}
else if (it.second.m_type ==
PostProcessingConfiguration::ConfigurationOption::OptionType::Float)
{
u32 count = static_cast<u32>(it.second.m_float_values.size());
if (count == 1)
ss << fmt::format(" float {};\n", it.first);
else
ss << fmt::format(" float{} {};\n", count, it.first);
for (u32 i = count; i < 4; i++)
ss << " float ubo_align_" << unused_counter++ << "_;\n";
}
}
ss << "};\n\n";
return ss.str();
}
std::string PostProcessing::GetHeader() const
{
std::ostringstream ss;
ss << GetUniformBufferHeader();
ss << "SAMPLER_BINDING(0) uniform sampler2DArray samp0;\n";
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) in VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) in float3 v_tex0;\n";
}
ss << "FRAGMENT_OUTPUT_LOCATION(0) out float4 ocol0;\n";
ss << R"(
float4 Sample() { return texture(samp0, v_tex0); }
float4 SampleLocation(float2 location) { return texture(samp0, float3(location, float(v_tex0.z))); }
float4 SampleLayer(int layer) { return texture(samp0, float3(v_tex0.xy, float(layer))); }
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
float2 GetWindowResolution()
{
return window_resolution.xy;
}
float2 GetInvWindowResolution()
{
return window_resolution.zw;
}
float2 GetResolution()
{
return resolution.xy;
}
float2 GetInvResolution()
{
return resolution.zw;
}
float2 GetCoordinates()
{
return v_tex0.xy;
}
float GetLayer()
{
return v_tex0.z;
}
uint GetTime()
{
return time;
}
void SetOutput(float4 color)
{
ocol0 = color;
}
#define GetOption(x) (x)
#define OptionEnabled(x) ((x) != 0)
)";
return ss.str();
}
std::string PostProcessing::GetFooter() const
{
return {};
}
bool PostProcessing::CompileVertexShader()
{
std::ostringstream ss;
ss << GetUniformBufferHeader();
if (g_ActiveConfig.backend_info.bSupportsGeometryShaders)
{
ss << "VARYING_LOCATION(0) out VertexData {\n";
ss << " float3 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "VARYING_LOCATION(0) out float3 v_tex0;\n";
}
ss << "#define id gl_VertexID\n";
ss << "#define opos gl_Position\n";
ss << "void main() {\n";
ss << " v_tex0 = float3(float((id << 1) & 2), float(id & 2), 0.0f);\n";
ss << " opos = float4(v_tex0.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);\n";
ss << " v_tex0 = float3(src_rect.xy + (src_rect.zw * v_tex0.xy), float(src_layer));\n";
if (g_ActiveConfig.backend_info.api_type == APIType::Vulkan)
ss << " opos.y = -opos.y;\n";
ss << "}\n";
m_vertex_shader =
g_gfx->CreateShaderFromSource(ShaderStage::Vertex, ss.str(), "Post-processing vertex shader");
if (!m_vertex_shader)
{
PanicAlertFmt("Failed to compile post-processing vertex shader");
return false;
}
return true;
}
struct BuiltinUniforms
{
float resolution[4];
float window_resolution[4];
float src_rect[4];
s32 src_layer;
u32 time;
u32 padding[2];
};
size_t PostProcessing::CalculateUniformsSize() const
{
// Allocate a vec4 for each uniform to simplify allocation.
return sizeof(BuiltinUniforms) + m_config.GetOptions().size() * sizeof(float) * 4;
}
void PostProcessing::FillUniformBuffer(const MathUtil::Rectangle<int>& src,
const AbstractTexture* src_tex, int src_layer)
{
const auto& window_rect = g_presenter->GetTargetRectangle();
const float rcp_src_width = 1.0f / src_tex->GetWidth();
const float rcp_src_height = 1.0f / src_tex->GetHeight();
BuiltinUniforms builtin_uniforms = {
{static_cast<float>(src_tex->GetWidth()), static_cast<float>(src_tex->GetHeight()),
rcp_src_width, rcp_src_height},
{static_cast<float>(window_rect.GetWidth()), static_cast<float>(window_rect.GetHeight()),
1.0f / static_cast<float>(window_rect.GetWidth()),
1.0f / static_cast<float>(window_rect.GetHeight())},
{static_cast<float>(src.left) * rcp_src_width, static_cast<float>(src.top) * rcp_src_height,
static_cast<float>(src.GetWidth()) * rcp_src_width,
static_cast<float>(src.GetHeight()) * rcp_src_height},
static_cast<s32>(src_layer),
static_cast<u32>(m_timer.ElapsedMs()),
};
u8* buf = m_uniform_staging_buffer.data();
std::memcpy(buf, &builtin_uniforms, sizeof(builtin_uniforms));
buf += sizeof(builtin_uniforms);
for (const auto& it : m_config.GetOptions())
{
union
{
u32 as_bool[4];
s32 as_int[4];
float as_float[4];
} value = {};
switch (it.second.m_type)
{
case PostProcessingConfiguration::ConfigurationOption::OptionType::Bool:
value.as_bool[0] = it.second.m_bool_value ? 1 : 0;
break;
case PostProcessingConfiguration::ConfigurationOption::OptionType::Integer:
ASSERT(it.second.m_integer_values.size() < 4);
std::copy_n(it.second.m_integer_values.begin(), it.second.m_integer_values.size(),
value.as_int);
break;
case PostProcessingConfiguration::ConfigurationOption::OptionType::Float:
ASSERT(it.second.m_float_values.size() < 4);
std::copy_n(it.second.m_float_values.begin(), it.second.m_float_values.size(),
value.as_float);
break;
}
std::memcpy(buf, &value, sizeof(value));
buf += sizeof(value);
}
}
bool PostProcessing::CompilePixelShader()
{
m_pipeline.reset();
m_pixel_shader.reset();
// Generate GLSL and compile the new shader.
m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
m_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
if (!m_pixel_shader)
{
PanicAlertFmt("Failed to compile post-processing shader {}", m_config.GetShader());
// Use default shader.
m_config.LoadDefaultShader();
m_pixel_shader = g_gfx->CreateShaderFromSource(
ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
"Default post-processing pixel shader");
if (!m_pixel_shader)
return false;
}
m_uniform_staging_buffer.resize(CalculateUniformsSize());
return true;
}
bool PostProcessing::CompilePipeline()
{
if (m_framebuffer_format == AbstractTextureFormat::Undefined)
return true; // Not needed (some backends don't like making pipelines with no targets)
AbstractPipelineConfig config = {};
config.vertex_shader = m_vertex_shader.get();
config.geometry_shader =
g_gfx->UseGeometryShaderForUI() ? g_shader_cache->GetTexcoordGeometryShader() : nullptr;
config.pixel_shader = m_pixel_shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();
config.blending_state = RenderState::GetNoBlendingBlendState();
config.framebuffer_state = RenderState::GetColorFramebufferState(m_framebuffer_format);
config.usage = AbstractPipelineUsage::Utility;
m_pipeline = g_gfx->CreatePipeline(config);
if (!m_pipeline)
return false;
return true;
}
} // namespace VideoCommon