Duckstation/src/util/postprocessing_shader_glsl.cpp

516 lines
17 KiB
C++

// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "postprocessing_shader_glsl.h"
#include "shadergen.h"
#include "common/file_system.h"
#include "common/log.h"
#include "common/string_util.h"
#include <cctype>
#include <cstring>
#include <sstream>
Log_SetChannel(PostProcessing);
namespace {
class PostProcessingGLSLShaderGen : public ShaderGen
{
public:
PostProcessingGLSLShaderGen(RenderAPI render_api, bool supports_dual_source_blend);
~PostProcessingGLSLShaderGen();
std::string GeneratePostProcessingVertexShader(const PostProcessing::GLSLShader& shader);
std::string GeneratePostProcessingFragmentShader(const PostProcessing::GLSLShader& shader);
private:
void WriteUniformBuffer(std::stringstream& ss, const PostProcessing::GLSLShader& shader, bool use_push_constants);
};
} // namespace
PostProcessing::GLSLShader::GLSLShader() = default;
PostProcessing::GLSLShader::GLSLShader(std::string name, std::string code) : m_code(code)
{
m_name = std::move(name);
LoadOptions();
}
PostProcessing::GLSLShader::~GLSLShader() = default;
bool PostProcessing::GLSLShader::LoadFromFile(std::string name, const char* filename, Error* error)
{
std::optional<std::string> code = FileSystem::ReadFileToString(filename, error);
if (!code.has_value() || code->empty())
return false;
return LoadFromString(std::move(name), code.value(), error);
}
bool PostProcessing::GLSLShader::LoadFromString(std::string name, std::string code, Error* error)
{
m_name = std::move(name);
m_code = std::move(code);
m_options.clear();
LoadOptions();
return true;
}
bool PostProcessing::GLSLShader::IsValid() const
{
return !m_name.empty() && !m_code.empty();
}
u32 PostProcessing::GLSLShader::GetUniformsSize() const
{
// lazy packing. todo improve.
return sizeof(CommonUniforms) + (sizeof(ShaderOption::ValueVector) * static_cast<u32>(m_options.size()));
}
void PostProcessing::GLSLShader::FillUniformBuffer(void* buffer, u32 texture_width, s32 texture_height,
s32 texture_view_x, s32 texture_view_y, s32 texture_view_width,
s32 texture_view_height, u32 window_width, u32 window_height,
s32 original_width, s32 original_height, float time) const
{
CommonUniforms* common = static_cast<CommonUniforms*>(buffer);
const float rcp_texture_width = 1.0f / static_cast<float>(texture_width);
const float rcp_texture_height = 1.0f / static_cast<float>(texture_height);
common->src_rect[0] = static_cast<float>(texture_view_x) * rcp_texture_width;
common->src_rect[1] = static_cast<float>(texture_view_y) * rcp_texture_height;
common->src_rect[2] = (static_cast<float>(texture_view_x + texture_view_width - 1)) * rcp_texture_width;
common->src_rect[3] = (static_cast<float>(texture_view_y + texture_view_height - 1)) * rcp_texture_height;
common->src_size[0] = (static_cast<float>(texture_view_width)) * rcp_texture_width;
common->src_size[1] = (static_cast<float>(texture_view_height)) * rcp_texture_height;
common->resolution[0] = static_cast<float>(texture_width);
common->resolution[1] = static_cast<float>(texture_height);
common->rcp_resolution[0] = rcp_texture_width;
common->rcp_resolution[1] = rcp_texture_height;
common->window_resolution[0] = static_cast<float>(window_width);
common->window_resolution[1] = static_cast<float>(window_height);
common->rcp_window_resolution[0] = 1.0f / static_cast<float>(window_width);
common->rcp_window_resolution[1] = 1.0f / static_cast<float>(window_height);
// pad the "original size" relative to the positioning on the screen
const float view_scale_x = static_cast<float>(original_width) / static_cast<float>(texture_view_width);
const float view_scale_y = static_cast<float>(original_height) / static_cast<float>(texture_view_height);
const s32 view_pad_x = texture_view_x + (texture_width - texture_view_width - texture_view_x);
const s32 view_pad_y = texture_view_y + (texture_height - texture_view_height - texture_view_y);
common->original_size[0] = static_cast<float>(original_width);
common->original_size[1] = static_cast<float>(original_height);
common->padded_original_size[0] = common->original_size[0] + static_cast<float>(view_pad_x) * view_scale_x;
common->padded_original_size[1] = common->original_size[1] + static_cast<float>(view_pad_y) * view_scale_y;
common->time = time;
u8* option_values = reinterpret_cast<u8*>(common + 1);
for (const ShaderOption& option : m_options)
{
std::memcpy(option_values, option.value.data(), sizeof(ShaderOption::ValueVector));
option_values += sizeof(ShaderOption::ValueVector);
}
}
bool PostProcessing::GLSLShader::CompilePipeline(GPUTexture::Format format, u32 width, u32 height)
{
if (m_pipeline)
m_pipeline.reset();
PostProcessingGLSLShaderGen shadergen(g_gpu_device->GetRenderAPI(), g_gpu_device->GetFeatures().dual_source_blend);
std::unique_ptr<GPUShader> vs =
g_gpu_device->CreateShader(GPUShaderStage::Vertex, shadergen.GeneratePostProcessingVertexShader(*this));
std::unique_ptr<GPUShader> fs =
g_gpu_device->CreateShader(GPUShaderStage::Fragment, shadergen.GeneratePostProcessingFragmentShader(*this));
if (!vs || !fs)
return false;
GPUPipeline::GraphicsConfig plconfig;
plconfig.layout = GPUPipeline::Layout::SingleTextureAndUBO;
plconfig.primitive = GPUPipeline::Primitive::Triangles;
plconfig.color_format = format;
plconfig.depth_format = GPUTexture::Format::Unknown;
plconfig.rasterization = GPUPipeline::RasterizationState::GetNoCullState();
plconfig.depth = GPUPipeline::DepthState::GetNoTestsState();
plconfig.blend = GPUPipeline::BlendState::GetNoBlendingState();
plconfig.samples = 1;
plconfig.per_sample_shading = false;
plconfig.vertex_shader = vs.get();
plconfig.fragment_shader = fs.get();
if (!(m_pipeline = g_gpu_device->CreatePipeline(plconfig)))
return false;
if (!m_sampler)
{
GPUSampler::Config config = GPUSampler::GetNearestConfig();
config.address_u = GPUSampler::AddressMode::ClampToBorder;
config.address_v = GPUSampler::AddressMode::ClampToBorder;
config.border_color = 0xFF000000u;
if (!(m_sampler = g_gpu_device->CreateSampler(config)))
return false;
}
return true;
}
bool PostProcessing::GLSLShader::Apply(GPUTexture* input, GPUFramebuffer* final_target, s32 final_left, s32 final_top,
s32 final_width, s32 final_height, s32 orig_width, s32 orig_height,
u32 target_width, u32 target_height)
{
GL_SCOPE("GLSL Shader %s", m_name.c_str());
// Assumes final stage has been cleared already.
if (!final_target)
{
if (!g_gpu_device->BeginPresent(false))
return false;
}
else
{
g_gpu_device->SetFramebuffer(final_target);
g_gpu_device->ClearRenderTarget(final_target->GetRT(), 0); // TODO: Could use an invalidate here too.
}
g_gpu_device->SetPipeline(m_pipeline.get());
g_gpu_device->SetTextureSampler(0, input, m_sampler.get());
const u32 uniforms_size = GetUniformsSize();
void* uniforms = g_gpu_device->MapUniformBuffer(uniforms_size);
FillUniformBuffer(uniforms, input->GetWidth(), input->GetHeight(), final_left, final_top, final_width, final_height,
target_width, target_height, orig_width, orig_height,
static_cast<float>(PostProcessing::GetTimer().GetTimeSeconds()));
g_gpu_device->UnmapUniformBuffer(uniforms_size);
g_gpu_device->Draw(3, 0);
return true;
}
bool PostProcessing::GLSLShader::ResizeOutput(GPUTexture::Format format, u32 width, u32 height)
{
return true;
}
void PostProcessing::GLSLShader::LoadOptions()
{
// Adapted from Dolphin's PostProcessingConfiguration::LoadOptions().
constexpr char config_start_delimiter[] = "[configuration]";
constexpr char config_end_delimiter[] = "[/configuration]";
size_t configuration_start = m_code.find(config_start_delimiter);
size_t configuration_end = m_code.find(config_end_delimiter);
if (configuration_start == std::string::npos || configuration_end == std::string::npos)
{
// Issue loading configuration or there isn't one.
return;
}
std::string configuration_string =
m_code.substr(configuration_start + std::strlen(config_start_delimiter),
configuration_end - configuration_start - std::strlen(config_start_delimiter));
std::istringstream in(configuration_string);
ShaderOption current_option = {};
while (!in.eof())
{
std::string line_str;
if (std::getline(in, line_str))
{
std::string_view line_view = line_str;
// Check for CRLF eol and convert it to LF
if (!line_view.empty() && line_view.at(line_view.size() - 1) == '\r')
line_view.remove_suffix(1);
if (line_view.empty())
continue;
if (line_view[0] == '[')
{
size_t endpos = line_view.find("]");
if (endpos != std::string::npos)
{
if (current_option.type != ShaderOption::Type::Invalid)
{
current_option.value = current_option.default_value;
if (current_option.ui_name.empty())
current_option.ui_name = current_option.name;
if (!current_option.name.empty() && current_option.vector_size > 0)
m_options.push_back(std::move(current_option));
current_option = {};
}
// New section!
std::string_view sub = line_view.substr(1, endpos - 1);
if (sub == "OptionBool")
current_option.type = ShaderOption::Type::Bool;
else if (sub == "OptionRangeFloat")
current_option.type = ShaderOption::Type::Float;
else if (sub == "OptionRangeInteger")
current_option.type = ShaderOption::Type::Int;
else
Log_ErrorPrintf("Invalid option type: '%s'", line_str.c_str());
continue;
}
}
if (current_option.type == ShaderOption::Type::Invalid)
continue;
std::string_view key, value;
ParseKeyValue(line_view, &key, &value);
if (!key.empty() && !value.empty())
{
if (key == "GUIName")
{
current_option.ui_name = value;
}
else if (key == "OptionName")
{
current_option.name = value;
}
else if (key == "DependentOption")
{
current_option.dependent_option = value;
}
else if (key == "MinValue" || key == "MaxValue" || key == "DefaultValue" || key == "StepAmount")
{
ShaderOption::ValueVector* dst_array;
if (key == "MinValue")
dst_array = &current_option.min_value;
else if (key == "MaxValue")
dst_array = &current_option.max_value;
else if (key == "DefaultValue")
dst_array = &current_option.default_value;
else // if (key == "StepAmount")
dst_array = &current_option.step_value;
u32 size = 0;
if (current_option.type == ShaderOption::Type::Bool)
(*dst_array)[size++].int_value = StringUtil::FromChars<bool>(value).value_or(false) ? 1 : 0;
else if (current_option.type == ShaderOption::Type::Float)
size = PostProcessing::ShaderOption::ParseFloatVector(value, dst_array);
else if (current_option.type == ShaderOption::Type::Int)
size = PostProcessing::ShaderOption::ParseIntVector(value, dst_array);
current_option.vector_size =
(current_option.vector_size == 0) ? size : std::min(current_option.vector_size, size);
}
else
{
Log_ErrorPrintf("Invalid option key: '%s'", line_str.c_str());
}
}
}
}
if (current_option.type != ShaderOption::Type::Invalid && !current_option.name.empty() &&
current_option.vector_size > 0)
{
current_option.value = current_option.default_value;
if (current_option.ui_name.empty())
current_option.ui_name = current_option.name;
m_options.push_back(std::move(current_option));
}
}
PostProcessingGLSLShaderGen::PostProcessingGLSLShaderGen(RenderAPI render_api, bool supports_dual_source_blend)
: ShaderGen(render_api, supports_dual_source_blend)
{
}
PostProcessingGLSLShaderGen::~PostProcessingGLSLShaderGen() = default;
std::string PostProcessingGLSLShaderGen::GeneratePostProcessingVertexShader(const PostProcessing::GLSLShader& shader)
{
std::stringstream ss;
WriteHeader(ss);
WriteUniformBuffer(ss, shader, false);
DeclareTexture(ss, "samp0", 0);
DeclareVertexEntryPoint(ss, {}, 0, 1, {}, true);
ss << R"(
{
v_tex0 = float2(float((v_id << 1) & 2u), float(v_id & 2u));
v_pos = float4(v_tex0 * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
#if API_OPENGL || API_OPENGL_ES || API_VULKAN
v_pos.y = -v_pos.y;
#endif
v_tex0 = src_rect.xy + (src_size * v_tex0);
}
)";
return ss.str();
}
std::string PostProcessingGLSLShaderGen::GeneratePostProcessingFragmentShader(const PostProcessing::GLSLShader& shader)
{
std::stringstream ss;
WriteHeader(ss);
WriteUniformBuffer(ss, shader, false);
DeclareTexture(ss, "samp0", 0);
// Rename main, since we need to set up globals
if (!m_glsl)
{
// TODO: vecn -> floatn
ss << R"(
#define main real_main
static float2 v_tex0;
static float4 v_pos;
static float4 o_col0;
// Wrappers for sampling functions.
#define texture(sampler, coords) sampler.Sample(sampler##_ss, coords)
#define textureOffset(sampler, coords, offset) sampler.Sample(sampler##_ss, coords, offset)
#define gl_FragCoord v_pos
)";
}
else
{
if (m_use_glsl_interface_blocks)
{
if (IsVulkan())
ss << "layout(location = 0) ";
ss << "in VertexData {\n";
ss << " float2 v_tex0;\n";
ss << "};\n";
}
else
{
ss << "in float2 v_tex0;\n";
}
if (m_use_glsl_binding_layout)
{
ss << "layout(location = 0) out float4 o_col0;\n";
}
else
{
ss << "out float4 o_col0;\n";
}
}
ss << R"(
float4 Sample() { return texture(samp0, v_tex0); }
float4 SampleLocation(float2 location) { return texture(samp0, location); }
#define SampleOffset(offset) textureOffset(samp0, v_tex0, offset)
float2 GetFragCoord()
{
return gl_FragCoord.xy;
}
float2 GetWindowResolution()
{
return window_resolution;
}
float2 GetResolution()
{
return resolution;
}
float2 GetInvResolution()
{
return rcp_resolution;
}
float2 GetCoordinates()
{
return v_tex0;
}
float2 GetOriginalSize()
{
return original_size;
}
float2 GetPaddedOriginalSize()
{
return padded_original_size;
}
float GetTime()
{
return time;
}
void SetOutput(float4 color)
{
o_col0 = color;
}
#define GetOption(x) (x)
#define OptionEnabled(x) ((x) != 0)
)";
ss << shader.GetCode();
if (!m_glsl)
{
ss << R"(
#undef main
void main(in float2 v_tex0_ : TEXCOORD0, in float4 v_pos_ : SV_Position, out float4 o_col0_ : SV_Target)
{
v_pos = v_pos_;
v_tex0 = v_tex0_;
real_main();
o_col0_ = o_col0;
}
)";
}
return ss.str();
}
void PostProcessingGLSLShaderGen::WriteUniformBuffer(std::stringstream& ss, const PostProcessing::GLSLShader& shader,
bool use_push_constants)
{
u32 pad_counter = 0;
WriteUniformBufferDeclaration(ss, use_push_constants);
ss << "{\n";
ss << " float4 src_rect;\n";
ss << " float2 src_size;\n";
ss << " float2 resolution;\n";
ss << " float2 rcp_resolution;\n";
ss << " float2 window_resolution;\n";
ss << " float2 rcp_window_resolution;\n";
ss << " float2 original_size;\n";
ss << " float2 padded_original_size;\n";
ss << " float time;\n";
ss << " float ubo_pad" << (pad_counter++) << ";\n";
ss << "\n";
static constexpr std::array<const char*, PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS + 1> vector_size_suffix =
{{"", "", "2", "3", "4"}};
for (const PostProcessing::ShaderOption& option : shader.GetOptions())
{
switch (option.type)
{
case PostProcessing::ShaderOption::Type::Bool:
ss << " int " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS; i++)
ss << " int ubo_pad" << (pad_counter++) << ";\n";
break;
case PostProcessing::ShaderOption::Type::Int:
{
ss << " int" << vector_size_suffix[option.vector_size] << " " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS; i++)
ss << " int ubo_pad" << (pad_counter++) << ";\n";
}
break;
case PostProcessing::ShaderOption::Type::Float:
default:
{
ss << " float" << vector_size_suffix[option.vector_size] << " " << option.name << ";\n";
for (u32 i = option.vector_size; i < PostProcessing::ShaderOption::MAX_VECTOR_COMPONENTS; i++)
ss << " float ubo_pad" << (pad_counter++) << ";\n";
}
break;
}
}
ss << "};\n\n";
}