Duckstation/src/util/postprocessing.h
2024-07-03 15:44:12 +10:00

179 lines
4.9 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "gpu_device.h"
#include <array>
#include <memory>
#include <mutex>
#include <string_view>
#include <vector>
namespace Common {
class Timer;
}
class GPUSampler;
class GPUTexture;
class Error;
class SettingsInterface;
class ProgressCallback;
namespace PostProcessing {
class Shader;
struct ShaderOption
{
enum : u32
{
MAX_VECTOR_COMPONENTS = 4
};
enum class Type
{
Invalid,
Bool,
Int,
Float
};
union Value
{
s32 int_value;
float float_value;
};
static_assert(sizeof(Value) == sizeof(u32));
using ValueVector = std::array<Value, MAX_VECTOR_COMPONENTS>;
static_assert(sizeof(ValueVector) == sizeof(u32) * MAX_VECTOR_COMPONENTS);
std::string name;
std::string ui_name;
std::string dependent_option;
std::string category;
std::string tooltip;
Type type;
u32 vector_size;
u32 buffer_size;
u32 buffer_offset;
ValueVector default_value;
ValueVector min_value;
ValueVector max_value;
ValueVector step_value;
ValueVector value;
std::vector<std::string> choice_options;
static u32 ParseIntVector(std::string_view line, ValueVector* values);
static u32 ParseFloatVector(std::string_view line, ValueVector* values);
static constexpr ValueVector MakeIntVector(s32 x, s32 y = 0, s32 z = 0, s32 w = 0)
{
ValueVector ret = {};
ret[0].int_value = x;
ret[1].int_value = y;
ret[2].int_value = z;
ret[3].int_value = w;
return ret;
}
static constexpr ValueVector MakeFloatVector(float x, float y = 0, float z = 0, float w = 0)
{
ValueVector ret = {};
ret[0].float_value = x;
ret[1].float_value = y;
ret[2].float_value = z;
ret[3].float_value = w;
return ret;
}
};
namespace Config {
static constexpr const char* DISPLAY_CHAIN_SECTION = "PostProcessing";
static constexpr const char* INTERNAL_CHAIN_SECTION = "InternalPostProcessing";
u32 GetStageCount(const SettingsInterface& si, const char* section);
std::string GetStageShaderName(const SettingsInterface& si, const char* section, u32 index);
std::vector<ShaderOption> GetStageOptions(const SettingsInterface& si, const char* section, u32 index);
std::vector<ShaderOption> GetShaderOptions(const std::string& shader_name, Error* error);
bool AddStage(SettingsInterface& si, const char* section, const std::string& shader_name, Error* error);
void RemoveStage(SettingsInterface& si, const char* section, u32 index);
void MoveStageUp(SettingsInterface& si, const char* section, u32 index);
void MoveStageDown(SettingsInterface& si, const char* section, u32 index);
void SetStageOption(SettingsInterface& si, const char* section, u32 index, const ShaderOption& option);
void UnsetStageOption(SettingsInterface& si, const char* section, u32 index, const ShaderOption& option);
void ClearStages(SettingsInterface& si, const char* section);
} // namespace Config
class Chain
{
public:
Chain(const char* section);
~Chain();
ALWAYS_INLINE bool HasStages() const { return m_stages.empty(); }
ALWAYS_INLINE bool NeedsDepthBuffer() const { return m_needs_depth_buffer; }
ALWAYS_INLINE GPUTexture* GetInputTexture() const { return m_input_texture.get(); }
ALWAYS_INLINE GPUTexture* GetOutputTexture() const { return m_output_texture.get(); }
bool IsActive() const;
bool IsInternalChain() const;
void UpdateSettings(std::unique_lock<std::mutex>& settings_lock);
void LoadStages();
void ClearStages();
void DestroyTextures();
/// Temporarily toggles post-processing on/off.
void Toggle();
bool CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height,
ProgressCallback* progress = nullptr);
bool Apply(GPUTexture* input_color, GPUTexture* input_depth, GPUTexture* final_target, const GSVector4i final_rect,
s32 orig_width, s32 orig_height, s32 native_width, s32 native_height);
private:
void ClearStagesWithError(const Error& error);
const char* m_section;
GPUTexture::Format m_target_format = GPUTexture::Format::Unknown;
u32 m_target_width = 0;
u32 m_target_height = 0;
bool m_enabled = false;
bool m_wants_depth_buffer = false;
bool m_needs_depth_buffer = false;
std::vector<std::unique_ptr<PostProcessing::Shader>> m_stages;
std::unique_ptr<GPUTexture> m_input_texture;
std::unique_ptr<GPUTexture> m_output_texture;
};
// [display_name, filename]
std::vector<std::pair<std::string, std::string>> GetAvailableShaderNames();
void Initialize();
/// Reloads configuration.
void UpdateSettings();
/// Reloads post processing shaders with the current configuration.
bool ReloadShaders();
void Shutdown();
GPUSampler* GetSampler(const GPUSampler::Config& config);
GPUTexture* GetDummyTexture();
const Common::Timer& GetTimer();
extern Chain DisplayChain;
extern Chain InternalChain;
}; // namespace PostProcessing